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rendering

Rendering & look Experimental

Persisted renderer project settings that survive an editor restart.

What it’s for

This namespace is a typed read/write surface for your project’s renderer settings — the same values you find under Project Settings → Engine → Rendering. It reads and writes the real UPROPERTYs and persists them to Config/DefaultEngine.ini, so a change made here updates the Project Settings UI and survives closing and reopening the editor.

Reach for it when a renderer change needs to stick: switching global illumination to Lumen, turning on hardware ray tracing, choosing a reflection method, or flipping any config-backed rendering flag as a durable part of the project rather than a one-off tweak in the running session.

Choose rendering.* when persistence is the point. For a live-only viewport effect with no ini write — a raw console variable, a global-illumination CVar mirror, or a Lumen scene recapture — stay on the fast in-memory paths in system, lighting, and render instead. The two sit side by side: some verbs here also mirror the matching CVars so the viewport updates immediately while the value is written to disk.

This area is experimental and still improving. It is deliberately scoped to renderer settings today, and both its verbs and its coverage of individual settings may change as it grows.

Examples

Read the current renderer settings

Ask what is actually set before you change anything; the read is filtered by name substring.

You: Show me the current Lumen-related rendering settings.

  call("rendering.get_project_settings", {filter: "lumen"})
    → {settings: {bUseHardwareRayTracingForLumen: false, ...}, configFile: "DefaultEngine.ini"}

Done. Read the config-backed renderer settings matching "lumen".

Switch global illumination to Lumen and persist it

One verb sets the GI method, mirrors the live CVars, and writes the value to the ini.

You: Set global illumination to Lumen for the project.

  call("rendering.set_dynamic_gi_method", {method: "LumenGI", persist: true})
    → {ok: true, savedTo: "DefaultEngine.ini"}

Done. GI set to LumenGI, mirrored live and saved to DefaultEngine.ini.

Turn on hardware ray tracing for Lumen

The typed Lumen verb writes the highest-traffic fields and persists them by default.

You: Enable hardware ray tracing for Lumen and use Lumen reflections.

  call("rendering.set_lumen_method", {hardwareRT: true, reflectionMethod: "Lumen", save: true})
    → {applied: ["bUseHardwareRayTracingForLumen", "Reflections"], savedTo: "DefaultEngine.ini"}

Done. Hardware ray tracing and Lumen reflections enabled and saved.

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