r.Forward.MaxCulledLightsPerCell
r.Forward.MaxCulledLightsPerCell is a console variable in Unreal Engine 5 (UE5). See what r.Forward.MaxCulledLightsPerCell does, its values, and how to use this cvar in the Unreal console below.
Category: Renderer · Namespace:
rHelp
Controls how much memory is allocated for each cell for light culling. When r.Forward.LightLinkedListCulling is enabled, this is used to compute a global max instead of a per-cell limit on culled lights.
Usage
Unreal console (open with ~)
> r.Forward.MaxCulledLightsPerCell 1Console variables take a value. Replace 1 with the setting you need. Run it with no value to print the current one.
Related in r
r.ForceLODVarr.ForceLODShadowVarr.ForceSceneHasDecalsVarr.Forward.LightGridPixelSizeVarr.Forward.LightGridSizeZVarr.Forward.LightLinkedListCullingVarr.ForwardShadingVarr.FramesToExpandNewlyOcclusionTestedBBoxesVarr.FreeReflectionScratchAfterUseVarr.FreeSkeletalMeshBuffersVarr.FreezeMouseCursorVarr.FrustumCullNumWordsPerTaskVar