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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Classes | |
| struct | FQualityLevels |
| struct | FResolutionPreset |
Enumerations | |
| enum class | EQualityLevelBehavior { EAbsolute , ERelativeToMax } |
Variables | |
| const int32 | DefaultQualityLevel = 3 |
| ENGINE_API FOnScalabilitySettingsChanged | OnScalabilitySettingsChanged |
| constexpr float | MinResolutionScale = 0.0f |
| constexpr float | MaxResolutionScale = 100.0f |
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strong |
| ENGINE_API FQualityLevels Scalability::BenchmarkQualityLevels | ( | uint32 | WorkScale = 10, |
| float | CPUMultiplier = 1.0f, |
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| float | GPUMultiplier = 1.0f |
||
| ) |
Run synthbenchmark and configure scalability based on results
| int32 Scalability::ComputeOptionFromPerfIndex | ( | const FString & | GroupName, |
| float | CPUPerfIndex, | ||
| float | GPUPerfIndex | ||
| ) |
| ENGINE_API FQualityLevels Scalability::ComputeQualityLevelsFromPerfIndex | ( | float | CPUPerfIndex, |
| float | GPUPerfIndex | ||
| ) |
Compute scalability quality levels from existing CPU and GPU perf indices
| Scalability::DECLARE_MULTICAST_DELEGATE_OneParam | ( | FOnScalabilitySettingsChanged | , |
| const Scalability::FQualityLevels & | |||
| ) |
| ENGINE_API int32 Scalability::GetEffectsQualityDirect | ( | bool | bGameThread | ) |
Gets the effects quality directly for the passed thread.
| bGameThread | If true, the game thread value for the CVar is returned, otherwise the render thread value is returned. Useful when accessing the CVar from a game task. |
| ENGINE_API FQualityLevels Scalability::GetQualityLevelCounts | ( | ) |
Returns the number of steps for each quality level
| ENGINE_API FQualityLevels Scalability::GetQualityLevels | ( | ) |
This is the only suggested way to get the current state - don't get CVars directly
| ENGINE_API FText Scalability::GetQualityLevelText | ( | int32 | QualityLevel, |
| int32 | NumLevels | ||
| ) |
| ENGINE_API TArray< FResolutionPreset > Scalability::GetResolutionPresets | ( | ) |
| ENGINE_API float Scalability::GetResolutionQualityFromGPUPerfIndex | ( | float | GPUPerfIndex | ) |
| ENGINE_API float Scalability::GetResolutionScreenPercentage | ( | ) |
| ENGINE_API FText Scalability::GetScalabilityNameFromQualityLevel | ( | int32 | QualityLevel | ) |
Returns a human readable name for a scalability quality level
| ENGINE_API FString Scalability::GetScalabilitySectionString | ( | const TCHAR * | InGroupName, |
| int32 | InQualityLevel, | ||
| int32 | InNumLevels | ||
| ) |
| ENGINE_API void Scalability::InitScalabilitySystem | ( | ) |
| ENGINE_API bool Scalability::IsTemporaryQualityLevelActive | ( | ) |
Are active scalability settings a temporary override.
| void Scalability::LoadPlatformScalability | ( | FString | PlatformName | ) |
| ENGINE_API void Scalability::LoadState | ( | const FString & | IniName | ) |
| IniName | e.g. GEditorPerProjectIni or GGameUserSettingsIni |
| ENGINE_API void Scalability::LoadState | ( | const FString & | IniName, |
| const TCHAR * | Section | ||
| ) |
| IniName | e.g. GEditorPerProjectIni or GGameUserSettingsIni |
| Section | the section to load from |
| void Scalability::OnChangeAntiAliasingQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeEffectsQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeFoliageQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeGlobalIlluminationQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeLandscapeQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangePostProcessQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeReflectionQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeResolutionQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeShadingQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeShadowQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeTextureQuality | ( | IConsoleVariable * | Var | ) |
| void Scalability::OnChangeViewDistanceQuality | ( | IConsoleVariable * | Var | ) |
| ENGINE_API void Scalability::ProcessCommand | ( | const TCHAR * | Cmd, |
| FOutputDevice & | Ar | ||
| ) |
Process a console command line
| ENGINE_API void Scalability::RecordQualityLevelsAnalytics | ( | bool | bAutoApplied | ) |
Sends an analytic event with all quality level data
| bAutoApplied | Whether or not the quality levels were auto-applied (true) or applied by the user (false). |
| ENGINE_API void Scalability::SaveState | ( | const FString & | IniName | ) |
| IniName | e.g. GEditorPerProjectIni or GGameUserSettingsIni |
| ENGINE_API void Scalability::SaveState | ( | const FString & | IniName, |
| const TCHAR * | Section | ||
| ) |
| IniName | e.g. GEditorPerProjectIni or GGameUserSettingsIni |
| Section | the section to save into |
| void Scalability::SetQualityLevelCVar | ( | TAutoConsoleVariable< T > & | CVarToEdit, |
| const T | DesiredValue, | ||
| const T | OverrideValue, | ||
| bool | bForce | ||
| ) |
| ENGINE_API void Scalability::SetQualityLevels | ( | const FQualityLevels & | QualityLevels, |
| bool | bForce = false |
||
| ) |
This is the only suggested way to set the current state - don't set CVars directly
| ENGINE_API void Scalability::ToggleTemporaryQualityLevels | ( | bool | bEnable, |
| const FQualityLevels & | QualityLevelsOverride = FQualityLevels() |
||
| ) |
Applies quality levels for temporary status which will NOT be saved to user settings e.g. mobile device low-power mode. Originally active settings are backed-up or restored on toggle.
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inline |
Maximum single axis scale for render resolution
Minimum single axis scale for render resolution
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extern |