UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
RendererSettings.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Engine/EngineTypes.h"
#include "Engine/Scene.h"
#include "Engine/DeveloperSettings.h"
#include "PixelFormat.h"
#include "UObject/PerPlatformProperties.h"
#include "LegacyScreenPercentageDriver.h"
#include "RendererSettings.generated.h"

Go to the source code of this file.

Classes

class  URendererSettings
 

Namespaces

namespace  EClearSceneOptions
 
namespace  ECompositingSampleCount
 
namespace  ECustomDepthStencil
 
namespace  EEarlyZPass
 
namespace  EVelocityOutputPass
 
namespace  EVertexDeformationOutputsVelocity
 
namespace  EAlphaChannelMode
 
namespace  EAutoExposureMethodUI
 
namespace  EDefaultBackBufferPixelFormat
 
namespace  EFixedFoveationLevels
 
namespace  EMobileAntiAliasingMethod
 
namespace  EMobileFloatPrecisionMode
 
namespace  EMobileShadingPath
 
namespace  ELightFunctionAtlasPixelFormat
 
namespace  EShaderCompressionFormat
 
namespace  ELumenSoftwareTracingMode
 
namespace  EWorkingColorSpace
 

Enumerations

enum  EClearSceneOptions::Type : int { EClearSceneOptions::NoClear = 0 UMETA(DisplayName="Do not clear",ToolTip="This option is fastest but can cause artifacts unless you render to every pixel. Make sure to use a skybox with this option!") , EClearSceneOptions::HardwareClear = 1 UMETA(DisplayName="Hardware clear",ToolTip="Perform a full hardware clear before rendering. Most projects should use this option.") , EClearSceneOptions::QuadAtMaxZ = 2 UMETA(DisplayName="Clear at far plane",ToolTip="Draws a quad to perform the clear at the far plane, this is faster than a hardware clear on some GPUs.") }
 
enum  ECompositingSampleCount::Type : int { ECompositingSampleCount::One = 1 UMETA(DisplayName="No MSAA") , ECompositingSampleCount::Two = 2 UMETA(DisplayName="2x MSAA") , ECompositingSampleCount::Four = 4 UMETA(DisplayName="4x MSAA") , ECompositingSampleCount::Eight = 8 UMETA(DisplayName="8x MSAA") }
 
enum  ECustomDepthStencil::Type : int { ECustomDepthStencil::Disabled = 0 , ECustomDepthStencil::Enabled = 1 UMETA(ToolTip="Depth buffer created immediately. Stencil disabled.") , ECustomDepthStencil::EnabledOnDemand = 2 UMETA(ToolTip="Depth buffer created on first use, can save memory but cause stalls. Stencil disabled.") , ECustomDepthStencil::EnabledWithStencil = 3 UMETA(ToolTip="Depth buffer created immediately. Stencil available for read/write.") }
 
enum  EEarlyZPass::Type : int { EEarlyZPass::None = 0 UMETA(DisplayName="None") , EEarlyZPass::OpaqueOnly = 1 UMETA(DisplayName="Opaque meshes only") , EEarlyZPass::OpaqueAndMasked = 2 UMETA(DisplayName="Opaque and masked meshes") , EEarlyZPass::Auto = 3 UMETA(DisplayName="Decide automatically",ToolTip="Let the engine decide what to render in the early Z pass based on the features being used.") }
 
enum  EVelocityOutputPass::Type : int { EVelocityOutputPass::DepthPass = 0 UMETA(DisplayName = "Write during depth pass") , EVelocityOutputPass::BasePass = 1 UMETA(DisplayName = "Write during base pass") , EVelocityOutputPass::AfterBasePass = 2 UMETA(DisplayName = "Write after base pass") }
 
enum  EVertexDeformationOutputsVelocity::Type : int { EVertexDeformationOutputsVelocity::Off = 0 UMETA(ToolTip = "Always off") , EVertexDeformationOutputsVelocity::On = 1 UMETA(ToolTip = "Always on") , EVertexDeformationOutputsVelocity::Auto = 2 UMETA(ToolTip = "On when the performance cost is low (velocity in depth or base pass).") }
 
enum  EAutoExposureMethodUI::Type : int { EAutoExposureMethodUI::UMETA =(DisplayName = "Auto Exposure Histogram") , EAutoExposureMethodUI::UMETA =(DisplayName = "Auto Exposure Histogram") , EAutoExposureMethodUI::UMETA =(DisplayName = "Auto Exposure Histogram") , EAutoExposureMethodUI::AEM_MAX }
 
enum  EDefaultBackBufferPixelFormat::Type : int {
  EDefaultBackBufferPixelFormat::DBBPF_B8G8R8A8 = 0 UMETA(DisplayName = "8bit RGBA") , EDefaultBackBufferPixelFormat::UMETA =(DisplayName = "DEPRECATED - 16bit RGBA", Hidden) , EDefaultBackBufferPixelFormat::UMETA =(DisplayName = "DEPRECATED - 16bit RGBA", Hidden) , EDefaultBackBufferPixelFormat::UMETA =(DisplayName = "DEPRECATED - 16bit RGBA", Hidden) ,
  EDefaultBackBufferPixelFormat::UMETA =(DisplayName = "DEPRECATED - 16bit RGBA", Hidden) , EDefaultBackBufferPixelFormat::DBBPF_MAX
}
 
enum  EFixedFoveationLevels::Type : int {
  EFixedFoveationLevels::Disabled = 0 UMETA(DisplayName = "Disabled") , EFixedFoveationLevels::Low = 1 UMETA(DisplayName = "Low") , EFixedFoveationLevels::Medium = 2 UMETA(DisplayName = "Medium") , EFixedFoveationLevels::High = 3 UMETA(DisplayName = "High") ,
  EFixedFoveationLevels::HighTop = 4 UMETA(DisplayName = "High Top")
}
 
enum  EMobileAntiAliasingMethod::Type : int {
  EMobileAntiAliasingMethod::None = AAM_None UMETA(DisplayName = "None") , EMobileAntiAliasingMethod::FXAA = AAM_FXAA UMETA(DisplayName = "Fast Approximate Anti-Aliasing (FXAA)") , EMobileAntiAliasingMethod::TemporalAA = AAM_TemporalAA UMETA(DisplayName = "Temporal Anti-Aliasing (TAA)") , EMobileAntiAliasingMethod::MSAA = AAM_MSAA UMETA(DisplayName = "Multisample Anti-Aliasing (MSAA)") ,
  EMobileAntiAliasingMethod::TSR = AAM_TSR UMETA(DisplayName = "Temporal Super-Resolution (TSR)") , EMobileAntiAliasingMethod::SMAA = AAM_SMAA UMETA(DisplayName = "Subpixel Morphological Anti-Aliasing (SMAA)")
}
 
enum  EMobileFloatPrecisionMode::Type : int { EMobileFloatPrecisionMode::Half = 0 UMETA(DisplayName = "Use Half-precision") , EMobileFloatPrecisionMode::Full_MaterialExpressionOnly = 1 UMETA(DisplayName = "Use Full-precision for MaterialExpressions only") , EMobileFloatPrecisionMode::Full = 2 UMETA(DisplayName = "Use Full-precision for every float") }
 
enum  EMobileShadingPath::Type : int { EMobileShadingPath::Forward = 0 UMETA(DisplayName = "Forward Shading") , EMobileShadingPath::Deferred = 1 UMETA(DisplayName = "Deferred Shading") }
 
enum  ELightFunctionAtlasPixelFormat::Type : int { ELightFunctionAtlasPixelFormat::LFAPF_R8 = 0 UMETA(DisplayName = "8 bits Gray Scale") , ELightFunctionAtlasPixelFormat::LFAPF_R8G8B8 = 1 UMETA(DisplayName = "8 bits RGB Color") }
 
enum  EShaderCompressionFormat::Type : int { EShaderCompressionFormat::None = 0 UMETA(DisplayName = "Do not compress", ToolTip = "Fastest, but disk and memory footprint will be large") , EShaderCompressionFormat::LZ4 = 1 UMETA(DisplayName = "LZ4", ToolTip = "Compressing using LZ4") , EShaderCompressionFormat::Oodle = 2 UMETA(DisplayName = "Oodle", ToolTip = "Compressing using Oodle (default)") , EShaderCompressionFormat::Zlib = 3 UMETA(DisplayName = "ZLib", ToolTip = "Compressing using Zlib") }
 
enum  ELumenSoftwareTracingMode::Type : int { ELumenSoftwareTracingMode::DetailTracing = 1 UMETA(DisplayName = "Detail Tracing", ToolTip = "When using Software Ray Tracing, Lumen will trace against individual mesh's Distance Fields for highest quality. Cost can be high in scenes with many overlapping instances.") , ELumenSoftwareTracingMode::GlobalTracing = 0 UMETA(DisplayName = "Global Tracing", ToolTip = "When using Software Ray Tracing, Lumen will trace against the Global Distance Field for fastest traces.") }
 
enum class  ELumenRayLightingMode : uint8 { SurfaceCache = 0 UMETA(DisplayName = "Surface Cache") , HitLightingForReflections = 2 UMETA(DisplayName = "Hit Lighting for Reflections") , HitLighting = 1 UMETA(DisplayName = "Hit Lighting") }
 
enum class  ELumenScreenTracingSource : uint8 { SceneColor = 0 UMETA(DisplayName = "Scene Color") , AntialiasedSceneColorWithTranslucency = 1 UMETA(DisplayName = "Anti-aliased Scene Color, with Translucency") }
 
enum  EWorkingColorSpace::Type : int {
  EWorkingColorSpace::sRGB = 1 UMETA(DisplayName = "sRGB / Rec709", ToolTip = "sRGB / Rec709 (BT.709) color primaries, with D65 white point.") , EWorkingColorSpace::Rec2020 = 2 UMETA(DisplayName = "Rec2020", ToolTip = "Rec2020 (BT.2020) primaries with D65 white point.") , EWorkingColorSpace::ACESAP0 = 3 UMETA(DIsplayName = "ACES AP0", ToolTip = "ACES AP0 wide gamut primaries, with D60 white point.") , EWorkingColorSpace::ACESAP1 = 4 UMETA(DIsplayName = "ACES AP1 / ACEScg", ToolTip = "ACES AP1 / ACEScg wide gamut primaries, with D60 white point.") ,
  EWorkingColorSpace::P3DCI = 5 UMETA(DisplayName = "P3DCI", ToolTip = "P3 (Theater) primaries, with DCI Calibration white point.") , EWorkingColorSpace::P3D65 = 6 UMETA(DisplayName = "P3D65", ToolTip = "P3 (Display) primaries, with D65 white point.") , EWorkingColorSpace::Custom = 7 UMETA(DisplayName = "Custom", ToolTip = "User defined color space and white point.")
}
 

Functions

ENGINE_API EAlphaChannelMode::Type EAlphaChannelMode::FromInt (int32 InAlphaChannelMode)
 
ENGINE_API EPixelFormat EDefaultBackBufferPixelFormat::Convert2PixelFormat (EDefaultBackBufferPixelFormat::Type InDefaultBackBufferPixelFormat)
 
ENGINE_API int32 EDefaultBackBufferPixelFormat::NumberOfBitForAlpha (EDefaultBackBufferPixelFormat::Type InDefaultBackBufferPixelFormat)
 
ENGINE_API EDefaultBackBufferPixelFormat::Type EDefaultBackBufferPixelFormat::FromInt (int32 InDefaultBackBufferPixelFormat)
 

Enumeration Type Documentation

◆ ELumenRayLightingMode

Enumerator
SurfaceCache 
HitLightingForReflections 
HitLighting 

◆ ELumenScreenTracingSource

Enumerator
SceneColor 
AntialiasedSceneColorWithTranslucency