# How to Use

#### ✅ Step 1 – Place the Volume in Your Level

Navigate to:\
`RenderTools > Blueprints > BP_PerformanceVolume`\
Then **drag it into your level** wherever dynamic rendering control is needed.

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🏷 Step 2 – (Optional) Set Trigger Actor Tag

By default, the volume finds the player using **`GetPlayerPawn()`** — this works out of the box in single-player setups.

If you're using a **custom character or multiplayer setup**, you can define a specific **Trigger Actor Tag**. The system will then look for any actor with this tag and use it as the triggering actor.

💡 _Leave it as `None` to use the default player detection._

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🧩 Step 3 – Configure the CVar Behavior

In the **Details panel**, go to `Render Tools > Volume Triggers`

Each trigger lets you override a specific console variable based on the player’s **scalability setting**.

You'll need to set:

* **CVar** – The console variable to affect (e.g. `r.Lumen.ScreenProbeGather.DownsampleFactor`)
* **Scalability** – What category this setting belongs to (e.g. Global Illumination, Reflections, Shadows, etc.)

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🧪 Step 4 – Set Default and Volume Values

Set two arrays of values (5 elements each) that correspond to Unreal's scalability levels:

| Index | Scalability Level |
| ----- | ----------------- |
| 0     | Low               |
| 1     | Medium            |
| 2     | High              |
| 3     | Epic              |
| 4     | Cinematic         |

* **DefaultValue** – What the engine would normally use for that CVar
* **VolumeValue** – What you want to override it to when the player enters this volume

💡 _This is a 1-to-1 mapping. When the player’s Global Illumination quality is set to "High", it uses index 2._

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▶️ Step 5 – Test in Play Mode

Play your scene and walk through the volume. The tool will detect the player's current scalability setting and override the selected CVars accordingly.

Use the **Output Log** to verify that values are being set correctly.
