Hi there,
I’m working on a stylized scene, but the lumen Screen traced GI together with short range AO creates some results that does not fit the style.
There are two command that gives the result I am looking for:
r.Lumen.ScreenProbeGather.ShortRangeAO 0
r.Lumen.ScreenProbeGather.ScreenTraces 0
But this does not get disabled during Play time. Is there a way to work around this and have these features disabled during play?
Any help would be greatly appreciated
Laurens
1 Like
jblackwell
(jblackwell)
September 3, 2023, 4:41am
2
To disable during play would likely require changing the engine’s .ini, there are good guides to that but I don’t want to risk giving bad advice.
1 Like
Miguel1900
(Miguel1900)
September 3, 2023, 1:45pm
3
That’s it! You just need to execute those console command at the beginning of your game, in your Level blueprint, for example.
2 Likes
SloppySnek
(SloppySnek)
January 22, 2024, 9:03pm
4
To get these settings automatically on startup and in-game. Simply add these to your DefaultEngine.ini located in the Config folder of your project.
(Note - [/Script/Engine.RendererSettings] should already be present in DefaultEngine.ini.)
[/Script/Engine.RendererSettings]
r.Lumen.ScreenProbeGather.ShortRangeAO=0
r.Lumen.ScreenProbeGather.ScreenTraces=0
Hope this helps!
3 Likes
jblackwell
(jblackwell)
January 23, 2024, 2:59pm
5
It should also probably be said that this is not an ideal solution for games: the screen traces resolve a lot of issues with the SDFs or proxy mismatch, and only the highest scalability with the lumen scene using nanite GI truly makes screen traces redundant. Your scene time could go up significantly without screen traces.
1 Like
system
(system)
Closed
May 18, 2024, 1:18pm
6
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