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TG_ARPG/Content/Art/Effect/PostProcessActor/Post_Flicker.uasset

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2023-12-12 12:19:00 +08:00
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Gamma|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Gain|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Offset|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Saturation|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Contrast|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Gamma|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Gain|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Offset|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>HighlightsMin|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>HighlightsMax|<00><00>UObjectToolTips1PostProcessSettings:ColorCorrectionHighlightsMaxUShould be set larger than HighlightsMin. Default is 1.0, for backwards compatibility|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> ShadowsMax|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{HOy<00>Blue Correction|<00><00>UObjectToolTips#PostProcessSettings:BlueCorrectionCorrect for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Expand Gamut|<00><00>UObjectToolTips PostProcessSettings:ExpandGamutTExpand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Tone Curve Amount|<00><00>UObjectToolTips$PostProcessSettings:ToneCurveAmountrAllow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Slope|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Toe|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Shoulder|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Black clip|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> White clip|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Scene Color Tint|<00>UUObjectToolTips#PostProcessSettings:SceneColorTintScene tint color|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Intensity|<00><00>UObjectToolTips)PostProcessSettings:SceneFringeIntensity<00>in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Start Offset|<00><00>UObjectToolTips3PostProcessSettings:ChromaticAberrationStartOffsetUA normalized distance to the center of the framebuffer where the effect takes place.|HgY(YaY+Y.Y/Y2Y0YP{HKy<00>
Intensity|<00><00>UObjectToolTips#PostProcessSettings:BloomIntensityIMultiplier for all bloom contributions >=0: off, 1(default), >1 brighter|HgY(YaY+Y.Y/Y2Y0YP{HNy<00>
Threshold|<00>UObjectToolTips#PostProcessSettings:BloomThreshold<00>minimum brightness the bloom starts having effect
-1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter|HgY(YaY+Y.Y/Y2Y0YP{HMy<00> Size scale|<00>^UObjectToolTips#PostProcessSettings:BloomSizeScaleScale for all bloom sizes|HgY(YaY+Y.Y/Y2Y0YP{H4y<00> #1 Size|<00>UObjectToolTipsPostProcessSettings:Bloom1Size<00>Diameter size for the Bloom1 in percent of the screen width
(is done in 1/2 resolution, larger values cost more performance, good for high frequency details)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H6y<00> #2 Size|<00><00>UObjectToolTipsPostProcessSettings:Bloom2Size<00>Diameter size for Bloom2 in percent of the screen width
(is done in 1/4 resolution, larger values cost more performance)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H8y<00> #3 Size|<00><00>UObjectToolTipsPostProcessSettings:Bloom3Size<00>Diameter size for Bloom3 in percent of the screen width
(is done in 1/8 resolution, larger values cost more performance)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H:y<00> #4 Size|<00> UObjectToolTipsPostProcessSettings:Bloom4Size<00>Diameter size for Bloom4 in percent of the screen width
(is done in 1/16 resolution, larger values cost more performance, best for wide contributions)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H<y<00> #5 Size|<00> UObjectToolTipsPostProcessSettings:Bloom5Size<00>Diameter size for Bloom5 in percent of the screen width
(is done in 1/32 resolution, larger values cost more performance, best for wide contributions)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H>y<00> #6 Size|<00> UObjectToolTipsPostProcessSettings:Bloom6Size<00>Diameter size for Bloom6 in percent of the screen width
(is done in 1/64 resolution, larger values cost more performance, best for wide contributions)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H5y<00> #1 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom1TintBloom1 tint color|HgY(YaY+Y.Y/Y2Y0YP{H7y<00> #2 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom2TintBloom2 tint color|HgY(YaY+Y.Y/Y2Y0YP{H9y<00> #3 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom3TintBloom3 tint color|HgY(YaY+Y.Y/Y2Y0YP{H;y<00> #4 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom4TintBloom4 tint color|HgY(YaY+Y.Y/Y2Y0YP{H=y<00> #5 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom5TintBloom5 tint color|HgY(YaY+Y.Y/Y2Y0YP{H?y<00> #6 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom6TintBloom6 tint color|HgY(YaY+Y.Y/Y2Y0YP{HEy<00>#Convolution Scatter Dispersion|<00><00>UObjectToolTips6PostProcessSettings:BloomConvolutionScatterDispersion<00>Intensity multiplier on the scatter dispersion energy of the kernel. 1.0 means exactly use the same energy as the kernel scatter dispersion.|HgY(YaY+Y.Y/Y2Y0YP{HFy<00>Convolution Scale|<00><00>UObjectToolTips)PostProcessSettings:BloomConvolutionSizeYRelative size of the convolution kernel image compared to the minor axis of the viewport|HgY(YaY+Y.Y/Y2Y0YP{HGy<00>Convolution Kernel|<00><00>UObjectToolTi
y<00> Indirect Lighting Intensity|<00><00>UObjectToolTips.PostProcessSettings:IndirectLightingIntensity<00>Scales the indirect lighting contribution. A value of 0 disables GI. Default is 1. The show flag 'Global Illumination' must be enabled to use this property.|H<00>gY(YaY+Y.Y/Y2Y0YP{H6y<00>!Lumen Scene Lighting Quality|<00><00>UObjectToolTips.PostProcessSettings:LumenSceneLightingQuality<00>Scales Lumen Scene's quality. Larger scales cause Lumen Scene to be calculated with a higher fidelity, which can be visible in reflections, but increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H5y<00>Lumen Scene Detail|<00><00>UObjectToolTips%PostProcessSettings:LumenSceneDetail<00>Controls the size of instances that can be represented in Lumen Scene. Larger values will ensure small objects are represented, but increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H8y<00>Lumen Scene View Distance|<00>UObjectToolTips+PostProcessSettings:LumenSceneViewDistance<00>Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. Larger values will increase the effective range of sky shadowing and Global Illumination, but increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H7y<00>&"Lumen Scene Lighting Update Speed|<00>UObjectToolTips2PostProcessSettings:LumenSceneLightingUpdateSpeed<00>Controls how much Lumen Scene is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H.y<00>Final Gather Quality|<00><00>UObjectToolTips,PostProcessSettings:LumenFinalGatherQualityaScales Lumen's Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H-y<00>'#Final Gather Lighting Update Speed|<00>UObjectToolTips8PostProcessSettings:LumenFinalGatherLightingUpdateSpeed<00>Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost and noise.|HgY(YaY+Y
Intensity|<00><00>UObjectToolTips3PostProcessSettings:ScreenSpaceReflectionIntensityrEnable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Quality|<00><00>UObjectToolTips1PostProcessSettings:ScreenSpaceReflectionQuality<00>0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Max Roughness|<00><00>UObjectToolTips6PostProcessSettings:ScreenSpaceReflectionMaxRoughnessbUntil what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Max Roughness|<00>SUObjectToolTips6PostProcessSettings:RayTracingReflectionsMaxRoughness<00>Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster). Reflection contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Max. Bounces|<00><00>UObjectToolTips4PostProcessSettings:RayTracingReflectionsMaxBounces;Sets the maximum number of ray tracing reflection bounces.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Samples Per Pixel|<00><00>UObjectToolTips9PostProcessSettings:RayTracingReflectionsSamplesPerPixel7Sets the samples per pixel for ray traced reflections.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Shadows|<00>sUObjectToolTips1PostProcessSettings:RayTracingReflectionsShadows!Sets the reflected shadows type.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Include Translucent Objects|<00><00>UObjectToolTips6PostProcessSettings:RayTracingReflectionsTranslucency1Enables ray tracing translucency in reflections.|H<00>gY(YaY+
Intensity|<00><00>UObjectToolTips,PostProcessSettings:AmbientCubemapIntensityJTo scale the Ambient cubemap brightness
>=0: off, 1(default), >1 brighter|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Cubemap Texture|<00><00>UObjectToolTips#PostProcessSettings:AmbientCubemap~The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here|H<00>gY(YaY+Y.Y/Y2Y0YP{Hzy<00>Shutter Speed (1/s)|<00>gUObjectToolTips'PostProcessSettings:CameraShutterSpeedThe camera shutter in seconds.|HgY(YaY+Y.Y/Y2Y0YP{Hyy<00>ISO|<00>]UObjectToolTipsPostProcessSettings:CameraISOThe camera sensor sensitivity|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Aperture (F-stop)|<00><00>UObjectToolTips&PostProcessSettings:DepthOfFieldFstop<00>Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>"Maximum Aperture (min F-stop)|<00><00>UObjectToolTips)PostProcessSettings:DepthOfFieldMinFstop<00>Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. Set it to 0 to get straight blades.|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Number of diaphragm blades|<00><00>UObjectToolTips+PostProcessSettings:DepthOfFieldBladeCountRDefines the number of blades of the diaphragm within the lens (between 4 and 16).|HgY(YaY+Y.Y/Y2Y0YP{Hy<00>Exposure Compensation|<00><00>UObjectToolTips%PostProcessSettings:AutoExposureBias<00>Logarithmic adjustment for the exposure. Only used if a tonemapper is specified.
0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...|H gY(YaY+Y.Y/Y2Y0YP{Hy<00>#Apply Physical Camera Exposure|<00><00>UObjectToolTips<PostProcessSettings:AutoExposureApplyPhysicalCameraExposure#Only affects Manual exposure mode.|H gY(YaY+Y.Y/Y2Y0YP{Hy<00> Exposure Compensation Curve|<00>&UObjectToolTips*PostProcessSettings:AutoExposureBiasCurve<00>Exposure compensation based on the scene EV100.
Used to calibrate the final exposure differently depending on the average scene luminance.
0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...|H gY(YaY+Y.Y/Y2Y0YP{H"y<00>Exposure Metering Mask|<00><00>UObjectToolTips*PostProcessSettings:AutoExposureMeterMask<00>Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering
and dark spots will have low influence.|H gY(YaY+Y.Y/Y2Y0YP{H y<00> Low Percent|<00><00>UObjectToolTips+PostProcessSettings:AutoExposureLowPercent<00>The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.
The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority
but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of
bright spots.
>0, <100, good values are in the range 70 .. 80|H gY(YaY+Y.Y/Y2Y0YP{Hy<00> High Percent|<00><00>UObjectToolTips,PostProcessSettings:AutoExposureHighPercent<00>The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.
The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority
but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of
bright spots.
>0, <100, good values are in the range 80 .. 95|H gY(YaY+Y.Y/Y2Y0YP{H$y<00>Min Brightness|<00><00>UObjectToolTips.PostProcessSettings:AutoExposureMinBrightnesslAuto-Exposure minimum adaptation. Eye Adaptation is disabled if Min = Max.
Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value.
The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).|H gY(YaY+Y.Y/Y2Y0YP{H!y<00>Max Brightness|<00><00>UObjectToolTips.PostProcessSettings:AutoExposureMaxBrightnesslAuto-Exposure maximum adaptation. Eye Adaptation is disabled if Min = Max.
Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value.
The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).|H gY(YaY+Y.Y/Y2Y0YP{H&y<00> Speed Up|<00>mUObjectToolTips(PostProcessSettings:AutoExposureSpeedUp$In F-stops per second, should be >0|H gY(YaY+Y.Y/Y2Y0YP{H%y<00> Speed Down|<00>oUObjectToolTips*PostProcessSettings:AutoExposureSpeedDown$In F-stops per second, should be >0|H gY(YaY+Y.Y/Y2Y0YP{Hy<00>Histogram Log Min|<00><00>UObjectToolTips$PostProcessSettings:HistogramLogMin|Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)|H gY(YaY+Y.Y/Y2Y0YP{Hy<00>Histogram Log Max|<00><00>UObjectToolTips$PostProcessSettings:HistogramLogMax|Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)|H gY(YaY+Y.Y/Y2Y0YP{H)y<00>Highlight Contrast Scale|<00>JUObjectToolTips8PostProcessSettings:LocalExposureHighlightContrastScale<00>Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
Contrast of the base layer is reduced based on this value.
Value less than 1 will enable local exposure.
Good values are usually in the range 0.6 .. 1.0.|H#gY(YaY+Y.Y/Y2Y0YP{H+y<00>Shadow Contrast Scale|<00>GUObjectToolTips5PostProcessSettings:LocalExposureShadowContrastScale<00>Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
Contrast of the base layer is reduced based on this value.
Value less than 1 will enable local exposure.
Good values are usually in the range 0.6 .. 1.0.|H#gY(YaY+Y.Y/Y2Y0YP{H(y<00>Detail Strength|<00>UObjectToolTips0PostProcessSettings:LocalExposureDetailStrength<00>Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
Value different than 1 will enable local exposure.
This value should be set to 1 in most cases.|H#gY(YaY+Y.Y/Y2Y0YP{H&y<00>Blurred Luminance Blend|<00><00>UObjectToolTips7PostProcessSettings:LocalExposureBlurredLuminanceBlend0Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
Blend between bilateral filtered and blurred luminance as the base layer.
Blurred luminance helps preserve image appearance and specular highlights, and reduce ringing.
Good values are usually in the range 0.4 .. 0.6|H#gY(YaY+Y.Y/Y2Y0YP{H'y<00>*&Blurred Luminance Kernel Size Percent|<00><00>UObjectToolTipsCPostProcessSettings:LocalExposureBlurredLuminanceKernelSizePercentAKernel size (percentage of screen) used to blur frame luminance.|H#gY(YaY+Y.Y/Y2Y0YP{H*y<00>Middle Grey Bias|<00><00>UObjectToolTips0PostProcessSettings:LocalExposureMiddleGreyBias<00>Logarithmic adjustment for the local exposure middle grey.
0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...|H#gY(YaY+Y.Y/Y2Y0YP{Hy<00>
Intensity|<00><00>UObjectToolTips'PostProcessSettings:LensFlareIntensity9Brightness scale of the image cased lens flares (linear)|H"gY(YaY+Y.Y/Y2Y0YP{Hy<00> Tint|<00>oUObjectToolTips"PostProcessSettings:LensFlareTint,Tint color for the image based lens flares.|H"gY(YaY+Y.Y/Y2Y0YP{Hy<00>
BokehSize|<00><00>UObjectToolTips'PostProcessSettings:LensFlareBokehSize<00>Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)|H"gY(YaY+Y.Y/Y2Y0YP{Hy<00>
Threshold|<00><00>UObjectToolTips'PostProcessSettings:LensFlareThreshold<00>Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)|H"gY(YaY+Y.Y/Y2Y0YP{Hy<00> BokehShape|<00><00>UObjectToolTips(PostProcessSettings:LensFlareBokehShape^Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended|H"gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Vignette Intensity|<00>sUObjectToolTips&PostProcessSettings:VignetteIntensity,0..1 0=off/no vignette .. 1=strong vignette|H!gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Sharpen|<00><00>UObjectToolTipsPostProcessSettings:SharpenFControls the strength of image sharpening applied during tonemapping.|H!gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Film Grain Intensity|<00><00>UObjectToolTips'PostProcessSettings:FilmGrainIntensityo0..1 Film grain intensity to apply. LinearSceneColor *= lerp(1.0, DecodedFilmGrainTexture, FilmGrainIntensity)|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>!Film Grain Intensity Shadows|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>"Film Grain Intensity Midtones|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>$ Film Grain Intensity Highlights|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Film Grain Shadows Max|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Film Grain Hig
Intensity|<00><00>UObjectToolTips.PostProcessSettings:AmbientOcclusionIntensity<00>0..1 0=off/no ambient occlusion .. 1=strong ambient occlusion, defines how much it affects the non direct lighting after base pass|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Static Fraction|<00><00>UObjectToolTips3PostProcessSettings:AmbientOcclusionStaticFractionq0..1 0=no effect on static lighting .. 1=AO affects the stat lighting, 0 is free meaning no extra rendering pass|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00> Radius|<00><00>UObjectToolTips+PostProcessSettings:AmbientOcclusionRadius\>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Radius in WorldSpace|<00><00>UObjectToolTips/PostProcessSettings:AmbientOcclusionRadiusInWS`true: AO radius is in world space units, false: AO radius is locked the view space in 400 units|H<00>gY(YaY+Y.Y/Y2Y0YP{H y<00>Fade Out Distance|<00><00>UObjectToolTips1PostProcessSettings:AmbientOcclusionFadeDistance<00>>0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)|H<00>gY(YaY+Y.Y/Y2Y0YP{H
y<00>Fade Out Radius|<00><00>UObjectToolTips/PostProcessSettings:AmbientOcclusionFadeRadius`>0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>
Power|<00><00>UObjectToolTips*PostProcessSettings:AmbientOcclusionPower\>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00> Bias|<00><00>UObjectToolTips)PostProcessSettings:AmbientOcclusionBiasW>0, in unreal units, default (3.0) works well for flat surfaces but can reduce details|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00> Quality|<00><00>UObjectToolTips,PostProcessSettings:AmbientOcclusionQualitye0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition|H<00>gY(YaY+Y.Y/Y2Y0YP{H y<00>
Mip Blend|<00><00>UObjectToolTips-PostProcessSettings:AmbientOcclusionMipBlend<00>Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value|H<00>gY(YaY+Y.Y/Y2Y0YP{H y<00>
Mip Scale|<00><00>UObjectToolTips-PostProcessSettings:AmbientOcclusionMipScaleVAffects the radius AO radius scale over the multiple mips (lower resolution versions)|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Mip Threshold|<00><00>UObjectToolTips1PostProcessSettings:AmbientOcclusionMipThresholdWto tweak the bilateral upsampling when using multiple mips (lower resolution versions)|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Temporal Blend Weight|<00><00>UObjectToolTips8PostProcessSettings:AmbientOcclusionTemporalBlendWeightdHow much to blend the current frame with previous frames when using GTAO with temporal accumulation|H<00>gY(YaY+Y.Y/Y2Y0YP{H~y<00> Enabled|<00>iUObjectToolTips!PostProcessSettings:RayTracingAO'Enables ray tracing ambient occlusion.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Samples Per Pixel|<00><00>UObjectToolTips0PostProcessSettings:RayTracingAOSamplesPerPixel>Sets the samples per pixel for ray tracing ambient occlusion.|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>
Intensity|<00><00>UObjectToolTips*PostProcessSettings:RayTracingAOIntensity:Scalar factor on the ray-tracing ambient occlusion score.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Radius|<00><00>UObjectToolTips'PostProcessSettings:RayTracingAORadius:Defines the world-space search radius for occlusion rays.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Color Grading LUT Intensity|<00><00>UObjectToolTips*PostProcessSettings:ColorGradingIntensityIColor grading lookup table intensity. 0 = no intensity, 1=full intensity|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Color Grading LUT|<00>vUObjectToolTips$PostProcessSettings:ColorGradingLUT1Look up table texture to use or none of not used|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Sensor Width (mm)|<00>zUObjectToolTips,PostProcessSettings:DepthOfFieldSensorWidth-Width of the camera sensor to assume, in mm.|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Squeeze Factor|<00>|UObjectToolTips.PostProcessSettings:DepthOfFieldSqueezeFactor-Width of the camera sensor to assume, in mm.|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Focal Distance|<00><00>UObjectToolTips.PostProcessSettings:DepthOfFieldFocalDistanceRDistance in which the Depth of Field effect should be sharp, in unreal units (cm)|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Depth Blur km for 50%|<00>wUObjectToolTips0PostProcessSettings:DepthOfFieldDepthBlurAmount&CircleDOF only: Depth blur km for 50%|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Depth Blur Radius|<00><00>UObjectToolTips0PostProcessSettings:DepthOfFieldDepthBlurRadius5CircleDOF only: Depth blur radius in pixels at 1920x|Hg
Scale|<00><00>UObjectToolTips&PostProcessSettings:DepthOfFieldScalezSM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off
ES3_1: Used to blend DoF. 0=off|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Near Blur Size|<00><00>UObjectToolTips-PostProcessSettings:DepthOfFieldNearBlurSize<00>Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Far Blur Size|<00><00>UObjectToolTips,PostProcessSettings:DepthOfFieldFarBlurSize<00>Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Occlusion|<00><00>UObjectToolTips*PostProcessSettings:DepthOfFieldOcclusionbOcclusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Sky Distance|<00><00>UObjectToolTips1PostProcessSettings:DepthOfFieldSkyFocusDistance<00>Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Vignette Size|<00>&UObjectToolTips-PostProcessSettings:DepthOfFieldVignetteSize<00>Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off|H$gY(YaY+Y.Y/Y2Y0YP{HCy<00> Amount|<00>eUObjectToolTips%PostProcessSettings:MotionBlurAmountStrength of motion blur, 0:off|H<00>gY(YaY+Y.Y/Y2Y0YP{HDy<00>Max|<00><00>UObjectToolTips"PostProcessSettings:MotionBlurMaxLmax distortion caused by motion blur, in percent of the screen width, 0:off|H<00>gY(YaY+Y.Y/Y2Y0YP{HFy<00> Target FPS|<00><00>UObjectToolTips(PostProcessSettings:MotionBlurTargetFPS^Defines the target FPS for motion blur. Makes motion blur independent of actual frame rate and relative
to the specified target FPS instead. Higher target FPS results in shorter frames, which means shorter
shutter times and less motion blur. Lower FPS means more motion blur. A value of zero makes the motion
blur dependent on the actual frame rate.|H<00>gY(YaY+Y.Y/Y2Y0YP{HEy<00>Per Object Size|<00><00>UObjectToolTips,PostProcessSettings:MotionBlurPerObjectSize<00>The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. smaller numbers cause more draw calls, default: 4%|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Type|<00>aUObjectToolTips%PostProcessSettings:TranslucencyTypeSets the translucency type|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Max Roughness|<00>WUObjectToolTips7PostProcessSettings:RayTracingTranslucencyMaxRoughness<00>Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). Translucency contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Max. Refraction Rays|<00><00>UObjectToolTips9PostProcessSettings:RayTracingTranslucencyRefractionRays8Sets the maximum number of ray tracing refraction rays.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Samples Per Pixel|<00><00>UObjectToolTips:PostProcessSettings:RayTracingTranslucencySamplesPerPixel8Sets the samples per pixel for ray traced translucency.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Shadows|<00>wUObjectToolTips2PostProcessSettings:RayTracingTranslucencyShadows$Sets the translucency shadows type.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Refraction|<00><00>UObjectToolTips5PostProcessSettings:RayTracingTranslucencyRefraction<00>Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).|H<00>gY(YaY+Y.Y/Y2Y0YP{Hm
For materials this needs to be the "PostProcess" domain type. This can be used for any UObject object implementing the IBlendableInterface (e.g. could be used to fade weather settings).|H<00>gY(YaY+Y.Y/Y2Y0YP<00>S<00><><EFBFBD><EFBFBD>M<00>N<00>L<00>I<>(C<>X=N<><4E><17><><EFBFBD>C<EFBFBD>P,<00><>f<EFBFBD><05>&D<><44>t<EFBFBD>湥,<00><>f<EFBFBD><05>&D<><44>t<EFBFBD><><00><00><><EFBFBD><EFBFBD><00>PP<00> <00><>4SL<53>O<>SDM<44>8S,1|n<><6E><EFBFBD>{L<>m"I<>p<EFBFBD><70>,1|n<><6E><EFBFBD>{L<>m"I<>p<EFBFBD><70><EFBFBD><00><00><><EFBFBD><EFBFBD><01>PP<00>,<00><><EFBFBD><EFBFBD>@FI<46><10><>o,<00><><EFBFBD><EFBFBD>@FI<46><10><>o<1E><00><00><><EFBFBD><EFBFBD><00>P<00><><EFBFBD><EFBFBD>P<00>1]<5D><08>!TO<54><4F>0^<5E><>,)j5<6A>]<5D>L<>'_<>GY,)j5<6A>]<5D>L<>'_<>GY,)j5<6A>]<5D>L<>'_<>GY<00><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>[<5B><>eQ<65>~<7E>gSO<53>v_(u<01>P<00><><EFBFBD><EFBFBD>P<00>,<00><><EFBFBD><EFBFBD>@FI<46><10><>o,<00><>6ih!J<><4A>܆<06>Q<EFBFBD>,<00><>6ih!J<><4A>܆<06>Q<EFBFBD><51>!D920E01E4FAF48927E5D1397434639C0Post Process Materials<00><><EFBFBD><EFBFBD>Y<EFBFBD><59><EFBFBD>Post Process Materials
<00>RCg<43>v<EFBFBD>S<EFBFBD>mTy<54> <00>~<7E>g
AQ<41><51><EFBFBD>[INꁚ[INTgYtPg(<28> <0C>O(u(u<>S<EFBFBD>v TPg(<28><>vMaterialInstanceeg(u\OvQ6ry<72> <0C><>NAQ<41><51><EFBFBD>mT0
<00>[Pg(<28> <0C><00> <0C>ُ<00><><EFBFBD>/f PostProcess <20>W{|<7C>W<30>S(u<>N<EFBFBD>[<5B>sIBlendableInterface<00>v@b gUObject<00>[a<><08><>O<EFBFBD>Y<EFBFBD>S(u<>N<EFBFBD>mS)Yl<><6C>n <09>0<00>P<00><><EFBFBD><EFBFBD>P (Array=) (Array=)<00>)j<><6A>؋d<D88B>I<EFBFBD>!<21>C&h<>VY<00><00><><00><00><00><00>O<>V{HWy<00>($High Quality Gaussian DoF on Mobile|<00><00>UObjectToolTips&PostProcessSettings:bMobileHQGaussian9Enable HQ Gaussian on high end mobile platforms. (ES3_1)|H$gY(YaY+Y.Y/Y2Y0YP{HLy<00> Method|<00>QUObjectToolTips PostProcessSettings:BloomMethodBloom algorithm|HgY(YaY+Y.Y/Y2Y0YP{H#y<00>Metering Mode|<00>eUObjectToolTips'PostProcessSettings:AutoExposureMethodLuminance computation method|H gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Temperature Type|<00>yUObjectToolTips$PostProcessSettings:TemperatureType4Selects the type of temperature calculation.
White Balance uses the Temperature value to control the virtual camera's White Balance. This is the default selection.
Color Temperature uses the Temperature value to adjust the color temperature of the scene, which is the inverse of the White Balance operation.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Temp|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Tint|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Saturation|<00>_UObjectToolTips$PostProcessSettings:ColorSaturationColor Correction controls|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Contrast|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Gamma|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Gain|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Offset|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Saturation|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Contrast|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Gamma|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Gain|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Offset|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Saturation|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Contrast|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Gamma|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Gain|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Offset|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Saturation|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Contrast|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Gamma|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Gain|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Offset|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>HighlightsMin|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>HighlightsMax|<00><00>UObjectToolTips1PostProcessSettings:ColorCorrectionHighlightsMaxUShould be set larger than HighlightsMin. Default is 1.0, for backwards compatibility|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> ShadowsMax|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{HOy<00>Blue Correction|<00><00>UObjectToolTips#PostProcessSettings:BlueCorrectionCorrect for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Expand Gamut|<00><00>UObjectToolTips PostProcessSettings:ExpandGamutTExpand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Tone Curve Amount|<00><00>UObjectToolTips$PostProcessSettings:ToneCurveAmountrAllow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Slope|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Toe|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Shoulder|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Black clip|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> White clip|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Scene Color Tint|<00>UUObjectToolTips#PostProcessSettings:SceneColorTintScene tint color|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Intensity|<00><00>UObjectToolTips)PostProcessSettings:SceneFringeIntensity<00>in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Start Offset|<00><00>UObjectToolTips3PostProcessSettings:ChromaticAberrationStartOffsetUA normalized distance to the center of the framebuffer where the effect takes place.|HgY(YaY+Y.Y/Y2Y0YP{HKy<00>
Intensity|<00><00>UObjectToolTips#PostProcessSettings:BloomIntensityIMultiplier for all bloom contributions >=0: off, 1(default), >1 brighter|HgY(YaY+Y.Y/Y2Y0YP{HNy<00>
Threshold|<00>UObjectToolTips#PostProcessSettings:BloomThreshold<00>minimum brightness the bloom starts having effect
-1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter|HgY(YaY+Y.Y/Y2Y0YP{HMy<00> Size scale|<00>^UObjectToolTips#PostProcessSettings:BloomSizeScaleScale for all bloom sizes|HgY(YaY+Y.Y/Y2Y0YP{H4y<00> #1 Size|<00>UObjectToolTipsPostProcessSettings:Bloom1Size<00>Diameter size for the Bloom1 in percent of the screen width
(is done in 1/2 resolution, larger values cost more performance, good for high frequency details)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H6y<00> #2 Size|<00><00>UObjectToolTipsPostProcessSettings:Bloom2Size<00>Diameter size for Bloom2 in percent of the screen width
(is done in 1/4 resolution, larger values cost more performance)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H8y<00> #3 Size|<00><00>UObjectToolTipsPostProcessSettings:Bloom3Size<00>Diameter size for Bloom3 in percent of the screen width
(is done in 1/8 resolution, larger values cost more performance)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H:y<00> #4 Size|<00> UObjectToolTipsPostProcessSettings:Bloom4Size<00>Diameter size for Bloom4 in percent of the screen width
(is done in 1/16 resolution, larger values cost more performance, best for wide contributions)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H<y<00> #5 Size|<00> UObjectToolTipsPostProcessSettings:Bloom5Size<00>Diameter size for Bloom5 in percent of the screen width
(is done in 1/32 resolution, larger values cost more performance, best for wide contributions)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H>y<00> #6 Size|<00> UObjectToolTipsPostProcessSettings:Bloom6Size<00>Diameter size for Bloom6 in percent of the screen width
(is done in 1/64 resolution, larger values cost more performance, best for wide contributions)
>=0: can be clamped because of shader limitations|HgY(YaY+Y.Y/Y2Y0YP{H5y<00> #1 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom1TintBloom1 tint color|HgY(YaY+Y.Y/Y2Y0YP{H7y<00> #2 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom2TintBloom2 tint color|HgY(YaY+Y.Y/Y2Y0YP{H9y<00> #3 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom3TintBloom3 tint color|HgY(YaY+Y.Y/Y2Y0YP{H;y<00> #4 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom4TintBloom4 tint color|HgY(YaY+Y.Y/Y2Y0YP{H=y<00> #5 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom5TintBloom5 tint color|HgY(YaY+Y.Y/Y2Y0YP{H?y<00> #6 Tint|<00>RUObjectToolTipsPostProcessSettings:Bloom6TintBloom6 tint color|HgY(YaY+Y.Y/Y2Y0YP{HEy<00>#Convolution Scatter Dispersion|<00><00>UObjectToolTips6PostProcessSettings:BloomConvolutionScatterDispersion<00>Intensity multiplier on the scatter dispersion energy of the kernel. 1.0 means exactly use the same energy as the kernel scatter dispersion.|HgY(YaY+Y.Y/Y2Y0YP{HFy<00>Convolution Scale|<00><00>UObjectToolTips)PostProcessSettings:BloomConvolutionSizeYRelative size of the convolution kernel image compared to the minor axis of the viewport|HgY(YaY+Y.Y/Y2Y0YP{HGy<00>Convolution Kernel|<00><00>UObjectToolTi
y<00> Indirect Lighting Intensity|<00><00>UObjectToolTips.PostProcessSettings:IndirectLightingIntensity<00>Scales the indirect lighting contribution. A value of 0 disables GI. Default is 1. The show flag 'Global Illumination' must be enabled to use this property.|H<00>gY(YaY+Y.Y/Y2Y0YP{H6y<00>!Lumen Scene Lighting Quality|<00><00>UObjectToolTips.PostProcessSettings:LumenSceneLightingQuality<00>Scales Lumen Scene's quality. Larger scales cause Lumen Scene to be calculated with a higher fidelity, which can be visible in reflections, but increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H5y<00>Lumen Scene Detail|<00><00>UObjectToolTips%PostProcessSettings:LumenSceneDetail<00>Controls the size of instances that can be represented in Lumen Scene. Larger values will ensure small objects are represented, but increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H8y<00>Lumen Scene View Distance|<00>UObjectToolTips+PostProcessSettings:LumenSceneViewDistance<00>Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. Larger values will increase the effective range of sky shadowing and Global Illumination, but increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H7y<00>&"Lumen Scene Lighting Update Speed|<00>UObjectToolTips2PostProcessSettings:LumenSceneLightingUpdateSpeed<00>Controls how much Lumen Scene is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H.y<00>Final Gather Quality|<00><00>UObjectToolTips,PostProcessSettings:LumenFinalGatherQualityaScales Lumen's Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.|HgY(YaY+Y.Y/Y2Y0YP{H-y<00>'#Final Gather Lighting Update Speed|<00>UObjectToolTips8PostProcessSettings:LumenFinalGatherLightingUpdateSpeed<00>Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost and noise.|HgY(YaY+Y
Intensity|<00><00>UObjectToolTips3PostProcessSettings:ScreenSpaceReflectionIntensityrEnable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Quality|<00><00>UObjectToolTips1PostProcessSettings:ScreenSpaceReflectionQuality<00>0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Max Roughness|<00><00>UObjectToolTips6PostProcessSettings:ScreenSpaceReflectionMaxRoughnessbUntil what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Max Roughness|<00>SUObjectToolTips6PostProcessSettings:RayTracingReflectionsMaxRoughness<00>Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster). Reflection contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Max. Bounces|<00><00>UObjectToolTips4PostProcessSettings:RayTracingReflectionsMaxBounces;Sets the maximum number of ray tracing reflection bounces.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Samples Per Pixel|<00><00>UObjectToolTips9PostProcessSettings:RayTracingReflectionsSamplesPerPixel7Sets the samples per pixel for ray traced reflections.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Shadows|<00>sUObjectToolTips1PostProcessSettings:RayTracingReflectionsShadows!Sets the reflected shadows type.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Include Translucent Objects|<00><00>UObjectToolTips6PostProcessSettings:RayTracingReflectionsTranslucency1Enables ray tracing translucency in reflections.|H<00>gY(YaY+
Intensity|<00><00>UObjectToolTips,PostProcessSettings:AmbientCubemapIntensityJTo scale the Ambient cubemap brightness
>=0: off, 1(default), >1 brighter|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Cubemap Texture|<00><00>UObjectToolTips#PostProcessSettings:AmbientCubemap~The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here|H<00>gY(YaY+Y.Y/Y2Y0YP{Hzy<00>Shutter Speed (1/s)|<00>gUObjectToolTips'PostProcessSettings:CameraShutterSpeedThe camera shutter in seconds.|HgY(YaY+Y.Y/Y2Y0YP{Hyy<00>ISO|<00>]UObjectToolTipsPostProcessSettings:CameraISOThe camera sensor sensitivity|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Aperture (F-stop)|<00><00>UObjectToolTips&PostProcessSettings:DepthOfFieldFstop<00>Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>"Maximum Aperture (min F-stop)|<00><00>UObjectToolTips)PostProcessSettings:DepthOfFieldMinFstop<00>Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. Set it to 0 to get straight blades.|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Number of diaphragm blades|<00><00>UObjectToolTips+PostProcessSettings:DepthOfFieldBladeCountRDefines the number of blades of the diaphragm within the lens (between 4 and 16).|HgY(YaY+Y.Y/Y2Y0YP{Hy<00>Exposure Compensation|<00><00>UObjectToolTips%PostProcessSettings:AutoExposureBias<00>Logarithmic adjustment for the exposure. Only used if a tonemapper is specified.
0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...|H gY(YaY+Y.Y/Y2Y0YP{Hy<00>#Apply Physical Camera Exposure|<00><00>UObjectToolTips<PostProcessSettings:AutoExposureApplyPhysicalCameraExposure#Only affects Manual exposure mode.|H gY(YaY+Y.Y/Y2Y0YP{Hy<00> Exposure Compensation Curve|<00>&UObjectToolTips*PostProcessSettings:AutoExposureBiasCurve<00>Exposure compensation based on the scene EV100.
Used to calibrate the final exposure differently depending on the average scene luminance.
0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...|H gY(YaY+Y.Y/Y2Y0YP{H"y<00>Exposure Metering Mask|<00><00>UObjectToolTips*PostProcessSettings:AutoExposureMeterMask<00>Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering
and dark spots will have low influence.|H gY(YaY+Y.Y/Y2Y0YP{H y<00> Low Percent|<00><00>UObjectToolTips+PostProcessSettings:AutoExposureLowPercent<00>The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.
The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority
but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of
bright spots.
>0, <100, good values are in the range 70 .. 80|H gY(YaY+Y.Y/Y2Y0YP{Hy<00> High Percent|<00><00>UObjectToolTips,PostProcessSettings:AutoExposureHighPercent<00>The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.
The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority
but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of
bright spots.
>0, <100, good values are in the range 80 .. 95|H gY(YaY+Y.Y/Y2Y0YP{H$y<00>Min Brightness|<00><00>UObjectToolTips.PostProcessSettings:AutoExposureMinBrightnesslAuto-Exposure minimum adaptation. Eye Adaptation is disabled if Min = Max.
Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value.
The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).|H gY(YaY+Y.Y/Y2Y0YP{H!y<00>Max Brightness|<00><00>UObjectToolTips.PostProcessSettings:AutoExposureMaxBrightnesslAuto-Exposure maximum adaptation. Eye Adaptation is disabled if Min = Max.
Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value.
The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).|H gY(YaY+Y.Y/Y2Y0YP{H&y<00> Speed Up|<00>mUObjectToolTips(PostProcessSettings:AutoExposureSpeedUp$In F-stops per second, should be >0|H gY(YaY+Y.Y/Y2Y0YP{H%y<00> Speed Down|<00>oUObjectToolTips*PostProcessSettings:AutoExposureSpeedDown$In F-stops per second, should be >0|H gY(YaY+Y.Y/Y2Y0YP{Hy<00>Histogram Log Min|<00><00>UObjectToolTips$PostProcessSettings:HistogramLogMin|Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)|H gY(YaY+Y.Y/Y2Y0YP{Hy<00>Histogram Log Max|<00><00>UObjectToolTips$PostProcessSettings:HistogramLogMax|Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)|H gY(YaY+Y.Y/Y2Y0YP{H)y<00>Highlight Contrast Scale|<00>JUObjectToolTips8PostProcessSettings:LocalExposureHighlightContrastScale<00>Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
Contrast of the base layer is reduced based on this value.
Value less than 1 will enable local exposure.
Good values are usually in the range 0.6 .. 1.0.|H#gY(YaY+Y.Y/Y2Y0YP{H+y<00>Shadow Contrast Scale|<00>GUObjectToolTips5PostProcessSettings:LocalExposureShadowContrastScale<00>Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
Contrast of the base layer is reduced based on this value.
Value less than 1 will enable local exposure.
Good values are usually in the range 0.6 .. 1.0.|H#gY(YaY+Y.Y/Y2Y0YP{H(y<00>Detail Strength|<00>UObjectToolTips0PostProcessSettings:LocalExposureDetailStrength<00>Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
Value different than 1 will enable local exposure.
This value should be set to 1 in most cases.|H#gY(YaY+Y.Y/Y2Y0YP{H&y<00>Blurred Luminance Blend|<00><00>UObjectToolTips7PostProcessSettings:LocalExposureBlurredLuminanceBlend0Local Exposure decomposes luminance of the frame into a base layer and a detail layer.
Blend between bilateral filtered and blurred luminance as the base layer.
Blurred luminance helps preserve image appearance and specular highlights, and reduce ringing.
Good values are usually in the range 0.4 .. 0.6|H#gY(YaY+Y.Y/Y2Y0YP{H'y<00>*&Blurred Luminance Kernel Size Percent|<00><00>UObjectToolTipsCPostProcessSettings:LocalExposureBlurredLuminanceKernelSizePercentAKernel size (percentage of screen) used to blur frame luminance.|H#gY(YaY+Y.Y/Y2Y0YP{H*y<00>Middle Grey Bias|<00><00>UObjectToolTips0PostProcessSettings:LocalExposureMiddleGreyBias<00>Logarithmic adjustment for the local exposure middle grey.
0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...|H#gY(YaY+Y.Y/Y2Y0YP{Hy<00>
Intensity|<00><00>UObjectToolTips'PostProcessSettings:LensFlareIntensity9Brightness scale of the image cased lens flares (linear)|H"gY(YaY+Y.Y/Y2Y0YP{Hy<00> Tint|<00>oUObjectToolTips"PostProcessSettings:LensFlareTint,Tint color for the image based lens flares.|H"gY(YaY+Y.Y/Y2Y0YP{Hy<00>
BokehSize|<00><00>UObjectToolTips'PostProcessSettings:LensFlareBokehSize<00>Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)|H"gY(YaY+Y.Y/Y2Y0YP{Hy<00>
Threshold|<00><00>UObjectToolTips'PostProcessSettings:LensFlareThreshold<00>Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)|H"gY(YaY+Y.Y/Y2Y0YP{Hy<00> BokehShape|<00><00>UObjectToolTips(PostProcessSettings:LensFlareBokehShape^Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended|H"gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Vignette Intensity|<00>sUObjectToolTips&PostProcessSettings:VignetteIntensity,0..1 0=off/no vignette .. 1=strong vignette|H!gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Sharpen|<00><00>UObjectToolTipsPostProcessSettings:SharpenFControls the strength of image sharpening applied during tonemapping.|H!gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Film Grain Intensity|<00><00>UObjectToolTips'PostProcessSettings:FilmGrainIntensityo0..1 Film grain intensity to apply. LinearSceneColor *= lerp(1.0, DecodedFilmGrainTexture, FilmGrainIntensity)|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>!Film Grain Intensity Shadows|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>"Film Grain Intensity Midtones|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>$ Film Grain Intensity Highlights|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Film Grain Shadows Max|<00> <00>|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Film Grain Hig
Intensity|<00><00>UObjectToolTips.PostProcessSettings:AmbientOcclusionIntensity<00>0..1 0=off/no ambient occlusion .. 1=strong ambient occlusion, defines how much it affects the non direct lighting after base pass|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Static Fraction|<00><00>UObjectToolTips3PostProcessSettings:AmbientOcclusionStaticFractionq0..1 0=no effect on static lighting .. 1=AO affects the stat lighting, 0 is free meaning no extra rendering pass|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00> Radius|<00><00>UObjectToolTips+PostProcessSettings:AmbientOcclusionRadius\>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Radius in WorldSpace|<00><00>UObjectToolTips/PostProcessSettings:AmbientOcclusionRadiusInWS`true: AO radius is in world space units, false: AO radius is locked the view space in 400 units|H<00>gY(YaY+Y.Y/Y2Y0YP{H y<00>Fade Out Distance|<00><00>UObjectToolTips1PostProcessSettings:AmbientOcclusionFadeDistance<00>>0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)|H<00>gY(YaY+Y.Y/Y2Y0YP{H
y<00>Fade Out Radius|<00><00>UObjectToolTips/PostProcessSettings:AmbientOcclusionFadeRadius`>0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>
Power|<00><00>UObjectToolTips*PostProcessSettings:AmbientOcclusionPower\>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00> Bias|<00><00>UObjectToolTips)PostProcessSettings:AmbientOcclusionBiasW>0, in unreal units, default (3.0) works well for flat surfaces but can reduce details|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00> Quality|<00><00>UObjectToolTips,PostProcessSettings:AmbientOcclusionQualitye0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition|H<00>gY(YaY+Y.Y/Y2Y0YP{H y<00>
Mip Blend|<00><00>UObjectToolTips-PostProcessSettings:AmbientOcclusionMipBlend<00>Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value|H<00>gY(YaY+Y.Y/Y2Y0YP{H y<00>
Mip Scale|<00><00>UObjectToolTips-PostProcessSettings:AmbientOcclusionMipScaleVAffects the radius AO radius scale over the multiple mips (lower resolution versions)|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Mip Threshold|<00><00>UObjectToolTips1PostProcessSettings:AmbientOcclusionMipThresholdWto tweak the bilateral upsampling when using multiple mips (lower resolution versions)|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>Temporal Blend Weight|<00><00>UObjectToolTips8PostProcessSettings:AmbientOcclusionTemporalBlendWeightdHow much to blend the current frame with previous frames when using GTAO with temporal accumulation|H<00>gY(YaY+Y.Y/Y2Y0YP{H~y<00> Enabled|<00>iUObjectToolTips!PostProcessSettings:RayTracingAO'Enables ray tracing ambient occlusion.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Samples Per Pixel|<00><00>UObjectToolTips0PostProcessSettings:RayTracingAOSamplesPerPixel>Sets the samples per pixel for ray tracing ambient occlusion.|H<00>gY(YaY+Y.Y/Y2Y0YP{Hy<00>
Intensity|<00><00>UObjectToolTips*PostProcessSettings:RayTracingAOIntensity:Scalar factor on the ray-tracing ambient occlusion score.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Radius|<00><00>UObjectToolTips'PostProcessSettings:RayTracingAORadius:Defines the world-space search radius for occlusion rays.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Color Grading LUT Intensity|<00><00>UObjectToolTips*PostProcessSettings:ColorGradingIntensityIColor grading lookup table intensity. 0 = no intensity, 1=full intensity|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Color Grading LUT|<00>vUObjectToolTips$PostProcessSettings:ColorGradingLUT1Look up table texture to use or none of not used|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Sensor Width (mm)|<00>zUObjectToolTips,PostProcessSettings:DepthOfFieldSensorWidth-Width of the camera sensor to assume, in mm.|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Squeeze Factor|<00>|UObjectToolTips.PostProcessSettings:DepthOfFieldSqueezeFactor-Width of the camera sensor to assume, in mm.|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Focal Distance|<00><00>UObjectToolTips.PostProcessSettings:DepthOfFieldFocalDistanceRDistance in which the Depth of Field effect should be sharp, in unreal units (cm)|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Depth Blur km for 50%|<00>wUObjectToolTips0PostProcessSettings:DepthOfFieldDepthBlurAmount&CircleDOF only: Depth blur km for 50%|HgY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Depth Blur Radius|<00><00>UObjectToolTips0PostProcessSettings:DepthOfFieldDepthBlurRadius5CircleDOF only: Depth blur radius in pixels at 1920x|Hg
Scale|<00><00>UObjectToolTips&PostProcessSettings:DepthOfFieldScalezSM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off
ES3_1: Used to blend DoF. 0=off|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Near Blur Size|<00><00>UObjectToolTips-PostProcessSettings:DepthOfFieldNearBlurSize<00>Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Far Blur Size|<00><00>UObjectToolTips,PostProcessSettings:DepthOfFieldFarBlurSize<00>Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>
Occlusion|<00><00>UObjectToolTips*PostProcessSettings:DepthOfFieldOcclusionbOcclusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Sky Distance|<00><00>UObjectToolTips1PostProcessSettings:DepthOfFieldSkyFocusDistance<00>Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance|H$gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Vignette Size|<00>&UObjectToolTips-PostProcessSettings:DepthOfFieldVignetteSize<00>Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off|H$gY(YaY+Y.Y/Y2Y0YP{HCy<00> Amount|<00>eUObjectToolTips%PostProcessSettings:MotionBlurAmountStrength of motion blur, 0:off|H<00>gY(YaY+Y.Y/Y2Y0YP{HDy<00>Max|<00><00>UObjectToolTips"PostProcessSettings:MotionBlurMaxLmax distortion caused by motion blur, in percent of the screen width, 0:off|H<00>gY(YaY+Y.Y/Y2Y0YP{HFy<00> Target FPS|<00><00>UObjectToolTips(PostProcessSettings:MotionBlurTargetFPS^Defines the target FPS for motion blur. Makes motion blur independent of actual frame rate and relative
to the specified target FPS instead. Higher target FPS results in shorter frames, which means shorter
shutter times and less motion blur. Lower FPS means more motion blur. A value of zero makes the motion
blur dependent on the actual frame rate.|H<00>gY(YaY+Y.Y/Y2Y0YP{HEy<00>Per Object Size|<00><00>UObjectToolTips,PostProcessSettings:MotionBlurPerObjectSize<00>The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. smaller numbers cause more draw calls, default: 4%|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Type|<00>aUObjectToolTips%PostProcessSettings:TranslucencyTypeSets the translucency type|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Max Roughness|<00>WUObjectToolTips7PostProcessSettings:RayTracingTranslucencyMaxRoughness<00>Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). Translucency contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Max. Refraction Rays|<00><00>UObjectToolTips9PostProcessSettings:RayTracingTranslucencyRefractionRays8Sets the maximum number of ray tracing refraction rays.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00>Samples Per Pixel|<00><00>UObjectToolTips:PostProcessSettings:RayTracingTranslucencySamplesPerPixel8Sets the samples per pixel for ray traced translucency.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Shadows|<00>wUObjectToolTips2PostProcessSettings:RayTracingTranslucencyShadows$Sets the translucency shadows type.|H<00>gY(YaY+Y.Y/Y2Y0YP{H<00>y<00> Refraction|<00><00>UObjectToolTips5PostProcessSettings:RayTracingTranslucencyRefraction<00>Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).|H<00>gY(YaY+Y.Y/Y2Y0YP{Hm
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* Construction script, the place to spawn components and do other setup.
* @note Name used in CreateBlueprint function
*/<00>Construction ScriptBClasses/GameFramework/Actor.h<00>sConstruction script, the place to spawn components and do other setup.
@note Name used in CreateBlueprint function<00>./** Event when play begins for this actor. */<00>
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* Construction script, the place to spawn components and do other setup.
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*/<00>ActorBeginOverlapBClasses/GameFramework/Actor.h<00>@Event when this actor overlaps another actor, for example a player walking into a trigger.
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@note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.<00>./** Event when play begins for this actor. */<00>
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