T4keD0wN
Member
No, i check if the cvars are enabled else it indeed be in every single UE5.6 game as setting in the engine.Are you assuming megalights is implemented if the game has a cvar for it?
That only suggests the build of unreal engine it's running on. Nothing more. Nothing less. This has to be enabled in the project setting during dev and each light source should also be set to "Allow Megalights" for it to function as such.
Wuthering Waves and FateKeeper (which is not a shipped game, technically) seem to be right. Not sure about Directive 8020
EDIT:
And it doesn't even do anything on FateKeeper?
So yeah. We got Wuther Waves, basically.
So enabled for project is the most important one, if that says 0 then you can always pretty much disregard the actual subsettings if the project isnt compiled with it, there's nothing to be done about it as the game doesnt have it, then theres one more key one that says if its enabled (typically allowed as you said) along with hw/sw switches, those tend to be changeable so it doesnt matter much, but you can tell if a game uses it or not at specific graphical settings, well, you also have to check the main rt project ones are enabled too. Rest are just specific configuration.
Checking for whats flagged and for overrides is something i cannot do as a user tho, which is a major problem with this.
Fatekeeper is compiled with it, you should be able to edit it through console, yeah it wont do much for the game given it's nature. 99% sure Directive has it but haven't messed around with console there to edit it as ive played it with PT, so i could very well be wrong on this one, but they didn't keep all default values there if i recall correctly, so i assume it's a on with lumen, could however be they've planned it at some point and cut it tho. (8020 was UE5.5, i am not sure what build it got pushed into UE, ill try to check how it is with it in 5.5 versions, i remember there even being an override at some point). Lets cross off 8020 for now, cuz i am not 100% certain.
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