ULimenHardwareRayTracingSetting
Overview
ULimenHardwareRayTracingSetting inherits from ULimenSelectionSetting and provides functionality to switch between hardware and software raytracing. It includes properties and functions to manage the current setting, apply changes, and handle default values.
Properties
Type | Name | Access | Description |
|---|---|---|---|
FString | Software | Public | Constant string representing the software raytracing option. |
FString | Hardware | Public | Constant string representing the hardware raytracing option. |
TArray<TConsoleSetting > | SettingsDescription | Private | Array of console settings for managing raytracing options. |
bool | bCanEditOverride | Private | Flag to override the editability state based on certain conditions. |
Functions
Return Type | Signature | Description |
|---|---|---|
bool | CanEdit() const | Determines if the setting can be edited, considering both base class and additional conditions. |
void | ApplyCurrentSetting(bool bUserRequest) override | Applies the current setting by updating console variables based on the selected option. |
void | SetDefaults() override | Sets default values for the setting, including adding console settings and handling selection logic. |
void | RayTracingSettingApplied(const ULimenSetting* Setting) | Handles the application of a raytracing setting, potentially overriding the editability state if necessary. |
Usage & Implementation Notes
Threading Constraints: This class does not have specific threading constraints.
Replication Requirements: No replication is required for this class.
Memory Lifetime Management: The class manages memory through standard Unreal Engine object lifecycle management.
Initialization Dependencies: The class depends on
ULimenGraphicalSettingsSubsystemandULimenRayTracingSettingto function correctly.