Unreal Engine 5.3.2(windows) Console Variables and Commands
Unreal Engine 5 Console Variables and Commands
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Type:
Console Variables
Console Commands
Exec Commands
Name | Help |
---|---|
a.AccumulateLocalSpaceAdditivePose.ISPC | Whether to use ISPC optimizations for accumulating local space additive pose |
a.AnimNode.AimOffsetLookAt.Debug | Toggle LookAt AimOffset debug |
a.AnimNode.AimOffsetLookAt.Enable | Enable/Disable LookAt AimOffset |
a.AnimNode.ControlRig.Debug | Set to 1 to turn on debug drawing for AnimNode_ControlRigBase |
a.AnimNode.Inertialization.Enable | Enable / Disable Inertialization |
a.AnimNode.Inertialization.IgnoreDeficit | Ignore inertialization time deficit caused by interruptions |
a.AnimNode.Inertialization.IgnoreVelocity | Ignore velocity information during Inertialization (effectively reverting to a quintic diff blend) |
a.AnimNode.LegIK.AveragePull | Leg IK AveragePull |
a.AnimNode.LegIK.Debug | Turn on debug for FAnimNode_LegIK |
a.AnimNode.LegIK.Enable | Toggle LegIK node. |
a.AnimNode.LegIK.EnableTwoBone | Enable Two Bone Code Path. |
a.AnimNode.LegIK.MaxIterations | Leg IK MaxIterations override. 0 = node default, > 0 override. |
a.AnimNode.LegIK.PullDistribution | Leg IK PullDistribution. 0 = foot, 0.5 = balanced, 1.f = hip |
a.AnimNode.LegIK.TargetReachStepPercent | Leg IK TargetReachStepPercent. |
a.AnimNode.StateMachine.EnableRelevancyReset | Reset State Machine when it becomes relevant |
a.AnimSequencer.DirectControlRigMode | 1 = FKControl rig uses Direct method for setting Control transforms. 0 = FKControl rig uses Replace method (transform offsets) for setting Control transforms |
a.AnimSequencer.RetainFloatCurves | 1 = Original FloatCurves are retained when generating transient curve data from Control Curves . 0 = FloatCurves are overriden with Control Curves |
a.AnimSequencer.ValidationMode | 1 = Enables validation after operations to test data integrity against legacy version. 0 = validation disabled |
a.AuditLoadedAnimGraphs | Audit memory breakdown of currently loaded anim graphs. Writes results to the log. |
a.BlendCurves.ISPC | Whether to use ISPC optimizations for curve blending |
a.BlendPoseAccumulate.ISPC | Whether to use ISPC optimizations for accumulation pose blending |
a.BlendPoseOverwrite.ISPC | Whether to use ISPC optimizations for over-write pose blending |
a.BlendPosesPerBoneFilter.ISPC | Whether to use ISPC optimizations for blending poses with a per-bone filter |
a.BonePose.ISPC | Whether to use ISPC optimizations in bone pose calculations |
a.CacheLocalSpaceBounds | If 1 (default) local-space bounds are calculated and cached, otherwise worldspace bounds are built and cached (and inverse transformed to produce local bounds). |
a.Compiler.CachePoseNodeUpdateOrderDebug.Enable | Toggle debugging for CacheNodeUpdateOrder debug during AnimBP compilation |
a.Compression.CompressibleDataOutput | Whether to output any JSON file containing the compressible data. (comma delimited) position: output track positional data rotation: output track rotational data scale: output track scale data curve: output rich curve data |
a.Compression.ValidateCompressedRichCurveEvaluation | 1 = runs validation, evaluating the compressed rich curve at animation its sampling rate comparing against the MaxCurveError. 0 = validation disabled |
a.ConstantKeyLerp.ISPC | Whether to use ISPC optimizations in constant key anim encoding |
a.ConvertMeshRotationPoseToLocalSpace.ISPC | Whether to use ISPC optimizations for converting mesh space rotations to local space |
a.ConvertPoseToMeshRotation.ISPC | Whether to use ISPC optimizations for converting local space rotations to mesh space |
a.DebugDrawBoneAxes | When drawing bones (using Show Bones), draw bone axes. |
a.DebugDrawSimpleBones | When drawing bones (using Show Bones), draw bones as simple lines. |
a.EnableAnimStreamable | 1 = Enables ability to make Anim Streamable assets. 0 = off |
a.EnableQueuedAnimEventsOnServer | Whether to enable queued anim events on servers. In most cases, when the server is doing a full anim graph update, queued notifies aren't triggered by the server, but this will enable them. Enabling this is recommended in projects using Listen Servers. 0: Disable, 1: Enable |
a.ForceEvalRawData | Values: 0/1 Controls whether or not to forcefully sample non-compressed anim data. |
a.ForceParallelAnimUpdate | If != 0, then we update animations on worker threads regardless of the setting on the project or anim blueprint. |
a.KeepNotifyAndCurvesOnAnimationRecord | If nonzero we keep anim notifies, curves and sync markers when animation recording, if 0 we discard them before recording. |
a.LerpBoneTransforms.ISPC | Whether to use ISPC optimizations for interpolating bone transforms |
a.MarkLayerAsGarbageOnUninitialize | Whether to mark the layers as garbage after uinitializing them. |
a.Montage.EndSectionRequiresTimeRemaining | Montage EndOfSection is only checked if there is remaining time (default false). |
a.MotionTrajectory.Debug | Turn on debug drawing for motion trajectory |
a.MotionTrajectory.Options | Toggle motion trajectory sample information: 0. Disable Text 1. Index 2. Accumulated Time 3. Position 4. Velocity 5. Acceleration |
a.MotionTrajectory.Stride | Configure the sample stride when displaying information |
a.OutputMontageFrameRateWarning | If true will warn the user about Animation Montages/Composites composed of incompatible animation assets (incompatible frame-rates). |
a.ParallelAnimEvaluation | If 1, animation evaluation will be run across the task graph system. If 0, evaluation will run purely on the game thread |
a.ParallelAnimInterpolation | If 1, animation interpolation will be run across the task graph system. If 0, interpolation will run purely on the game thread |
a.ParallelAnimUpdate | If != 0, then we update animation blend tree, native update, asset players and montages (is possible) on worker threads. |
a.ParallelBlendPhysics | If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread |
a.PerTrackCompression.ISPC | Whether to use ISPC optimizations in per track anim encoding |
a.Sharing.DebugStates | Values: 0/1/2/3 Controls whether and which animation sharing debug features are enabled. 0: Turned off. 1: Turns on active leader-components and blend with material coloring, and printing state information for each actor above their capsule. 2: Turns printing state information about currently active animation states, blend etc. Also enables line drawing from follower-components to currently assigned leader components. |
a.Sharing.Enabled | Arguments: 0/1 Controls whether the animation sharing is enabled. |
a.Sharing.ScalabilityPlatform | Controls which platform should be used when retrieving per platform scalability settings. Empty: Current platform. Name of Platform Name of Platform Group |
a.Sharing.ToggleVisibility | Toggles the visibility of the Leader Pose Components. |
a.SkeletalMesh.ISPC | Whether to use ISPC optimizations in animation skeletal mesh components. Deprecated, please switch to a.SkinnedAsset.ISPC |
a.SkinnedAsset.ISPC | Whether to use ISPC optimizations on skinned assets |
a.SkinWeightProfile.AllowedFromLOD | Override LOD index from which on the Skin Weight Profile can be applied |
a.SkinWeightProfile.DefaultLODOverride | Override LOD index from which on the default Skin Weight Profile should override the Skeletal Mesh's default Skin Weights |
a.SkinWeightProfile.LoadByDefaultMode | Enables/disables run-time optimization to override the original skin weights with a profile designated as the default to replace it. Can be used to optimize memory for specific platforms or devices-1 = disabled0 = static disabled1 = static enabled2 = dynamic disabled3 = dynamic enabled |
a.SkipDDC | 1 = Skip DDC during compression. 0 = Include DDC results during compression |
a.Streaming.ChunkSizeSeconds | Size of streaming animation chunk in seconds, 0 or negative signifies only have 1 chunk |
a.Streaming.SpoofFailedChunkLoad | Forces failing to load streamed animation chunks. 0: Not Enabled, 1: Enabled |
a.StripAdditiveRefPose | 1 = Strip additive ref poses on cook. 0 = off |
a.StripFramesOnCompression | 1 = Strip every other frame on animations that have an even number of frames. 0 = off |
a.StripOddFramesWhenFrameStripping | 1 = When frame stripping apply to animations with an odd number of frames too. 0 = only even framed animations |
a.URO.DisableInterpolation | Set to 1 to disable interpolation |
a.URO.Draw | True to draw color coded boxes for anim rate. |
a.URO.Enable | True to anim rate optimization. |
a.URO.ForceAnimRate | Non-zero to force anim rate. 10 = eval anim every ten frames for those meshes that can do it. In some cases a frame is considered to be 30fps. |
a.URO.ForceInterpolation | Set to 1 to force interpolation |
a.VariableKeyLerp.ISPC | Whether to use ISPC optimizations in variable key anim encoding |
a.VisualizeLODs | Visualize SkelMesh LODs |
abtest | Provide two console commands or 'stop' to stop the abtest. Frames are timed with the two options, logging results over time. |
abtest.CoolDown | Number of frames to discard data after each command to cover threading. |
abtest.HistoryNum | Number of history frames to use for stats. |
abtest.MinFramesPerTrial | The number of frames to run a given command before switching; this is randomized. |
abtest.NumResamples | The number of resamples to use to determine confidence. |
abtest.ReportNum | Number of frames between reports. |
Accessibility.DumpStatsSlate | Writes memory stats for Slate's accessibility data stored to LogAccessibility. |
Accessibility.DumpStatsWindows | Writes to LogAccessibility the memory stats for the platform-level accessibility data (Providers) required for Windows support. |
Accessibility.Enable | If false, all queries from accessible APIs will be ignored. On some platforms, the application must be restarted in order to take effect. |
ACL.ListAnimSequences | Dumps statistics about animation sequences to the log. |
ACL.ListCodecs | Dumps statistics about animation codecs to the log. |
ACL.SetDatabaseVisualFidelity | Sets the visual fidelity of all ACL databases. Argument: Highest (default if no argument is provided), Medium, Lowest |
ACTOR | Sorry: Exec commands have no help |
Actor.IncludeSCSModifiedPropertiesInDiff | True to include SCS modified properties in any transaction diffs, or False to skip them |
ActorSequence.DefaultDisplayRate | Specifies default a display frame rate for newly created level sequences; also defines frame locked frame rate where sequences are set to be frame locked. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms). |
ActorSequence.DefaultEvaluationType | 0: Playback locked to playback frames 1: Unlocked playback with sub frame interpolation |
ActorSequence.DefaultTickResolution | Specifies default a tick resolution for newly created level sequences. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms). |
ADDSELECTED | Sorry: Exec commands have no help |
AddWork | |
ai.crowd.DebugSelectedActors | Enable debug drawing for selected crowd agent. 0: Disable, 1: Enable |
ai.crowd.DebugVisLog | Enable detailed vislog recording for all crowd agents. 0: Disable, 1: Enable |
ai.crowd.DrawDebugBoundaries | Draw shared navmesh boundaries used by crowd simulation. 0: Disable, 1: Enable |
ai.crowd.DrawDebugCollisionSegments | Draw colliding navmesh edges, requires ai.crowd.DebugSelectedActors. 0: Disable, 1: Enable |
ai.crowd.DrawDebugCorners | Draw path corners data, requires ai.crowd.DebugSelectedActors. 0: Disable, 1: Enable |
ai.crowd.DrawDebugNeighbors | Draw current neighbors data, requires ai.crowd.DebugSelectedActors. 0: Disable, 1: Enable |
ai.crowd.DrawDebugPath | Draw active paths, requires ai.crowd.DebugSelectedActors. 0: Disable, 1: Enable |
ai.crowd.DrawDebugPathOptimization | Draw path optimization data, requires ai.crowd.DebugSelectedActors. 0: Disable, 1: Enable |
ai.crowd.DrawDebugVelocityObstacles | Draw velocity obstacle sampling, requires ai.crowd.DebugSelectedActors. 0: Disable, 1: Enable |
ai.debug.DetailedReplicationLogs | Enable or disable very verbose replication logs for gameplay debugger |
ai.debug.DrawOverheadIcons | Should default AI overhead icons be drawn |
ai.debug.DrawPaths | Should AI paths be drawn |
ai.debug.EQS.RefreshInterval | Interval (in seconds) at which data will be collected. |
ai.debug.nav.DisplaySize | Area we want to display in tiles (DisplaySize x DisplaySize). Note that size will round up to an odd number of tiles |
ai.debug.nav.DrawExcludedFlags | If we want to mark "forbidden" nav polys while debug-drawing. |
ai.debug.nav.RefreshInterval | Interval (in seconds) at which data will be collected. |
ai.DestroyNavDataInCleanUpAndMarkPendingKill | If set to 1 NavData will be destroyed in CleanUpAndMarkPendingKill rather than being marked as garbage. |
ai.nav.bNavmeshAllowPartitionedBuildingFromEditor | Enable experimental navmesh partition building. |
ai.nav.EnableNavMeshResolutions | When set to false, navmesh resoutions will be ignored. |
ai.nav.EnableSpanHeightRasterizationFix | Active by default. Enable rasterization fix for span height. |
ai.nav.GNavmeshDebugTileX | |
ai.nav.GNavmeshDebugTileY | |
ai.nav.GNavmeshGenerateDebugTileOnly | |
ai.nav.GNavmeshSynchronousTileGeneration | |
ai.nav.KeepSteepSlopeForSingleVoxelAgent | Active by default. Fix too wide filtering of steep slope in Recast Heightfield filtering when the agent radius is only 1 voxel. Set to false to revert to the previous behavior. |
ai.nav.NavmeshUseOodleCompression | Use Oodle for run-time tile cache compression/decompression. Optimized for size in editor, optimized for speed in standalone. |
ai.nav.RecentlyBuildTileDisplayTime | Time (in seconds) to display tiles that have recently been built. |
ai.nav.UseTightBoundExpansion | Active by default. Use an expansion of one AgentRadius. Set to false to revert to the previous behavior (2 AgentRadius). |
ai.NavCollisionAvailable | If set to 0 NavCollision won't be cooked and will be unavailable at runtime. |
AIIgnorePlayers | Sorry: Exec commands have no help |
AILoggingVerbose | Sorry: Exec commands have no help |
AllowAsyncRenderThreadUpdates | Used to control async renderthread updates. Also gated on FApp::ShouldUseThreadingForPerformance(). |
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates | If > 0 then we do the gamethread updates _while_ doing parallel updates. |
AllowAsyncRenderThreadUpdatesEditor | Used to control async renderthread updates in the editor. |
AllowAsyncRenderThreadUpdatesEditorGameWorld | Used to control async renderthread updates in an editor game world. |
AllowVirtualKeyboard | Allow the use of a virtual keyboard despite platform main screen being non-touch |
AnalyticsET.PayloadFlushTimeSecForWarning | Time in seconds that flushing an EventCache payload can take before it will trigger a warning message, listing the events in the payload. This is intended to be used to investigate spammy or slow telemetry. |
AnalyticsET.PayloadPercentageOfMaxForWarning | Percentage of the maximum payload for an EventCache that will trigger a warning message, listing the events in the payload. This is intended to be used to investigate spammy or slow telemetry. |
AnalyticsET.PreventMultipleFlushesInOneFrame | When true, prevents more than one AnalyticsProviderET instance from flushing in the same frame, allowing the flush and HTTP cost to be amortized. |
AnalyticsET.UserAgentCommentsEnabled | Whether comments are supported in the analytics user agent string |
Android.DeviceDetectionPollInterval | The number of seconds between polling for connected Android devices. Default: 10 |
ANIM | Sorry: Exec commands have no help |
AnimRecorder.AnimLength | Sets default animation length for the animation recorder system. |
AnimRecorder.RecordInWorldSpace | True to record anim keys in world space, false to record only in local space. |
AnimRecorder.SampleRate | Argument: valid Frame Rate format Sets the sample frame-rate for the animation recorder system |
ANIMSEQSTATS | Sorry: Exec commands have no help |
ApproximateActors.RenderCapture | Determines whether or not to trigger a render capture. 0: Turned Off 1: Turned On |
AssetManager.AssetAudit | Dumps statistics about assets to the log. |
AssetManager.DumpAssetDependencies | Shows a list of all primary assets and the secondary assets that they depend on. Also writes out a .graphviz file |
AssetManager.DumpAssetRegistry | Prints entries in the asset registry. Arguments are required: ObjectPath, PackageName, Path, Class, Tag, Dependencies, PackageData. |
AssetManager.DumpAssetRegistryInfo | Dumps extended info about asset registry to log |
AssetManager.DumpBundlesForAsset | Shows a list of all bundles for the specified primary asset by primary asset id (i.e. Map:Entry) |
AssetManager.DumpLoadedAssets | Shows a list of all loaded primary assets and bundles |
AssetManager.DumpReferencersForPackage | Generates a graph viz and log file of all references to a specified package |
AssetManager.DumpTypeSummary | Shows a summary of types known about by the asset manager |
AssetManager.FindDepChain | Finds all dependency chains from assets in the given search path, to the target package. Usage: FindDepChain TargetPackagePath SearchRootPath (optional: -hardonly/-softonly) e.g. FindDepChain /game/characters/heroes/muriel/meshes/muriel /game/cards |
AssetManager.FindDepClasses | Finds all dependencies of a certain set of classes to the target asset. Usage: FindDepClasses TargetPackagePath ClassName1 ClassName2 etc (optional: -hardonly/-softonly) e.g. FindDepChain /game/characters/heroes/muriel/meshes/muriel /game/cards |
AssetManager.LoadPrimaryAssetsWithType | Loads all assets of a given type |
AssetManager.UnloadPrimaryAssetsWithType | Unloads all assets of a given type |
AssetRegistry.BlockPackagesWithMarkOfTheWeb | Whether package files with mark of the web are blocked from the asset registry |
AssetRegistry.Debug.FindInvalidUAssets | Finds a list of all assets which are in UAsset files but do not share the name of the package |
AssetRegistry.DumpAllocatedSize | Dump the allocations of the asset registry state to the log |
AssetRegistry.DumpState | Dump the state of the asset registry to a file. Pass -log to dump to the log as well. Extra string parameters: All, ObjectPath, PackageName, Path, Class, Tag, Dependencies, DependencyDetails, PackageData, AssetBundles, AssetTags |
AssetRegistry.GetByClass | //Query the asset registry for assets matching the supplied class |
AssetRegistry.GetByName | //Query the asset registry for assets matching the supplied package name |
AssetRegistry.GetByPath | //Query the asset registry for assets matching the supplied package path |
AssetRegistry.GetByTag | //Query the asset registry for assets matching the supplied tag and value |
AssetRegistry.GetDependencies | //Query the asset registry for dependencies for the specified package |
AssetRegistry.GetReferencers | //Query the asset registry for referencers for the specified package |
AssetRegistry.ManagementPathsPackageDebugName | If set, when manage references are set, the chain of references that caused this package to become managed will be printed to the log |
AssetRegistry.ScanPath | //Scan the given filename or directoryname for package files and load them into the assetregistry. Extra string parameters: -forcerescan, -ignoreDenyLists, -asfile, -asdir |
AssetTools.FollowRedirectorsWhenImporting | When set, if you import an asset at a location with a redirector, you'll instead import to the redirector's destination location |
AssetTools.LogFolderPermissions | Logs the read and write permissions for folders |
AssetTools.UseNewPackageMigration | When set, The package migration will use the new implementation made for 5.1. |
Async.ParallelFor.YieldingTimeout | The timeout (in ms) when background priority parallel for task will yield execution to give higher priority tasks the chance to run. |
AsyncReadFile.CacheHandleForPakFilesOnly | Control how Async read handle caches the underlying platform handle for files. 0: Cache the underlying platform handles for all files. 1: Cache the underlying platform handle for .pak files only (default). |
AttemptStuckThreadResuscitation | Attempt to resusicate stuck thread by boosting priority. Enabled by default |
au.3dVisualize.ActiveSounds | Visualization mode for active sounds. 0: Not Enabled, 1: Volume (Lin), 2: Volume (dB), 3: Distance, 4: Random color, 5: Occlusion |
au.3dVisualize.ActiveSounds.Type | Whether to show all sounds, on AudioComponents (Components Only), or off of AudioComponents (Non-Component Only). 0: All, 1: Components Only, 2: Non-Component Only |
au.3dVisualize.Attenuation | Whether or not attenuation spheres are visible when 3d visualize is enabled. 0: Not Enabled, 1: Enabled |
au.3dVisualize.Enabled | Whether or not audio visualization is enabled. 0: Not Enabled, 1: Enabled |
au.3dVisualize.Listeners | Whether or not listeners are visible when 3d visualize is enabled. 0: Not Enabled, 1: Enabled |
au.3dVisualize.SpatialSources | Whether or not audio spatialized sources are visible when 3d visualize is enabled. 0: Not Enabled, 1: Enabled |
au.3dVisualize.VirtualLoops | Whether or not virtualized loops are visible when 3d visualize is enabled. 0: Not Enabled, 1: Enabled |
au.ActorSoundParameterInterface.GatherImplementers | When true, allows the interface to search for attached components and actors that implement the interface. |
au.adpcm.ADPCMReadFailiureTimeout | Sets the number of ADPCM decode attempts we'll try before stopping the sound wave altogether. |
au.adpcm.ChanceForIntentionalChunkMiss | If this is set > 0 we will intentionally drop chunks. Used for debugging.. |
au.adpcm.DisableSeekForwardOnReadMisses | When there is a seek pending and this CVar is set to 0, we will scan forward in the file. |
au.adpcm.DisableSeeking | Disables seeking with ADPCM. |
au.adpcm.OnlySeekForwardOneChunk | When set to 1, we will not continue to seek forward after failing to load two chunks in a row. |
au.AllowAudioSpatialization | Controls if we allow spatialization of audio, normally this is enabled. If disabled all audio won't be spatialized, but will have attenuation. 0: Disable, >0: Enable |
au.AllowReverbForMultichannelSources | Controls if we allow Reverb processing for sources with channel counts > 2. 0: Disable, >0: Enable |
au.Ambisonics.VirtualIntermediateChannels | Enables decoding to a virtual 7.1 speaker config before mixdown. 0: Decode directly to output device configuration, 1: Enabled |
au.AnalysisTimeShift | Shifts the timeline for baked analysis playback. Value: The time in seconds to shift the timeline. |
au.AudioSourceManager.HangDiagnostics | |
au.AudioThreadCommand.ChokeCommandQueue | |
au.AudioThreadCommand.ChokeMPSCCommandQueue | |
au.AudioThreadCommand.ExecutionTimeWarningThresholdInMs | If a command took longer to execute than this number (in milliseconds) then we log a warning |
au.AudioThreadCommand.LogEveryExecution | Extremely verbose logging of each Audio Thread command caller and it's execution time |
au.AudioThreadCommand.SpamCommandQueue | |
au.BakedAnalysisEnabled | Enables or disables queries to baked analysis from audio component. |
au.BusReaderPatchWaitTimeout | The maximum amount of time the audio bus reader node will wait for its patch output to receive samples. |
au.BypassAllSubmixEffects | When set to 1, all submix effects will be bypassed. 1: Submix Effects are disabled. |
au.BypassAudioPlugins | Bypasses any audio plugin processing. 0: Not Disabled, 1: Disabled |
au.BypassPlayWhenSilent | When set to 1, ignores the Play When Silent flag for non-procedural sources. 0: Honor the Play When Silent flag, 1: stop all silent non-procedural sources. |
au.ClearMutesAndSolos | Clears any solo-ing/mute-ing sounds |
au.CommandBufferFlushWaitTimeMs | How long to wait for the command buffer flush to complete. |
au.CommandBufferMaxSizeInMb | How big to allow the command buffer to grow before ignoring more commands |
au.compression.AsyncCompression | 1: Allow async compression of USoundWave when supported by the codec. 0: Disable async compression. |
au.Concurrency.MinVolumeScale | Volume threshold considered silent for volume scaling (linear scale). |
au.Debug.Audio3dVisualize | Sorry: Exec commands have no help |
au.Debug.AudioDebugSound | Sorry: Exec commands have no help |
au.Debug.AudioGetDynamicSoundVolume | Sorry: Exec commands have no help |
au.Debug.AudioMemReport | Sorry: Exec commands have no help |
au.Debug.AudioMixerDebugSound | Sorry: Exec commands have no help |
au.Debug.AudioResetAllDynamicSoundVolumes | Sorry: Exec commands have no help |
au.Debug.AudioResetDynamicSoundVolume | Sorry: Exec commands have no help |
au.Debug.AudioSetDynamicSoundVolume | Sorry: Exec commands have no help |
au.Debug.AudioSoloSoundClass | Sorry: Exec commands have no help |
au.Debug.AudioSoloSoundCue | Sorry: Exec commands have no help |
au.Debug.AudioSoloSoundWave | Sorry: Exec commands have no help |
au.Debug.ClearSoloAudio | Sorry: Exec commands have no help |
au.Debug.DisableHPF | Sorry: Exec commands have no help |
au.Debug.DisableLPF | Sorry: Exec commands have no help |
au.Debug.DisableRadio | Sorry: Exec commands have no help |
au.Debug.Display.X | X position on screen of debug statistics. Default: 100 |
au.Debug.Display.Y | X position on screen of debug statistics. Default: -1 (Disabled, uses default debug position) |
au.Debug.DumpSoundInfo | Sorry: Exec commands have no help |
au.Debug.EnableRadio | Sorry: Exec commands have no help |
au.Debug.Generator | Enables/disables debug sound generation. 0: Disabled, 1: SinTone, 2: WhiteNoise |
au.Debug.Generator.Amp | Sets. Default: 0.2f |
au.Debug.Generator.Channel | Sets channel output index of debug audio. If number provided is above supported number, uses left. 0: Left, 1: Right, etc. |
au.Debug.Generator.Freq | Sets debug sound generation frequency. 0: Not Disabled, 1: SinTone, 2: WhiteNoise |
au.Debug.IsolateDryAudio | Sorry: Exec commands have no help |
au.Debug.IsolateReverb | Sorry: Exec commands have no help |
au.Debug.ListAudioComponents | Sorry: Exec commands have no help |
au.Debug.ListSoundClasses | Sorry: Exec commands have no help |
au.Debug.ListSoundClassVolumes | Sorry: Exec commands have no help |
au.Debug.ListSoundDurations | Sorry: Exec commands have no help |
au.Debug.ListWaves | Sorry: Exec commands have no help |
au.Debug.Modulation | Post Audio Modulation information to viewport(s). 0: Disable, 1: Enable (Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world |
au.Debug.PlayAllPIEAudio | Sorry: Exec commands have no help |
au.Debug.PlaySoundCue | Plays a SoundCue: -Name : If a debug sound with the short name is specified in AudioSettings, plays that sound. -Path : Finds SoundCue asset at the provided path and if found, plays that sound. -Radius : If set, enables sound spatialization and sets radial distance between listener and source emitting sound. -Azimuth : If set, enables sound spatialization and sets azimuth angle between listener and source emitting sound (in degrees, where 0 is straight ahead, negative to left, positive to right). -Elevation : If set, enables sound spatialization and sets azimuth angle between listener and source emitting sound (in degrees, where 0 is straight ahead, negative to left, positive to right). -AllViews: If option provided, plays sound through all viewports. -LogSubtitles: If option provided, logs sounds subtitle if set |
au.Debug.PlaySoundWave | Plays a SoundWave: -Name : If a debug sound with the short name is specified in AudioSettings, plays that sound. -Path : Finds SoundWave asset at the provided path and if found, plays that sound. -Radius: If set, enables sound spatialization and sets radial distance between listener and source emitting sound. -Azimuth : If set, enables sound spatialization and sets azimuth angle between listener and source emitting sound (in degrees, where 0 is straight ahead, negative to left, positive to right). -Elevation : If set, enables sound spatialization and sets azimuth angle between listener and source emitting sound (in degrees, where 0 is straight ahead, negative to left, positive to right). -AllViews: If option provided, plays sound through all viewports. -LogSubtitles: If option provided, logs sounds subtitle if set |
au.Debug.ResetSoundState | Sorry: Exec commands have no help |
au.Debug.SetBaseSoundMix | Sorry: Exec commands have no help |
au.Debug.ShowSoundClassHierarchy | Sorry: Exec commands have no help |
au.Debug.SoloAudio | Sorry: Exec commands have no help |
au.Debug.SoundClassFixup | Sorry: Exec commands have no help |
au.Debug.SoundCues | Post SoundCue information to viewport(s). 0: Disable, 1: Enable (Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world |
au.Debug.SoundCues.Minimal | Use the compact view of sound cue debug when enabled. 0: Not Enabled, 1: Enabled |
au.Debug.Soundcues.ShowDistance | Display distance of sound cue when enabled. 0: Not Enabled, 1: Enabled |
au.Debug.Soundcues.ShowPath | Display full path of sound cue when enabled. 0: Not Enabled, 1: Enabled |
au.Debug.SoundCues.Spacing.Char | Size of character (in pixels) with compact view. Default: 7 |
au.Debug.SoundCues.Spacing.Tab | Size of tab (in characters) with compact view. Default: 5 |
au.Debug.SoundMixes | Post SoundMix information to viewport(s). 0: Disable, 1: Enable (Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world |
au.Debug.SoundReverb | Post SoundReverb information to viewport(s). 0: Disable, 1: Enable (Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world |
au.Debug.Sounds | Post Sound information to viewport(s). 0: Disable, 1: Enable (Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world |
au.Debug.Sounds.Max | Max number of sounds to display in full sound debugger view. Default: 32 |
au.Debug.Sounds.ShowPath | Display full path of sound when enabled. 0: Not Enabled, 1: Enabled |
au.Debug.Sounds.Sort | Value to sort by and display when sound stats are active. Class, Distance, Name (Default), Priority (Highest of wave instances per sound), Time, Waves, Volume |
au.Debug.Sounds.TextColor | Color of body text in audio debug views. White, Red, Orange, Yellow, Blue, Magenta, Purple, Black |
au.Debug.SoundWaves | Post SoundWave information to viewport(s). 0: Disable, 1: Enable (Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world |
au.Debug.StopSound | Stops debug sound. -AllViews: If option provided, stops all debug sounds in all viewports. |
au.Debug.Streaming | Post Stream Caching information to viewport(s). 0: Disable, 1: Enable (Optional) -AllViews: Enables/Disables for all viewports, not just those associated with the current world |
au.Debug.TestLFEBleed | Sorry: Exec commands have no help |
au.Debug.TestLPF | Sorry: Exec commands have no help |
au.Debug.ToggleHRTFForAll | Sorry: Exec commands have no help |
au.Debug.ToggleSpatExt | Sorry: Exec commands have no help |
au.DecompressionThreshold | If non-zero, overrides the decompression threshold set in either the sound group or the platform's runtime settings. Value: Maximum duration we should fully decompress, in seconds. |
au.DefaultModulationPlugin | Name of default modulation plugin to load and use (overridden by platform-specific implementation name in config. |
au.DisableAppVolume | Disables application volume when set to 1. 0: App volume enabled, 1: App volume disabled |
au.DisableAutomaticPrecache | When set to 1, this disables precaching on load or startup, it will only precache synchronously when playing. 0: Use normal precaching logic, 1: disables all precaching except for synchronous calls. |
au.DisableBinauralSpatialization | Disables binaural spatialization. |
au.DisableDeviceSwap | Disable device swap handling code for Audio Mixer on Windows. 0: Not Enabled, 1: Enabled |
au.DisableDistanceAttenuation | Disables using any Distance Attenuation. 0: Not Disabled, 1: Disabled |
au.DisableEnvelopeFollowing | Disables using the envlope follower for source envelope tracking. 0: Not Disabled, 1: Disabled |
au.DisableFiltering | Disables using the per-source lowpass and highpass filter. 0: Not Disabled, 1: Disabled |
au.DisableHPFiltering | Disables using the per-source highpass filter. 0: Not Disabled, 1: Disabled |
au.DisableLegacyReverb | Disables reverb on legacy audio backends. 0: Enabled, 1: Disabled |
au.DisableOcclusion | Disables (1) or enables (0) audio occlusion. |
au.DisableParallelSourceProcessing | Disables using async tasks for processing sources. 0: Not Disabled, 1: Disabled |
au.DisableQuadReverb | Disables quad reverb in surround. 0: Not Disabled, 1: Disabled |
au.DisableReverbSubmix | Disables the reverb submix. 0: Not Disabled, 1: Disabled |
au.DisableSourceEffects | Disables using any source effects. 0: Not Disabled, 1: Disabled |
au.DisableStereoSpread | When set to 1, ignores the 3D Stereo Spread property in attenuation settings and instead renders audio from a singular point. 0: Not Disabled, 1: Disabled |
au.DisableStoppingVoices | Disables stopping voices feature. 0: Not Disabled, 1: Disabled |
au.DisableSubmixEffectEQ | Disables the eq submix (true by default as of 5.0). 0: Not Disabled, 1: Disabled |
au.DisableSubmixMutationLock | Disables the submix mutation lock. 0: Not Disabled (Default), 1: Disabled |
au.dsp.FFTMethod | Determines whether we use an iterative FFT method or the DFT. 0: Use Iterative FFT, 1:: Use DFT |
au.DumpActiveSounds | Outputs data about all the currently active sounds. |
au.DumpBakedAnalysisData | debug command to dump the baked analysis data of a sound wave to a csv file. |
au.editor.CookOverrideCachingInterval | This sets the max latency between when a cook override is changed in the project settings and when it is applied to new audio sources. n: Time between caching intervals, in seconds. |
au.editor.ForceAudioNonStreaming | When set to 1, forces any audio played to be non-streaming May force a DDC miss. 0: Honor the Play When Silent flag, 1: stop all silent non-procedural sources. |
au.EnableBinauralAudioForAllSpatialSounds | Toggles binaural audio rendering for all spatial sounds if binaural rendering is available. |
au.EnableDetailedWindowsDeviceLogging | Enables detailed windows device logging. 0: Not Enabled, 1: Enabled |
au.EnableOcclusionFilterScale | Whether or not we scale occlusion by 0.25f to compensate for change in filter cutoff frequencies in audio mixer. 0: Not Enabled, 1: Enabled |
au.EnableReverbStereoFlipForQuad | Enables doing a stereo flip for quad reverb when in surround. 0: Not Enabled, 1: Enabled |
au.EnableUserSoundwaveImport | Enables letting the user import soundwaves in editor. 0: Disabled, 1: Enabled |
au.ExtraAudioMixerDeviceLogging | Enables extra logging for audio mixer device running 0: no logging, 1: logging every 500 callbacks |
au.ExtraResonanceLogging | If non-zero, will log extra information about the state of Resonance HRTF processing. 0: Disable, >0: Enable |
au.FadeOutTimeoutMSec | Amount of time to wait for the FadeOut Event to fire. |
au.FloatArrayMath.ISPC | Whether to use ISPC optimizations in audio float array math operations |
au.FlushAudioRenderCommandsOnSuspend | When set to 1, ensures that we pump through all pending commands to the audio thread and audio render thread on app suspension. 0: Not Disabled, 1: Disabled |
au.FlushAudioRenderThreadOnGC | When set to 1, every time the GC runs, we flush all pending audio render thread commands. |
au.FlushCommandBufferOnTimeout | When set to 1, flushes audio render thread synchronously when our fence has timed out. 0: Not Disabled, 1: Disabled |
au.FocusData.InitializeFocusFactorOnFirstUpdate | When set to 1, focus factor will be initialized on first update to the proper value, instead of interpolating from 0 to the proper value. 0: Disabled, 1: Enabled (default) |
au.ForceRealtimeDecompression | When set to 1, this deliberately ensures that all audio assets are decompressed as they play, rather than fully on load. 0: Allow full decompression on load, 1: force realtime decompression. |
au.ForceSyncAudioDecodes | Disables using async tasks for processing sources. 0: Not Disabled, 1: Disabled |
au.ForceSynchronizedAudioTaskKick | Force all Audio Tasks created in one "audio render frame" to be queued until they can all be "kicked" at once at the end of the frame. 0: Don't Force, 1: Force |
au.IgnoreUserResonanceSubmix | When set to 1, the resonance project setting will be bypassed. 1: Submix Effects are disabled. |
au.InteriorData.UseAudioVolumes | When set to 1, allows gathering of interior data from audio volumes (Legacy). 0: Disabled, 1: Enabled (default) |
au.InteriorData.UseIActiveSoundUpdate | When set to 1, allows gathering of interior data from subsystems that implement the IActiveSoundUpdate interface. 0: Disabled, 1: Enabled (default) |
au.LinearGainScalarForFinalOutut | Linear gain scalar applied to the final float buffer to allow for hotfixable mitigation of clipping Default is 1.0f |
au.LogRenderTimes | Logs Audio Render Times. 0: Not Log, 1: Log |
au.LogSubmixAutoDisable | Enables logging of submix disable and enable state. 1: Submix enablement logging is on. 0: Submix enablement/disablement logging is off. |
au.MaxConcurrentStreams | Overrides the max concurrent streams. 0: Not Overridden, >0 Overridden |
au.MaxRandomBranches | Sets the max amount of branches to play from for any random node. The rest of the branches will be released from memory. 0: No culling, Any other value: The amount of branches we should use as a maximum for any random node. |
au.MaxWorldDistance | Maximum world distance used in audio-related calculations (eg. attenuation). |
au.MetaSound.AutoUpdate.NativeClassesOfEqualVersion | If true, node references to native classes that share a version number will attempt to auto-update if the interface is different, which results in slower graph load times. 0: Don't auto-update native classes of the same version with interface discrepancies, !0: Auto-update native classes of the same version with interface discrepancies (default) |
au.MetaSound.BlockRate | Sets block rate (blocks per second) of MetaSounds. Default: 100.0f, Min: 1.0f, Max: 1000.0f |
au.MetaSound.Debug.EnableOperatorMissingOverrideLog | Enables additional logging on operators with missing overrides Default: false |
au.MetaSound.DisableWaveCachePriming | Disables MetaSound Wave Cache Priming. 0 (default): Enabled, 1: Disabled |
au.MetaSound.Editor.AsyncRegistrationEnabled | Enable registering all MetaSound asset classes asyncronously on editor load. 0: Disabled, !0: Enabled (default) |
au.MetaSound.EnableAllVersionsNodeClassCreation | Enable creating nodes for major versions of deprecated MetaSound classes in the Editor. 0: Disabled (default), !0: Enabled |
au.MetaSound.EnableAsyncGeneratorBuilder | Enables async building of FMetaSoundGenerators Default: true |
au.MetaSound.EnableGeneratorInvalidSampleValueLogging | Enables logging of audio samples values produced from a FMetaSoundGenerator which exceed the absolute sample value threshold Default: false |
au.MetaSound.EnableGeneratorNonFiniteLogging | Enables logging of non-finite (NaN/inf) audio samples values produced from a FMetaSoundGenerator Default: false |
au.MetaSound.Experimental.EnableOneShotOperatorCache | Enables caching of MetaSound operators using the OneShot source interface. Default: false |
au.MetaSound.Experimental.EnableOperatorCache | Enables caching of all MetaSound operators. Default: false |
au.MetaSound.Experimental.OperatorCache.SetMaxNumOperators | Set the maximum number of operators in the MetaSound operator cache. |
au.MetaSound.Frontend.DiscardStreamedRegistryTransactions | If enabled, MetaSound registry transactions are discarded after they have been streamed. 0: Disabled, !0: Enabled (default) |
au.MetaSound.GeneratorSampleValueThreshold | If invalid sample value logging is enabled, this sets the maximum abs value threshold for logging samples Default: 2.0 |
au.MetaSound.Parameter.EnableWarningOnIgnoredParameter | If enabled, a warning will be logged when a parameters sent to a MetaSound is ignored. 0: Disabled (default), !0: Enabled |
au.MetaSound.WavePlayer.SimulateSeek | If true, SoundWaves which are not of a seekable format will simulate seek calls by reading and discarding samples. 0: Do not simulate seek, !0: Simulate seek |
au.MinLogTimeBetweenUnderrunWarnings | Min time between underrun warnings (globally) in MS Set the time between each subsequent underrun log warning globaly (defaults to 10secs) |
au.Modulation.SetPitchRange | Sets max final modulation range of pitch (in semitones). Default: 96 semitones (+/- 4 octaves) |
au.MultithreadedPatching.PushCallsPerOutputCleanupCheck | Number of push calls (usually corrisponding to audio block updates) before checking if an output is ready to be destroyed. Default = 256 |
au.NeverMuteNonRealtimeAudioDevices | When set to 1, nonrealtime audio devices will be exempt from normal audio device muting (for example, when a window goes out of focus. 0: Not Disabled, 1: Disabled |
au.NumPrecacheFrames | When set to > 0, will use that value as the number of frames to precache audio buffers with. 0: Use default value for precache frames, >0: Number of frames to precache. |
au.OverrunTimeoutMSec | Amount of time to wait for the render thread to time out before swapping to the null device. |
au.PatchBufferBlocks | Determines the number of blocks that fit in a patch buffer. |
au.Quartz.bAlwaysTakeVoiceSlot | Always take voice slot immediately without trying to cache the request on the component default = 1: always forward the request to the audio engine immediately. - 0: attempt to cache play requests on the component until closer to the deadline. |
au.Quartz.DecrementSlotIndexOnStarted | Defaults to 1 to enable the delegate leak fix. Set to 0 to revert to pre-fix behavior. 1: New Behavior, 0: Old Behavior |
au.Quartz.HeadlessClockSampleRate | Sample rate to use for Quartz Clocks/Metronomes when no Mixer Device is present. 0: Not Enabled, 1: Enabled |
au.Quartz.MaxSubscribersToUpdatePerTick | Limits the number of Quartz subscribers to update per Tick. <= 0: No Limit, >= 1: Limit |
au.Quartz.SimulateNoAudioDevice | If enabled, the QuartzSubsystem will assume no audio device, and will run new clocks in headless mode. 0: Not Enabled, 1: Enabled |
au.Quartz.TimeToTakeUpVoiceSlot | TheEQuartzCommandQuantization type (default: EQuartzCommandQuantization::EighthNote) before playing that a queued sound should take up a voice slot for Value: The EQuartzCommandQuantization index of the desired duration |
au.RealtimeDecompressZeroDurationSounds | When set to 1, we will fallback to realtime decoding any sound waves with an invalid duration.. 0: Fully decompress sounds with a duration of 0, 1: realtime decompress sounds with a duration of 0. |
au.RecoverRecordingOnShutdown | When set to 1, we will attempt to bounce the recording to a wav file if the game is shutdown while a recording is in flight. 0: Disabled, 1: Enabled |
au.RecycleThreads | Keeps threads to reuse instead of create/destroying them0 off, 1 on |
au.RenderThreadAffinity | Override audio render thread affinity. 0: Disabled (Default), otherwise overriden thread affinity. |
au.RenderThreadPriority | Sets audio render thread priority. Defaults to 3. 0: Normal, 1: Above Normal, 2: Below Normal, 3: Highest, 4: Lowest, 5: Slightly Below Normal, 6: Time Critical |
au.ReportAudioDevices | This will log any active audio devices (instances of the audio engine) alive right now. |
au.resonance.quality | Override the quality of resonance sound sources. Will not increase quality levels. The quality used will be min of the quality in the resonance source settings and this override. 0: Quality is not overridden, 1: Stereo Panning, 2: Low Quality, 3: Medium Quality, 4: High Quality |
au.Resonance.UsingReverb | Allows Resonance to Query AudioVolumes for reverb effects. 0: Disable, 1: Enable (default) |
au.SetAudioChannelCount | Changes the audio channel count. Max value is clamped to the MaxChannelCount the audio engine was initialize with. 0: Disable, >0: Enable |
au.SetAudioChannelScaleCount | Changes the audio channel count by percentage. |
au.SoundDistanceOptimizationLength | The maximum duration a sound must be in order to be a candidate to be culled due to one-shot distance optimization. |
au.SoundWaveImportLengthLimitInSeconds | When set to a value > 0.0f, Soundwaves with durations greater than the value will fail to import. if the value is < 0.0f, the length will be unlimited |
au.SourceFadeMin | Sets the length (in samples) of minimum fade when a sound source is stopped. Must be divisible by 4 (vectorization requirement). Ignored for some procedural source types. (Default: 512, Min: 4). |
au.spatialization.ListAvailableSpatialPlugins | This will output a list of currently available/active spatialization plugins |
au.spatialization.SetCurrentSpatialPlugin | Attempt to swap to the named spatialization plugin (au.spatialization.ListAvailableSpatialPlugins to see what is availible) |
au.SpoofFailedStreamChunkLoad | Forces failing to load streamed chunks. 0: Not Enabled, 1: Enabled |
au.streamcache.BlockOnChunkLoadCompletion | When set to 1, USoundWaves we will always attempt to synchronously load a chunk after a USoundWave request has finished. 0: Don't try to block after a SoundWave has completed loading a chunk, 1: Block after a USoundWave's chunk request has completed. |
au.streamcache.DisableRetaining | When set to 1, USoundWaves will not retain chunks of their own audio. 0: Don't disable retaining, 1: disable retaining. |
au.streamcache.DispatchToGameThreadOnChunkRequest | When set to 1, we will always dispatch a callback to the game thread whenever a USoundWave request has finished. This may cause chunks of audio to be evicted by the time we need them. 0: as soon as the chunk is loaded, capture the audio chunk. 1: As soon as the chunk is loaded, dispatch a callback to the gamethread. |
au.streamcache.priming.BypassRetainFromSoundCues | When set to 1, we ignore the loading behavior of sound classes set on a Sound Cue directly. |
au.streamcache.priming.ManuallyPrimeChildNodes | When set to 1, we ignore the loading behavior of sound classes set on a Sound Cue directly. |
au.streamcache.priming.PrimeDelayNodes | When set to 1, sounds will be loaded into the cache automatically when a delay node is hit. |
au.streamcache.priming.PrimeRandomNodes | When set to 1, sounds will be loaded into the cache automatically when a random node is hit. |
au.streamcache.SoundWaveDefaultLoadingBehavior | This can be set to define the default behavior when a USoundWave is loaded. 0: Default (load on demand), 1: Retain audio data on load, 2: prime audio data on load, 3: load on demand (No audio data is loaded until a USoundWave is played or primed). |
au.streamcaching.AlwaysLogCacheMisses | When set to a nonzero value, all cache misses will be added to the audiomemreport. 0: Don't log cache misses until au.streamcaching.StartProfiling is called. 1: Always log cache misses. |
au.streamcaching.BlockForPendingLoadOnCacheOverflow | This cvar sets the default request priority for audio chunks that are about to play back, but aren't in the cache. 0: When we blow the cache we clear any soundwave retainers. 1:When we blow the cache we attempt to cancel a load in flight. |
au.streamcaching.ChunkSlotNumScalar | This allows scaling the number of chunk slots pre-allocated. 1.0: is the lower limit |
au.streamcaching.DebugView | Enables the comparison of FObjectKeys when comparing Stream Cache Chunk Keys. Without this FName collisions could occur if 2 SoundWaves have the same name. 0: Legacy, 1: Default, 2: Averaged View, 3: High Detail View |
au.streamcaching.EnableExhaustiveCacheSearches | Enables an exhaustive search of the cache in FindElementForKey. 0: Rely on chunk offset. 1: Search using linear search |
au.streamcaching.EnableTrimmingRetainedAudio | When set > 0, we will trim retained audio when the stream cache goes over the memory limit. 0: never trims retained audio, >0: will trim retained audio. |
au.streamcaching.FlushAudioCache | This will flush any non retained audio from the cache when Stream Caching is enabled. |
au.streamcaching.ForceBlockForLoad | When set to a nonzero value, blocks GetLoadedChunk until the disk read is complete. |
au.streamcaching.KeepCacheMissBufferOnFlush | If set to 1, this will maintain the buffer of recorded cache misses after calling AudioMemReport. Otherwise, calling audiomemreport will flush all previous recorded cache misses. 1: All cache misses from the whole session will show up in audiomemreport. 0: Only cache misses since the previous call to audiomemreport will show up in the current audiomemreport. |
au.streamcaching.MaxCachesToDisplay | Sets the max amount of stream chunks to display on screen. n: Number of elements to display on screen. |
au.streamcaching.MemoryLimitTrimPercentage | When set > 0.0, we will trim percentage of memory cache audio per trim call audio when the stream cache goes over the memory limit. 0.0: trims only the amount needed to allocate a single chunk, >0: that percentage of memory limit. |
au.streamcaching.MinimumCacheUsage | This value is the minimum potential usage of the stream cache we feasibly want to support. Setting this to 0.25, for example, cause us to potentially be using 25% of our cache size when we start evicting chunks, worst cast scenario. 0.0: limit the number of chunks to our (Cache Size / Max Chunk Size) [0.01-0.99]: Increase our number of chunks to limit disk IO when we have lots of small sounds playing. |
au.streamcaching.NumSoundWavesToClearOnCacheOverflow | When set > 0, we will attempt to release retainers for only that many sounds every time we have a cache overflow. 0: reset all retained sounds on cache overflow, >0: evict this many sounds on any cache overflow. |
au.streamcaching.PlaybackRequestPriority | This cvar sets the default request priority for audio chunks that are about to play back, but aren't in the cache. 0: High, 1: Normal, 2: Below Normal, 3: Low, 4: Min |
au.streamcaching.PrimeSoundOnAudioComponents | When set to 1, automatically primes a USoundBase when a UAudioComponent is spawned with that sound, or when UAudioComponent::SetSound is called. |
au.streamcaching.ReadRequestPriority | This cvar sets the default request priority for audio chunks when Stream Caching is turned on. 0: High, 1: Normal, 2: Below Normal, 3: Low, 4: Min |
au.streamcaching.ResizeAudioCacheTo | This will try to cull enough audio chunks to shrink the audio stream cache to the new size if neccessary, and keep the cache at that size. |
au.streamcaching.SaveAudiomemReportOnCacheOverflow | When set to one, we print an audiomemreport when the cache has overflown. 0: Disabled, 1: Enabled |
au.streamcaching.SearchUsingChunkArray | If performing an exhaustive search of the cache, use the chunk array instead of the LRU (we give up knowing how far down the cache an element was). 0: Search using LRU (linked list). 1: Search using Chunk Pool (TArray) |
au.streamcaching.StartProfiling | This will start a performance-intensive profiling mode for this streaming manager. Profile stats can be output with audiomemreport. |
au.streamcaching.StopProfiling | This will start a performance-intensive profiling mode for this streaming manager. Profile stats can be output with audiomemreport. |
au.streamcaching.StreamCacheSizeOverrideMB | This cvar can be set to override the size of the cache. 0: use cache size from project settings. n: the new cache size in megabytes. |
au.streamcaching.TrimCacheWhenOverBudget | When set to a nonzero value, TrimMemory will be called in AddOrTouchChunk to ensure we never go over budget. |
au.submix.clearbrokensubmixassets | If set, will verify that we don't have a submix that lists a child submix that is no longer its child, and the former children will not erroneously list their previous parents. 0: Disable, >0: Enable |
au.Submix.Effects.DynamicsProcessor.Bypass | If non-zero, bypasses all submix dynamics processors currently active. |
au.ThreadedSwapDebugExtraTime | Simulate a slow device swap by adding addional time to the swap task |
au.UnderrunTimeoutMSec | Amount of time to wait for the render thread to generate the next buffer before submitting an underrun buffer. |
au.UseCachedDeviceInfoCache | Uses a Cache of the DeviceCache instead of asking the OS0 off, 1 on |
au.UseListenerOverrideForSpread | Zero attenuation override distance stereo panning 0: Use actual distance, 1: use listener override |
au.UseThreadedDeviceSwap | Lets Device Swap go wide.0 off, 1 on |
au.VirtualLoops.Enabled | Enables or disables whether virtualizing is supported for audio loops. |
au.VirtualLoops.ForceUpdateListenerMoveDistance | Sets distance threshold required to force an update on virtualized sounds to check for if listener moves in a single frame over the given distance. |
au.VirtualLoops.PerfDistance | Sets virtual loop distance to scale update rate between min and max beyond max audible distance of sound. |
au.VirtualLoops.UpdateRate.Max | Sets maximum rate to check if sound becomes audible again (at beyond sound's max audible distance + perf scaling distance). |
au.VirtualLoops.UpdateRate.Min | Sets minimum rate to check if sound becomes audible again at sound's max audible distance. |
au.voip.AlwaysPlayVoiceComponent | When set to 1, guarantees that voip components won't get deprioritized. 0: Let voip components get killed, 1: force VOIP components to be higher priority than all other audio sources. |
au.vorbis.ReadFailiureTimeout | When set to 1, we bail on decoding Ogg Vorbis sounds if we were not able to successfully decode them after several attempts. |
au.WaitForSoundWaveToLoad | When set to 1, we will refuse to play any sound unless the USoundWave has been loaded. 0: Attempt to play back, 1: Wait for load. |
au.WorldlessGetAudioTimeBehavior | Determines the return value of GetAudioTime when an audio component does not belong to a world. 0: 0.f (default), 1: Application's CurrentTime |
AUDIO | Sorry: Exec commands have no help |
Audio3dVisualize | Sorry: Exec commands have no help |
AudioCommand.FenceWaitTimeMs | Sets number of ms for fence wait |
AudioDebugSound | Sorry: Exec commands have no help |
AudioGetDynamicSoundVolume | Sorry: Exec commands have no help |
AudioMemReport | Sorry: Exec commands have no help |
AudioMixerDebugSound | Sorry: Exec commands have no help |
AudioResetAllDynamicSoundVolumes | Sorry: Exec commands have no help |
AudioResetDynamicSoundVolume | Sorry: Exec commands have no help |
AudioSetDynamicSoundVolume | Sorry: Exec commands have no help |
AudioSoloSoundClass | Sorry: Exec commands have no help |
AudioSoloSoundCue | Sorry: Exec commands have no help |
AudioSoloSoundWave | Sorry: Exec commands have no help |
AudioThread.AboveNormalPriority | 0=Normal, 1=AboveNormal |
AudioThread.BatchAsyncBatchSize | When AudioThread.EnableBatchProcessing = 1, controls the number of audio commands grouped together for threading. |
AudioThread.EnableAudioCommandLogging | 0=Disbaled, 1=Enabled |
AudioThread.EnableAudioThreadWait | Enables waiting on the audio thread to finish its commands. 0: Not Enabled, 1: Enabled |
AudioThread.EnableBatchProcessing | Enables batch processing audio thread commands. 0: Not Enabled, 1: Enabled |
AudioThread.SuspendAudioThread | 0=Resume, 1=Suspend |
AudioThread.TaskPriority | Takes a single parameter of value `High`, `Normal`, `BackgroundHigh`, `BackgroundNormal` or `BackgroundLow`. |
AudioThread.UseBackgroundThreadPool | If true, use the background thread pool for realtime audio decompression. |
Automation | Sorry: Exec commands have no help |
Automation.CaptureLogEvents | Consider warning/error log events during a test as impacting the test itself |
Automation.LogBPTestMetadata | Whether to output blueprint functional test metadata to the log when test is running |
Automation.SkipStackWalk | Whether to skip any stack issues that the automation test framework triggers |
AutomationAllowFrameTraceCapture | Allow automation to capture frame traces. |
AutomationScreenshotResolutionHeight | The height of automation screenshots. |
AutomationScreenshotResolutionWidth | The width of automation screenshots. |
AUTOMERGESM | Sorry: Exec commands have no help |
AvoidanceDisplayAll | Sorry: Exec commands have no help |
AvoidanceSystemToggle | Sorry: Exec commands have no help |
backchannel.logerrors | Logs packet errors |
backchannel.logpackets | Logs incoming packets |
beacon.DelayCancellationResponse | Delay time between received cancel response and notification Time in secs |
beacon.DelayFinishHandshake | Delay time before finishing handshake by calling client RPC Time in seconds. A value of 0 means no delay, and a negative value means never call it. |
beacon.DelayFinishHandshakeBeaconType | The type of beacon to apply the handshake delay to. Leave blank for all. |
beacon.DelayFullResponse | Delay time between received full response and notification Time in secs |
beacon.DelayReservationResponse | Delay time between received response and notification Time in secs |
beacon.DelayUpdateResponse | Delay time between received update response and notification Time in secs |
BehaviorTree.RecordFrameSearchTimes | Record Search Times Per Frame For Perf Stats |
BitReader.LogFatalOnOverflow | LogFatal if BitReader Overflows |
Blueprint.PC_Real.DisplayMode | Real naming mode 0: Real 1: Float (default) 2: Number Note the editor needs to be restarted for this to fully take effect |
BP.ActionMenuFilterCacheLeafCapacity | The number of action menu contexts to cache simultaniously. raising this number will increase the memory footprint but decrease how often the cache is blown |
bp.AuditFunctionCallsForBlueprint | Audit all functions called by a specified blueprint. Single argument supplies the asset to audit. Writes results to the log. |
bp.AuditThreadSafeFunctions | Audit currently loaded thread safe functions. Writes results to the log. |
BP.bEnableSkelReinstUpdate | If true the Reinstancing of SKEL classes will use the new FBlueprintCompileReinstancer::MoveDependentSkelToReinst(o(n)) instead of the old MoveSkelCDOAside (o(n^2)) |
BP.bForceAllDependenciesToRecompile | If true all dependencies will be bytecode-compiled even when all referenced functions have no signature changes. Intended for compiler development/debugging purposes. |
bp.bForcePastedComponentsToSCS | Setting this to True will change instanced components pasted into blueprints to be SCS components |
bp.BlamePrintString | When true, prints the Blueprint Asset and Function that generated calls to Print String. Useful for tracking down screen message spam. |
bp.ComponentInstancingFastPathDisabled | Disable the Blueprint component instancing fast path. |
BP.ContextMenu.CategoryWeight | The amount of weight placed on categories that match what the user has typed in |
BP.ContextMenu.ContainerBonus | The bonus given if the dragged from pin matches the same container type of the action |
BP.ContextMenu.DescriptionWeight | The amount of weight placed on search items description |
BP.ContextMenu.FavoriteBonus | The bonus given if node is a favorite |
BP.ContextMenu.KeywordWeight | The amount of weight placed on search items keyword |
BP.ContextMenu.MatchingFromPinCategory | The amount of weight placed on actions with the same category as the node being dragged off of |
BP.ContextMenu.MaxWordLength | Maximum length to count while awarding short word weight |
BP.ContextMenu.NodeTitleWeight | The amount of weight placed on the search items title |
BP.ContextMenu.PercentageMatchWeightMultiplier | A multiplier for how much weight to give something based on the percentage match it is |
BP.ContextMenu.ShorterWeight | Increasing this weight will make shorter words preferred |
BP.ContextMenu.StartsWithBonusWeightMultiplier | The multiplier given if the keyword starts with a term the user typed in |
BP.ContextMenu.WordContainsLetterWeightMultiplier | The multiplier given if the keyword only contains a term the user typed in |
bp.DatabasePrimingMaxPerFrame | How many entries should be primed in to the database per frame. |
bp.DisableSearchDataUpdateOnSave | Don't update Blueprint search metadata on save (for QA/testing purposes only). On an editor relaunch, it should include the BP in the unindexed count after the first search. |
BP.DumpAllRegisteredNamespacePaths | Dumps all registered namespace paths. |
BP.EnableActionMenuFilterCaching | If enabled, action filter tests with the CacheResults flag set will have their results cached |
bp.EnableAutomaticLibraryAssetLoading | Should opening the BP editor load all macro and function library assets or not? 0: Disable, 1: Enable (defaults to enabled) Nodes defined in unloaded libraries will not show up in the context menu! |
bp.EnableDeprecatedWarningForComponentDelegateNodes | Show Deprecated warning for component delegate event nodes |
BP.EnableNamespaceFilteringFeatures | Enables namespace filtering features in the Blueprint editor (experimental). |
BP.EnableNamespaceImportingFeatures | Enables namespace importing features in the Blueprint editor (experimental). |
bp.ForceOldSearchDataFormatVersionOnSave | Force Blueprint search metadata to use an old format version on save (for QA/testing purposes only). On an editor relaunch, it should include the BP in the out-of-date count after the first search. |
bp.GenerateFieldNotifyBroadcastForOnRepFunction | When needed, generate a Broadcast FieldNotification node when the OnRep function is called. |
BP.ImportParentClassNamespaces | Enables import of parent class namespaces when opening a Blueprint for editing. |
bp.MaxFunctionStatDepth | Script stack threshold for recording per function stats. |
bp.NativePropertyInitFastPathDisabled | Disable the native property initialization fast path. |
bp.PinValidityCheck.bDisplayInvalidPinWarning | CVar controls pin validity warning which will throw when a macro graph is silently failing |
bp.PinValidityCheck.bDisplayMissingBoundComponentWarning | CVar controls pin validity warning which will throw when a bound event has no matching component |
bp.ScriptRecurseLimit | Sets the number of recursions before script is considered in an infinite loop. |
bp.ShortScriptWarnings | Shorten the blueprint exception logs. |
BP.ToggleUsePackagePathAsDefaultNamespace | Toggle the use of a type's package path as its default namespace when not explicitly assigned. Otherwise, all types default to the global namespace. |
bp.UseLegacyAnimInstanceReinstancingBehavior | Use the legacy re-instancing behavior for anim instances where the instance is destroyed and re-created. |
bp.VerboseStats | Create additional stats for Blueprint execution. |
BRUSH | Sorry: Exec commands have no help |
BSP | Sorry: Exec commands have no help |
budget | Sorry: Exec commands have no help |
BugIt | Sorry: Exec commands have no help |
BugItGo | Sorry: Exec commands have no help |
buildidoverride | Sets build id used for matchmaking |
BUILDLIGHTING | Sorry: Exec commands have no help |
BUILDMATERIALTEXTURESTREAMINGDATA | Sorry: Exec commands have no help |
BuildPatchFileConstructor.bStallWhenFileSystemThrottled | Whether to stall if the file system is throttled |
BuildPatchFileConstructor.SleepTimeWhenFileSystemThrottledSeconds | The amount of time to sleep if the destination filesystem is throttled. |
BUILDPATHS | Sorry: Exec commands have no help |
c.ToggleGPUCrashedFlagDbg | Forcibly toggles the 'GPU Crashed' flag for testing crash analytics. |
cac.ExperimentalAllowPerInstanceChildActorProperties | [EXPERIMENTAL] If true, allows properties to be modified on a per-instance basis for child actors. |
CAMERA | Sorry: Exec commands have no help |
CANALYZER | Sorry: Exec commands have no help |
CancelAllTasks | |
CANCELASYNCLOAD | Sorry: Exec commands have no help |
CancelRecordingTake | Sorry: Exec commands have no help |
CancelRenderAssetStreaming | Sorry: Exec commands have no help |
CancelTextureStreaming | Sorry: Exec commands have no help |
Canvas.DistanceFieldSmoothness | Global sharpness of distance field fonts/shapes rendered by canvas. |
CAPTUREMODE | Sorry: Exec commands have no help |
CauseHitches | Causes a 200ms hitch every second. Size of the hitch is controlled by CauseHitchesHitchMS |
CauseHitchesHitchMS | Controls the size of the hitch caused by CauseHitches in ms. |
CDODump | Sorry: Exec commands have no help |
CE | Sorry: Exec commands have no help |
Chaos.Debug.StrainModifier | Modify the strain by this factor |
ChaosGeometryMemory | Sorry: Exec commands have no help |
CHECKSOUNDS | Sorry: Exec commands have no help |
CLEANBSPMATERIALS | Sorry: Exec commands have no help |
ClearSoloAudio | Sorry: Exec commands have no help |
ClearSourceFiles | Sorry: Exec commands have no help |
CLOSE_SLATE_MAINFRAME | Sorry: Exec commands have no help |
clusterunion.callflushnetdormancy | Whether or not to call FlushNetDormancy |
ClusterUnion.UseAccelerationStructure | Whether component level sweeps and overlaps against cluster unions should use an acceleration structure instead. |
CollectionManager.Add | Adds the specified object path to the specified collection |
CollectionManager.Create | Creates a collection of the specified name and type |
CollectionManager.Destroy | Deletes a collection of the specified name and type |
CollectionManager.Remove | Removes the specified object path from the specified collection |
Collections.MaxCLDescriptionPathCount | Sets the maximum number of paths reported in a changelist when checking in a collection that adds or removes entries. |
Collision.ListChannels | ListChannels |
Collision.ListComponentsWithResponseToProfile | |
Collision.ListObjectsWithCollisionComplexity | |
Collision.ListProfiles | ListProfiles |
Collision.ListProfilesWithResponseToChannel | |
Compat.MAX_GPUSKIN_BONES | Max number of bones that can be skinned on the GPU in a single draw call. This setting clamp the per platform project setting URendererSettings::MaxSkinBones. Cannot be changed at runtime. |
Compat.UseDXT5NormalMaps | Whether to use DXT5 for normal maps, otherwise BC5 will be used, which is not supported on all hardware. Both formats require the same amount of memory (if driver doesn't emulate the format). Changing this will cause normal maps to be recompressed on next load (or when using recompile shaders) 0: Use BC5 texture format (default) 1: Use DXT5 texture format (lower quality) |
con.DebugEarlyCheat | used internally to test the console variable system |
con.DebugEarlyDefault | used internally to test the console variable system |
con.DebugLateCheat | used internally to test the console variable system |
con.DebugLateDefault | used internally to test the console variable system |
con.MinLogVerbosity | Allows to see the log in the in game console (by default deactivated to avoid spam and minor performance loss). 0: no logging other than console response (default) 1: Only fatal errors (no that useful) 2: additionally errors 3: additionally warnings 4: additionally display 5: additionally log .. >=7: all |
CONFIGHASH | Sorry: Exec commands have no help |
CONFIGMEM | Sorry: Exec commands have no help |
console.position.enable | Enable custom console positioning |
console.position.x | Console X offset from left border |
console.position.y | Console Y offset from bottom border |
console.searchmode.legacy | Use the legacy search behaviour for console commands |
ContentBrowser.Debug.ConvertInternalPathToVirtual | Convert internal path |
ContentBrowser.Debug.CrumbsEnumerate | Enumerate crumbs |
ContentBrowser.Debug.TryConvertVirtualPath | Try to convert virtual path |
ContentBrowser.HideSaveCollectionButton | Hide the Content Browser button to save search as a dynamic collection. |
ContentBrowser.PublicAsset.EnablePublicAssetFeature | Enables the Experimental Public Asset Feature (False: disabled, True:enabled |
CONTENTCOMPARISON | Sorry: Exec commands have no help |
ContextMenu.CategoryWeight | The amount of weight placed on categories that match what the user has typed in |
ContextMenu.DescriptionWeight | The amount of weight placed on search items description |
ContextMenu.KeywordWeight | The amount of weight placed on search items keyword |
ContextMenu.NodeTitleWeight | The amount of weight placed on the search items title |
ContextMenu.PrintDebugInfo | Print the debug info about the context menu selection |
ContextMenu.WholeMatchLocalizedWeightMultiplier | The multiplier given if there is an exact localized match to the search term |
ContextMenu.WholeMatchWeightMultiplier | The multiplier given if there is an exact match to the search term |
Controller.InvalidControlRotationMagnitude | If any component of an FRotator passed to SetControlRotation is larger than this magnitude, ignore the value. Huge values are usually from uninitialized variables and can cause NaN/Inf to propagate later. |
ControlRig.CreateFloatControlsForCurves | If nonzero we create a float control for each curve in the curve container, useful for debugging low level controls. |
ControlRig.DisableExecutionInAnimNode | if nonzero we disable the execution of Control Rigs inside an anim node. |
ControlRig.DisableExecutionInComponent | if nonzero we disable the execution of Control Rigs inside a ControlRigComponent. |
ControlRig.EnableDrawInterfaceInGame | If nonzero debug drawing will be enabled during play. |
ControlRig.Hierarchy.EnableRotationOrder | enables the rotation order for controls |
ControlRig.Hierarchy.Trace | Traces changes in a hierarchy for a provided number of executions (defaults to 1). You can use ControlRig.Hierarchy.TraceCallstack to enable callstack tracing as part of this. |
ControlRig.Hierarchy.TraceAlways | if nonzero we will record all transform changes. |
ControlRig.Hierarchy.TraceCallstack | if nonzero we will record the callstack for any trace entry. Only works if(ControlRig.Hierarchy.TraceEnabled != 0) |
ControlRig.Hierarchy.TraceOnSpawn | sets the number of frames to trace when a new hierarchy is spawned |
ControlRig.Hierarchy.TracePrecision | sets the number digits in a float when tracing hierarchies. |
ControlRig.Sequencer.AutoGenerateTrack | When true automatically create control rig tracks in Sequencer when a control rig is added to a level. |
ControlRig.Sequencer.ClickSelectThroughGizmo | When false you can't click through a gizmo and change selection if you will select the gizmo when in Animation Mode, default to false. |
ControlRig.Sequencer.SelectedKeysSelectControls | When true when we select a key in Sequencer it will select the Control, by default false. |
ControlRig.Sequencer.SelectedSectionSetsSectionToKey | When true when we select a channel in a section, if it's the only section selected we set it as the Section To Key, by default false. |
ControlRig.Test.EnableTestingToolbar | When true we'll show the testing toolbar in Control Rig Editor. |
cook | Sorry: Exec commands have no help |
cook.AllowASTCHDRProfile | whether to allow ASTC HDR profile, the hdr format is only supported on some devices, e.g. Apple A13, Mali-G72, Adreno (TM) 660 |
cook.AllowCookedDataInEditorBuilds | If true, allows cooked assets to be loaded in the editor. |
cook.ASTCTextureCompressor | 0: IntelISPC, 1: Arm |
Cook.display.diagnostictime | Controls the time between cooker diagnostics messages. |
cook.display.repeattime | Controls the time before the cooker will repeat the same progress message. |
cook.display.updatetime | Controls the time before the cooker will send a new progress message. |
Cook.display.warnbusytime | Controls the time before the cooker will issue a warning that there is a deadlock in a busy queue. |
cook.displaymode | Controls the display for cooker logging of packages: 0: No display 1: Display the Count of packages remaining 2: Display each package by Name 3: Display Names and Count 4: Display the Instigator of each package 5: Display Instigators and Count 6: Display Instigators and Names 7: Display Instigators and Names and Count |
cook.PollAsyncPeriod | Minimum time in seconds between PollPendingCookedPlatformDatas. |
Cook.retrybusytime | Controls the time between retry attempts at save and load when the save and load queues are busy and there is no other work to do. |
cook.SkipAsyncLoaderForCookedData | If true, skip the async loader and load package header synchronously to reduce ping/pong between threads. |
Core.bFastDecimalFormatLargeFloatSupport | True implies we perform additional processing for floating point types over 9223372036854775807 to prevent clipping to this value. |
core.EnsuresAreErrors | True means failed ensures are logged as errors. False means they are logged as warnings. |
CoreUObject.AttemptToFindShortTypeNamesInMetaData | Finds short type names stored in known MetaData entries |
CoreUObject.AttemptToFindUninitializedScriptStructMembers | Finds USTRUCT() structs that fail to initialize reflected member variables |
CountDisabledParticleItems | Sorry: Exec commands have no help |
cpfuo.AuditAggressiveReferenceReplacment | Whether to audit and report on reference replacements that come from the aggressive replacement path. |
cpfuo.UseAggressiveReferenceReplacment | Whether to aggressively replace references. This behavior is being deprecated but being left with the ability to toggle back on in case issues arise. |
CPUTime.Dump | Usage -Delay=[NumSeconds=30] If Delay==0, disables printing the CPU usage to the log If Delay>0, starts printing the average CPU usage from the last n frames, clamps between 10 and 300 |
CRACKURL | Sorry: Exec commands have no help |
CreateDummyFileInPersistentStorage | Create a dummy file with specified size in specified persistent storage folder |
CriticalPathStall.AfterInitViews | Sleep for the given time after InitViews. Time is given in ms. This is a debug option used for critical path analysis and forcing a change in the critical path. |
CriticalPathStall.ParallelAnimation | Sleep for the given time in each parallel animation task. Time is given in ms. This is a debug option used for critical path analysis and forcing a change in the critical path. |
CriticalPathStall.TickStartFrame | Sleep for the given time in start frame. Time is given in ms. This is a debug option used for critical path analysis and forcing a change in the critical path. |
csv.AlwaysShowFrameCount | If enabled, we show the frame count in non-shipping builds, even if screen messages are disabled |
csv.BlockOnCaptureEnd | When 1, blocks the game thread until the CSV file has been written completely when the capture is ended. When 0, the game thread is not blocked whilst the file is written. |
csv.CompressionMode | Controls whether CSV files are compressed when written out. -1 = (Default) Use compression if the code which started the capture opted for it. 0 = Force disable compression. All files will be written as uncompressed .csv files. 1 = Force enable compression. All files will be written as compressed .csv.gz files. |
csv.ContinuousWrites | When 1, completed CSV rows are converted to CSV format strings and appended to the write buffer whilst the capture is in progress. When 0, CSV rows are accumulated in memory as binary data, and only converted to strings and flushed to disk at the end of the capture. |
csv.DetailedTickContext | Gives more detailed info for Tick counts in CSV |
csv.ForceExit | If 1, do a forced exit when if exitOnCompletion is enabled |
csv.NamedEventsExclusive | Determines whether to emit named events for exclusive stats |
csv.NamedEventsTiming | Determines whether to emit named events for non-exclusive timing stats |
csv.RecordActorCounts | Record actor counts by class when performing CSV capture |
csv.RecordActorCountsThreshold | Number of instances of an native Actor class required before recording to CSV stat |
csv.RecordTickCounts | Record tick counts by context when performing CSV capture |
csv.statCounts | If 1, outputs count stats |
csv.TargetFrameRateOverride | If 0, Defaults to calculating the target frame rate using rhi.SyncInterval and Max refresh rate. |
csv.trackWaitsAllThreads | Determines whether to track waits on all threads. Note that this incurs a lot of overhead |
csv.trackWaitsGT | Determines whether to track game thread waits. Note that this incurs overhead |
csv.trackWaitsRT | Determines whether to track render thread waits. Note that this incurs overhead |
csv.WriteBufferSize | When non-zero, defines the size of the write buffer to use whilst writing the CSV file. A non-zero value is required for GZip compressed output. |
CsvCategory | Changes whether a CSV category is included in captures. |
CsvProfile | Starts or stops Csv Profiles |
CurveEditor.DrawCurveKeys | When true we draw curve keys, when false we do not. |
CurveEditor.DrawCurveLines | When true we draw curve lines, when false we do not. |
CurveEditor.MaxCurvesPerPinnedView | When CurveEditor.PinnedViews is 1, defines the maximum number of curves allowed on a pinned view (0 for no maximum). |
CurveEditor.PinnedViews | Whether pinning a curve should also cause it to be exclusively added to a pinned view or not (default: off), rather than simply always remain visible. |
CurveEditor.UseCurveCache | When true we cache curve values, when false we always regenerate. |
CurveTable.RemoveRedundantKeys | |
CustomTimeStep.reset | Resets the current custom step. |
D3D12.AdjustTexturePoolSizeBasedOnBudget | Indicates if the RHI should lower the texture pool size when the application is over the memory budget provided by the OS. This can result in lower quality textures (but hopefully improve performance). |
d3d12.AllowDiscardResources | Whether to call DiscardResources after transient aliasing acquire. This is not needed on some platforms if newly acquired resources are cleared before use. |
d3d12.AllowPoolAllocateIndirectArgBuffers | Allow indirect args to be pool allocated (otherwise they will be committed resources) (default: 0) |
d3d12.BatchResourceBarriers | Whether to allow batching resource barriers |
D3D12.Bindless.ResourceDescriptorHeapSize | Bindless resource descriptor heap size |
D3D12.Bindless.SamplerDescriptorHeapSize | Bindless sampler descriptor heap size |
d3d12.BindResourceLabels | Whether to enable binding of debug names to D3D12 resources. |
D3D12.DumpRayTracingGeometries | Dump memory allocations for ray tracing resources. |
D3D12.DumpRayTracingGeometriesToCSV | Dump all memory allocations for ray tracing resources to a CSV file on disc. |
D3D12.DumpTrackedAllocationCallstacks | Dump all tracked d3d12 resource allocation callstacks. |
D3D12.DumpTrackedAllocations | Dump all tracked d3d12 resource allocations. |
D3D12.DumpTrackedResidentAllocationCallstacks | Dump all tracked resident d3d12 resource allocation callstacks. |
D3D12.DumpTrackedResidentAllocations | Dump all tracked resisdent d3d12 resource allocations. |
D3D12.EmitRgpFrameMarkers | Enables/Disables frame markers for AMD's RGP tool. |
D3D12.EvictAllResidentResourcesInBackground | Force D3D12 resource residency manager to evict all tracked unused resources when the application is not focused |
d3d12.ExtraDepthTransitions | Adds extra transitions for the depth buffer to fix validation issues. However, this currently breaks async compute |
d3d12.FastAllocator.MinPagesToRetain | Minimum number of pages to retain. Pages below this limit will never be released. Pages above can be released after being unused for a certain number of frames. |
d3d12.FastConstantAllocatorPageSize | Page size for the fast constant allocator |
D3D12.GlobalResourceDescriptorHeapSize | Global resource descriptor heap size |
D3D12.GlobalSamplerDescriptorHeapSize | Global sampler descriptor heap size |
D3D12.GlobalSamplerHeapSize | Global sampler descriptor heap size |
D3D12.InsertOuterOcclusionQuery | If true, enable a dummy outer occlusion query around occlusion query batches. Can help performance on some GPU architectures |
D3D12.LocalViewHeapSize | Local view heap size |
D3D12.LockTexture2DRHIFlush | If enabled, we do RHIThread flush on LockTexture2D. Likely not required on any platform, but keeping just for testing for now 0: off (default) 1: on |
D3D12.LogViewportEvents | Log all the viewport events. |
D3D12.MaxCommandsPerCommandList | Flush command list to GPU after certain amount of enqueued commands (draw, dispatch, copy, ...) (default value 10000) |
D3D12.OnlineDescriptorHeapBlockSize | Block size for sub allocations on the global view descriptor heap. |
D3D12.OnlineDescriptorHeapSize | Online descriptor heap size |
d3d12.PoolAllocator.ReadOnlyTextureMaxAllocationSize | Maximum size of a single allocation in the VRAM ReadOnly Texture pool allocator (default 64MB) |
d3d12.PoolAllocator.ReadOnlyTextureVRAMPoolSize | Pool size of a single VRAM ReadOnly Texture memory pool (default 64MB) |
d3d12.PoolAllocator.RTUAVTextureMaxAllocationSize | Maximum size of a single allocation in the VRAM RTUAV Texture pool allocator (default 0MB - disabled) |
d3d12.PoolAllocator.RTUAVTextureVRAMPoolSize | Pool size of a single VRAM RTUAV Texture memory pool (default 0MB - disabled) |
D3D12.PSO.DiskCache | Enables a disk cache for Pipeline State Objects (PSOs). PSO descs are cached to disk so subsequent runs can create PSOs at load-time instead of at run-time. This cache contains data that is independent of hardware, driver, or machine that it was created on. It can be distributed with shipping content. 0 to disable the pipeline state disk cache 1 to enable the pipeline state disk cache (default) |
D3D12.PSO.DriverOptimizedDiskCache | Enables a disk cache for driver-optimized Pipeline State Objects (PSOs). PSO descs are cached to disk so subsequent runs can create PSOs at load-time instead of at run-time. This cache contains data specific to the hardware, driver, and machine that it was created on. 0 to disable the driver-optimized pipeline state disk cache 1 to enable the driver-optimized pipeline state disk cache |
D3D12.PSO.StallWarningThresholdInMs | Sets a threshold of when to logs messages about stalls due to PSO creation. Value is in milliseconds. (100 is the default) |
D3D12.PSOPrecache.KeepLowLevel | Keep in memory the d3d12 PSO blob for precached PSOs. Consumes more memory but reduces stalls. |
D3D12.RayTracing.SerializeScene | Serialize Ray Tracing Scene to disk. |
d3d12.ReadOnlyTextureAllocator.MaxPoolSize | Maximum allocation granularity (in bytes) of each size list |
d3d12.ReadOnlyTextureAllocator.MinNumToPool | Texture pool of each size list must be large enough to store thismany textures unless constrained by maximum allocation granularity |
d3d12.ReadOnlyTextureAllocator.MinPoolSize | Minimum allocation granularity (in bytes) of each size list |
d3d12.ReservedResourceHeapSizeMB | Size of the backing heaps for reserved resources in megabytes (default 16MB). |
D3D12.ResidencyManagement | Controls whether D3D12 resource residency management is active (default = on). |
d3d12.SegListTrackLeaks | 1: Enable leak tracking in d3d12 seglist's |
D3D12.StablePowerState | If true, enable stable power state. This increases GPU timing measurement accuracy but may decrease overall GPU clock rate. |
D3D12.TexturePoolOnlyAccountStreamableTexture | Texture streaming pool size only account streamable texture . - 0: All texture types are counted in the pool (legacy, default). - 1: Only streamable textures are counted in the pool. When enabling the new behaviour, r.Streaming.PoolSize will need to be re-adjusted. |
D3D12.TrackAllAllocations | Controls whether D3D12 RHI should track all allocation information (default = off). |
D3D12.TrackedReleasedAllocationFrameRetention | Amount of frames for which we keep freed allocation data around when resource tracking is enabled |
d3d12.TransientAllocator.FullAliasingBarrier | Inserts a full aliasing barrier on an transient acquire operation. Useful to debug if an aliasing barrier is missing. |
D3D12.UnsafeCrossGPUTransfers | Disables cross GPU synchronization correctness, for a gain in performance (Default: true). |
d3d12.UploadAllocator.PendingDeleteSizeForceFlushInGB | If given threshold of GBs in the pending delete is queue is reached, then a force GPU flush is triggered to reduce memory load (1 by default, 0 to disable) |
d3d12.UploadHeap.BigBlock.MaxAllocationSize | Maximum allocation size on the big block allocator for upload memory |
d3d12.UploadHeap.BigBlock.PoolSize | Pool size for the upload memory big block allocator |
d3d12.UploadHeap.SmallBlock.MaxAllocationSize | Maximum allocation size on the small block allocator for upload memory |
d3d12.UploadHeap.SmallBlock.PoolSize | Pool size for the upload memory small block allocator |
D3D12.UseUpdateTexture3DComputeShader | If enabled, use a compute shader for UpdateTexture3D. Avoids alignment restrictions 0: off (default) 1: on |
d3d12.VRAMBufferPoolDefrag | Defrag the VRAM buffer pool |
d3d12.VRAMBufferPoolDefrag.MaxCopySizePerFrame | Max amount of data to copy during defragmentation in a single frame (default 32MB) |
d3d12.VRAMTexturePoolDefrag | Defrag the VRAM Texture pool (enabled by default) |
d3d12.VRAMTexturePoolDefrag.MaxCopySizePerFrame | Max amount of data to copy during defragmentation in a single frame (default 32MB) |
D3D12.ZeroBufferSizeInMB | The D3D12 RHI needs a static allocation of zeroes to use when streaming textures asynchronously. It should be large enough to support the largest mipmap you need to stream. The default is 4MB. |
DDC.Graph | Name of the graph to use for the Derived Data Cache. |
DDC.Http.EnableAsync | If true, asynchronous operations are permitted, otherwise all operations are forced to be synchronous. |
DDC.LoadReplay | Loads a cache replay file created by -DDC-ReplaySave= |
DDC.MountPak | Mounts read-only pak file |
DDC.UnmountPak | Unmounts read-only pak file |
DEBUG | Sorry: Exec commands have no help |
DebugTrackedRenderAssets | Sorry: Exec commands have no help |
DebugTrackedTextures | Sorry: Exec commands have no help |
DEFER | Sorry: Exec commands have no help |
DELETE | Sorry: Exec commands have no help |
Demo.ActorPrioritizationEnabled | Set whether or not actor prioritization is enabled on demo driver of the current world. |
demo.AsyncLoadWorld | If 1, we will use seamless server travel to load the replay world asynchronously |
Demo.CheckpointSaveMaxMSPerFrame | Set max checkpoint record time in MS on demo driver of the current world. |
demo.CheckpointSaveMaxMSPerFrameOverride | If >= 0, this value will override the CheckpointSaveMaxMSPerFrame member variable, which is the maximum time allowed each frame to spend on saving a checkpoint. If 0, it will save the checkpoint in a single frame, regardless of how long it takes. |
demo.CheckpointUploadDelayInSeconds | |
demo.ClientRecordAsyncEndOfFrame | If true, TickFlush will be called on a thread in parallel with Slate. |
demo.CullDistanceOverride | If > 0, will represent distance from any viewer where actors will stop being recorded. |
demo.DecreaseRepPrioritizeThreshold | The % of Replicated to Prioritized actors at which prioritize time will be increased. |
demo.DestructionInfoPriority | Replay net priority assigned to destruction infos during recording. |
demo.EnableCheckpoints | Whether or not checkpoints save on the server |
Demo.ExceededBudgetWarningInterval | When > 0, we will wait this many seconds between logging warnings for demo recording exceeding time budgets. |
demo.FastForwardDestroyTearOffActors | If true, the driver will destroy any torn-off actors immediately while fast-forwarding a replay. |
demo.FastForwardIgnoreRPCs | If true, RPCs will be discarded during playback fast forward. |
demo.FastForwardLevelsPausePlayback | If true, pause channels and playback while fast forward levels task is running. |
demo.FastForwardSkipRepNotifies | If true, the driver will optimize fast-forwarding by deferring calls to RepNotify functions until the fast-forward is complete. |
demo.ForceDisableAsyncPackageMapLoading | If true, async package map loading of network assets will be disabled. |
demo.ForcePersistentLevelPriority | If true, force persistent level to record first when prioritizing and using streaming level fixes. |
demo.GotoTimeInSeconds | For testing only, jump to a particular time |
demo.IncreaseRepPrioritizeThreshold | The % of Replicated to Prioritized actors at which prioritize time will be decreased. |
demo.InternalPauseChannels | If true, run standard logic for PauseChannels rather than letting the game handle it via FOnPauseChannelsDelegate. |
demo.JumpToEndOfLiveReplay | If true, fast forward to a few seconds before the end when starting playback, if the replay is still being recorded. |
demo.LateActorDormancyCheck | If true, check if an actor should become dormant as late as possible- when serializing it to the demo archive. |
demo.LateDestructionInfoPrioritize | If true, process destruction infos at the end of the prioritization phase. |
demo.LoadCheckpointGarbageCollect | If nonzero, CollectGarbage will be called during LoadCheckpoint after the old actors and connection are cleaned up. |
demo.Loop | <1> : play replay from beginning once it reaches the end / <0> : stop replay at the end |
demo.LoopCount | If > 1, will play the replay that many times before stopping. |
Demo.MaxDesiredRecordTimeMS | Set max desired record time in MS on demo driver of the current world. |
demo.MaximumRecDestructionInfoTime | Maximum percentage of frame to use replicating destruction infos, if per frame limit is enabled. |
demo.MaximumRepPrioritizePercent | Maximum percent of time that may be spent prioritizing actors, regardless of throttling. |
demo.MinimumRepPrioritizePercent | Minimum percent of time that must be spent prioritizing actors, regardless of throttling. |
demo.MinRecordHz | Minimum number of demo frames recorded per second (use with care) |
demo.QueueCheckpointChannels | If true, the driver will put all channels created during checkpoint loading into queuing mode, to amortize the cost of spawning new actors across multiple frames. |
demo.RecordHz | Maximum number of demo frames recorded per second |
demo.RecordHzWhenNotRelevant | Record at this frequency when actor is not relevant. |
demo.RecordUnicastRPCs | When true, also record unicast client rpcs on actors that share a net driver name with the demo driver. |
demo.ReplayStreamerAutoDemoPrefix | Prefix to use when generating automatic demo names. |
demo.ReplayStreamerAutoDemoUseDateTimePostfix | When enabled, uses the current time as a postfix for automatic demo names instead of indices |
demo.SaveRollbackActorState | If true, rollback actors will save some replicated state to apply when respawned. |
Demo.SetLocalViewerOverride | Set first local player controller as the viewer override on demo driver of the current world. |
demo.SkipTime | Skip fixed amount of network replay time (in seconds) |
Demo.TestWriteEvent | Add or update a test replay event on the currently recording replay, with an optional argument for event size in bytes |
demo.TimeDilation | Override time dilation during demo playback (-1 = don't override) |
demo.UseAdaptiveReplayUpdateFrequency | If 1, NetUpdateFrequency will be calculated based on how often actors actually write something when recording to a replay |
demo.UseNetRelevancy | If 1, will enable relevancy checks and distance culling, using all connected clients as reference. |
demo.ViewTargetPriorityScale | Scale view target priority by this value when prioritization is enabled. |
demo.WithDeltaCheckpoints | If true, record checkpoints as a delta from the previous checkpoint. |
demo.WithGameSpecificFrameData | If true, allow game specific data to be recorded with each demo frame. |
demo.WithLevelStreamingFixes | If 1, provides fixes for level streaming (but breaks backwards compatibility). |
demo.WithTimeBurnIn | If true, adds an on screen message with the current DemoTime and Changelist. |
DEMOCHECKPOINT | Sorry: Exec commands have no help |
DEMOPAUSE | Sorry: Exec commands have no help |
DEMOPLAY | Sorry: Exec commands have no help |
DEMOREC | Sorry: Exec commands have no help |
DEMOSCRUB | Sorry: Exec commands have no help |
DEMOSPEED | Sorry: Exec commands have no help |
DEMOSTOP | Sorry: Exec commands have no help |
DIR | Sorry: Exec commands have no help |
DISABLEALLSCREENMESSAGES | Sorry: Exec commands have no help |
DisableHPF | Sorry: Exec commands have no help |
DisableLPF | Sorry: Exec commands have no help |
DisableOrphanPins | 0=Orphan pins are enabled (default), 1=Orphan pins are disabled (note: this option will go away in the future) |
DisableRadio | Sorry: Exec commands have no help |
DISABLESCREENMESSAGES | Sorry: Exec commands have no help |
DisallowExport | Sorry: Exec commands have no help |
DISASMSCRIPT | Sorry: Exec commands have no help |
DISCONNECT | Sorry: Exec commands have no help |
DisplayCVarList | Sorry: Exec commands have no help |
DoPooledThreadWaitTimeouts | If enabled, uses the old behaviour for waking up pool threads every 10ms. Otherwise, lets pooled threads sleep until data arrives. |
dp.AllowScalabilityGroupsToChangeAtRuntime | If true, device profile scalability bucket cvars will be set with scalabilitypriority which allows them to be changed at runtime. Off by default. |
dp.Override | DeviceProfile override - setting this will use the named DP as the active DP. In addition, it will restore any previous overrides before setting (does a dp.OverridePop before setting after the first time). The commandline -dp option will override this on startup, but not when setting this at runtime |
dp.Override.Restore | Restores any cvars set by dp.Override to their previous value |
dpcvar | Sorry: Exec commands have no help |
dpdump | Sorry: Exec commands have no help |
dpdumppreview | Sorry: Exec commands have no help |
dppreview | Sorry: Exec commands have no help |
dpreapply | Sorry: Exec commands have no help |
dpreload | Sorry: Exec commands have no help |
dprestore | Sorry: Exec commands have no help |
DUMPALLOCS | Sorry: Exec commands have no help |
DUMPAVAILABLERESOLUTIONS | Sorry: Exec commands have no help |
DumpBPClasses | Sorry: Exec commands have no help |
DumpBTUsageStats | Sorry: Exec commands have no help |
DumpCCmds | Lists all CVars (or a subset) and their values. Can also show help, and can save to .csv. Usage: DumpCCmds [Prefix] [-showhelp] [-csv=[path]] If -csv does not have a file specified, it will create a file in the Project Logs directory |
DumpClassSchemas | Sorry: Exec commands have no help |
DumpConsoleCommands | Dumps all console vaiables and commands and all exec that can be discovered to the log/console |
DumpCopyPropertiesForUnrelatedObjects | Dump the objects that are cross class copied |
DumpCVars | Lists all CVars (or a subset) and their values. Can also show help, and can save to .csv. Usage: DumpCVars [Prefix] [-showhelp] [-csv=[path]] If -csv does not have a file specified, it will create a file in the Project Logs directory |
DumpDetailedPrimitives | Writes out all scene primitive details to a CSV file |
DumpEmbedded | Sorry: Exec commands have no help |
DumpEnvQueryStats | Sorry: Exec commands have no help |
DUMPFIBINDEXCACHE | Sorry: Exec commands have no help |
DumpGPU | Dump one frame of rendering intermediary resources to disk. |
DumpLevelCollections | Dump level collections in the current world. |
DumpLevelScriptActors | Sorry: Exec commands have no help |
DumpLightmapSizeOnDisk | Dumps the size of all loaded lightmaps on disk (source and platform data) |
DumpLLM | Logs out the current and peak sizes of all tracked LLM tags |
DUMPMATERIALSTATS | Sorry: Exec commands have no help |
DUMPMODELGUIDS | Sorry: Exec commands have no help |
DumpNiagaraWorldManager | Dump Information About the Niagara World Manager Contents |
DumpPackagePayloadInfo | Writes out information about a package's payloads to the log. |
DUMPPARTICLECOUNTS | Sorry: Exec commands have no help |
DUMPPARTICLEMEM | Sorry: Exec commands have no help |
DumpPersistentStorage | Dumps PersistentStorage |
DumpPrimitives | Writes out all scene primitive names to a CSV file |
DUMPPUBLIC | Sorry: Exec commands have no help |
DumpRenderAssetStreamingStats | Sorry: Exec commands have no help |
DUMPSELECTION | Sorry: Exec commands have no help |
DumpShaderCompileStats | Sorry: Exec commands have no help |
DumpShaderPipelineStats | Sorry: Exec commands have no help |
DUMPSHADERSTATS | Sorry: Exec commands have no help |
DumpSoundInfo | Sorry: Exec commands have no help |
DumpStatPackets | If true, dump stat packets. |
DumpTextureStreamingStats | Sorry: Exec commands have no help |
DumpThumbnailStats | Sorry: Exec commands have no help |
dumpticks | Dumps all tick functions registered with FTickTaskManager to log. |
DumpUnbuiltLightInteractions | Logs all lights and primitives that have an unbuilt interaction. |
DumpVisibleActors | Dump visible actors in current world. |
DUPLICATE | Sorry: Exec commands have no help |
EDCALLBACK | Sorry: Exec commands have no help |
EDIT | Sorry: Exec commands have no help |
EDITACTOR | Sorry: Exec commands have no help |
EDITARCHETYPE | Sorry: Exec commands have no help |
EDITDEFAULT | Sorry: Exec commands have no help |
EDITOBJECT | Sorry: Exec commands have no help |
Editor.AllowPlayWorldFeature | When true play world is allowed. |
Editor.AsyncAssetCompilation | 1 - Async assets compilation is enabled. 2 - Async assets compilation is enabled but on pause (for debugging). When enabled, assets will be replaced by placeholders until they are ready to reduce stalls on the game thread and improve overall editor performance. |
Editor.AsyncAssetCompilationFinishAll | Finish all assets compilations |
Editor.AsyncAssetCompilationMaxConcurrency | Set the maximum number of concurrent assets compilation, -1 for unlimited. |
Editor.AsyncAssetCompilationMaxMemoryUsage | 0 - No hard memory limit, will be tuned against system available memory (recommended default). N - Try to limit total memory usage for asset compilation to this amount (in GB). Try to stay under specified memory limit for asset compilation by reducing concurrency when under memory pressure. |
Editor.AsyncAssetCompilationMemoryPerCore | How much memory (in GB) should tasks reserve that report a required memory amount Unknown (-1). |
Editor.AsyncAssetCompilationResume | Number of queued work to resume while paused. |
Editor.AsyncAssetDumpStallStacks | Dump all the callstacks that have caused waits on async compilation. |
Editor.AsyncSkinnedAssetCompilation | 1 - Async skinned assets compilation is enabled. 2 - Async skinned assets compilation is enabled but on pause (for debugging). When enabled, skinned assets will be replaced by placeholders until they are ready to reduce stalls on the game thread and improve overall editor performance. |
Editor.AsyncSkinnedAssetCompilationFinishAll | Finish all skinned assets compilations |
Editor.AsyncSkinnedAssetCompilationMaxConcurrency | Set the maximum number of concurrent skinned assets compilation, -1 for unlimited. |
Editor.AsyncSkinnedAssetCompilationResume | Number of queued work to resume while paused. |
Editor.AsyncSoundWaveCompilation | 1 - Async soundwaves compilation is enabled. 2 - Async soundwaves compilation is enabled but on pause (for debugging). When enabled, soundwaves will be replaced by placeholders until they are ready to reduce stalls on the game thread and improve overall editor performance. |
Editor.AsyncSoundWaveCompilationFinishAll | Finish all soundwaves compilations |
Editor.AsyncSoundWaveCompilationMaxConcurrency | Set the maximum number of concurrent soundwaves compilation, -1 for unlimited. |
Editor.AsyncSoundWaveCompilationResume | Number of queued work to resume while paused. |
Editor.AsyncStaticMeshCompilation | 1 - Async static meshes compilation is enabled. 2 - Async static meshes compilation is enabled but on pause (for debugging). When enabled, static meshes will be replaced by placeholders until they are ready to reduce stalls on the game thread and improve overall editor performance. |
Editor.AsyncStaticMeshCompilationFinishAll | Finish all static meshes compilations |
Editor.AsyncStaticMeshCompilationMaxConcurrency | Set the maximum number of concurrent static meshes compilation, -1 for unlimited. |
Editor.AsyncStaticMeshCompilationResume | Number of queued work to resume while paused. |
Editor.AsyncStaticMeshPlayInEditorDebugDraw | 0 - Debug draw for async static mesh compilation is disabled. 1 - Debug draw for async static mesh compilation is enabled. The collision sphere around the player is drawn in white and can be adjusted with Editor.AsyncStaticMeshPlayInEditorDistance Any static meshes affecting the physics that are still being compiled will have their bounding box drawn in green. Any static meshes that were waited on due to being too close to the player will have their bounding box drawn in red for a couple of seconds. |
Editor.AsyncStaticMeshPlayInEditorDistance | Scale applied to the player bounding sphere to determine how far away to force meshes compilation before resuming play. The effect can be seen during play session when Editor.AsyncStaticMeshPlayInEditorDebugDraw = 1. |
Editor.AsyncStaticMeshPlayInEditorMode | 0 - Wait until all static meshes are built before entering PIE. (Slowest but causes no visual or behavior artifacts.) 1 - Wait until all static meshes affecting navigation and physics are built before entering PIE. (Some visuals might be missing during compilation.) 2 - Wait only on static meshes affecting navigation and physics when they are close to the player. (Fastest while still preventing falling through the floor and going through objects.) |
Editor.AsyncTextureCompilation | 1 - Async textures compilation is enabled. 2 - Async textures compilation is enabled but on pause (for debugging). When enabled, textures will be replaced by placeholders until they are ready to reduce stalls on the game thread and improve overall editor performance. |
Editor.AsyncTextureCompilationFinishAll | Finish all textures compilations |
Editor.AsyncTextureCompilationMaxConcurrency | Set the maximum number of concurrent textures compilation, -1 for unlimited. |
Editor.AsyncTextureCompilationResume | Number of queued work to resume while paused. |
Editor.EnableInViewportMenu | Enables the new in-viewport property menu |
Editor.HDRNITLevel | Sets The desired NIT level of the editor when running on HDR |
Editor.HDRSupport | Sets whether or not we should allow the editor to run on HDR monitors |
Editor.ObjectReverseLookupMask | -1 - Does validation on all objects type (slowest) 0 - Skip validation on all objects type 1 - Perform validation on Texture to Textures lookups 2 - Perform validation on Texture to Materials lookups 4 - Perform validation on Material to Primitives lookups 8 - Perform validation on StaticMesh To Components lookups 16 - Perform validation on Material to Materials lookups |
Editor.ObjectReverseLookupMode | 0 - Reverse lookup tables are computed every time they are needed (slower behavior) 1 - Maintain permanent reverse lookup tables (faster behavior) 2 - Comparison mode (slowest to do validation between both mode) |
Editor.ObjectReverseLookupValidate | Compare objects contained in the reverse lookup against the old scanning method to see if there is any discrepenties. |
Editor.ReflectEditorLevelVisibilityWithGame | Enables the transaction of game visibility state when editor visibility state changes. 0 - game state is *not* reflected with editor. 1 - game state is relfected with editor. |
Editor.ResizeMainFrame | |
Editor.UseLegacyGetReferencersForDeletion | Choose the algorithm to be used when detecting referencers of any assets/objects being deleted. 0: Use the most optimized version (default) 1: Use the slower legacy version (for debug/comparison) |
EditorDomain.DumpClassDigests | Write to the log the digest information for each class. |
EditorScreenShot | Sorry: Exec commands have no help |
EditorShot | Sorry: Exec commands have no help |
ELEMENT | Sorry: Exec commands have no help |
ENABLEALLSCREENMESSAGES | Sorry: Exec commands have no help |
EnableGDT | Toggles Gameplay Debugger Tool |
EnableHighDPIAwareness | Enables or disables high dpi mode |
EnableLeakTest | If set to 1, enables leak test, for testing stats based memory profiler |
EnableRadio | Sorry: Exec commands have no help |
ENABLESCREENMESSAGES | Sorry: Exec commands have no help |
Engine.DelayTrimMemoryDuringMapLoadMode | 0: TrimMemory during LoadMap as normal 1: Delay TrimMemory until the end of LoadMap (initial boot up) 2: Delay TrimMemory in _every_ LoadMap call |
Engine.MinNumOverlapsToUseTMap | Min number of overlaps required before using a TMap for deduplication |
Engine.ShouldLogReferencesToLeakedWorldObjects | Enables logging references preventing the previous world objects from being cleaned up during map load |
Engine.SupressWarningsInOnScreenDisplay | 0: Show both errors and warnings on screen, 1: Show only errors on screen (in either case only when DurationOfErrorsAndWarningsOnHUD is greater than zero) |
Engine.VerifyLoadMapWorldCleanup.Severity | Controls severity of logging when the engine detects that a UWorld was leaked during LoadMap. 0 - all reference tracing and logging is disabled 1 - logs an error 2 - ensure 3 - fatal error |
Engine.VerifyLoadMapWorldCleanup.TraceMode | Controls detail level of reference tracing when the engine detects that a world was leaked during LoadMap. 0 - direct references only 1 - full reference trace |
EnhancedEditorInput.bAutomaticallyStartConsumingInput | Should the UEnhancedInputEditorSubsystem be started as soon as it is inialized? |
EnhancedEditorInput.bShouldLogAllInputs | Should each InputKey call be logged? |
EnhancedInput.bEnableAutoUpgrade | Should your project automatically be set to use Enhanced Input if it is currently using the legacy input system? |
EnhancedInput.bEnableNameValidation | Flag to enable or disable name validation in the editor for UPlayerMappableKeySettings assets |
enhancedInput.bp.bShouldWarnOnUnsupportedInputPin | Should the Enhanced Input event node throw a warning if a "Unsuported" pin has a connection? |
EnhancedInput.bShouldLogAllWorldSubsystemInputs | Should each InputKey call to the World subsystem be logged? |
EnhancedInput.DumpKeyProfileToLog | |
EnhancedInput.Editor.EnableMappingNameValidation | Enables editor validation on player mapping names |
EnhancedInput.EnableDefaultMappingContexts | Should the UEnhancedInputDeveloperSettings::DefaultMappingContexts be applied to every UEnhancedPlayerInput? |
EnhancedInput.OnlyTriggerLastActionInChord | Should only the last action in a ChordedAction trigger be fired? If this is disabled, then the dependant chords will be fired as well |
EnhancedInput.SaveKeyProfilesToSlot | Save the user input settings object with the Save Game to slot system |
EnsureOnNaNFail | If set to 1 NaN Diagnostic failures will result in ensures being emitted |
EXEC | Sorry: Exec commands have no help |
EXECFILE | Sorry: Exec commands have no help |
exitembedded | Sorry: Exec commands have no help |
ExportNavigation | Sorry: Exec commands have no help |
ExternalPluginCookedAssetRootPath | Root path to use when estimating the cooked path external plugin assets, or empty to use the standard engine/project root. |
fc.BlockSize | Size of each block in KB in the global file cache object Should match packaging compression block size for optimal reading from packege |
fc.NumBlocks | Number of blocks in the global file cache object |
FindBadBlueprintReferences | Sorry: Exec commands have no help |
FindOutdatedInstances | Sorry: Exec commands have no help |
FindRedundantMICS | Looks at all loaded MICs and looks for redundant ones. |
FIXUPBADANIMNOTIFIERS | Sorry: Exec commands have no help |
FLUSHLOG | Sorry: Exec commands have no help |
FLUSHPERSISTENTDEBUGLINES | Sorry: Exec commands have no help |
FName.Dump | Dump all base FName strings to a file. Pass -num=n to dump the most recent n names. |
FName.DumpNumbered | Dump all numbered FNames to a file (only when UE_FNAME_OUTLINE_NUMBER is set). Pass -num=n to dump the most recent n names. |
FName.HashCsv | Write FName hash stats to a csv file. |
FName.List | List all base FName strings to the output device. Pass -num=n to list the most recent n names. |
FName.ListNumbered | List all numbered FNames to the output devicce (only when UE_FNAME_OUTLINE_NUMBER is set). Pass -num=n to list the most recent n names. |
FName.Stats | Write FName stats to the output device. |
foliage.CullAll | If greater than zero, everything is considered culled. |
foliage.CullAllInVertexShader | Debugging, if this is greater than 0, cull all instances in the vertex shader. |
foliage.CullDistanceScale | Controls the cull distance scale. Foliage must opt-in to cull distance scaling through the foliage type. |
foliage.DebugBuildTreeAsyncDelayInSeconds | Adds a delay (in seconds) to BuildTreeAsync tasks for debugging |
foliage.DensityScale | Controls the amount of foliage to render. Foliage must opt-in to density scaling through the foliage type. |
foliage.DisableCull | If greater than zero, no culling occurs based on frustum. |
foliage.DiscardDataOnLoad | 1: Discard foliage data on load if the foliage type has it enabled; 0: Keep foliage data regardless of whether the foliage type has it enabled or not (requires reloading level) |
foliage.DitheredLOD | If greater than zero, dithered LOD is used, otherwise popping LOD is used. |
foliage.ForceLOD | If greater than or equal to zero, forces the foliage LOD to that level. |
foliage.Freeze | Useful for debugging. Freezes the foliage culling and LOD. |
foliage.InstanceRuns | Whether to use the InstanceRuns feature of FMeshBatch to compress foliage draw call data sent to the renderer. Not supported by the Mesh Draw Command pipeline. |
foliage.LODDistanceScale | Scale factor for the distance used in computing LOD for foliage. |
foliage.LogFoliageFrame | Useful for debugging. Logs all foliage rendered in a frame. |
foliage.MaxEndCullDistance | Max distance for end culling (0 disabled). |
foliage.MaxOcclusionQueriesPerComponent | Controls the granularity of occlusion culling. 16-128 is a reasonable range. |
foliage.MaxTrianglesToRender | This is an absolute limit on the number of foliage triangles to render in one traversal. This is used to prevent a silly LOD parameter mistake from causing the OS to kill the GPU. |
foliage.MinimumScreenSize | This controls the screen size at which we cull foliage instances entirely. |
foliage.MinInstancesPerOcclusionQuery | Controls the granualrity of occlusion culling. 1024 to 65536 is a reasonable range. This is not exact, actual minimum might be off by a factor of two. |
foliage.MinLOD | Used to discard the top LODs for performance evaluation. -1: Disable all effects of this cvar. |
foliage.MinOcclusionQueriesPerComponent | Controls the granularity of occlusion culling. 2 should be the Min. |
foliage.MinVertsToSplitNode | Controls the accuracy between culling and LOD accuracy and culling and CPU performance. |
foliage.OffGroundThreshold | Maximum distance from base component (in local space) at which instance is still considered as valid |
foliage.OnlyLOD | If greater than or equal to zero, only renders the foliage LOD at that level. |
foliage.OverestimateLOD | If greater than zero and dithered LOD is not used, then we use an overestimate of LOD instead of an underestimate. |
foliage.RandomLODRange | Random distance added to each instance distance to compute LOD. |
foliage.RebuildFoliageTrees | Rebuild the trees for non-grass foliage. |
foliage.SplitFactor | This controls the branching factor of the foliage tree. |
foliage.Test | Useful for debugging. |
foliage.ToggleVectorCull | Useful for debugging. Toggles the optimized cull. |
foliage.UnFreeze | Useful for debugging. Freezes the foliage culling and LOD. |
FontAtlasVisualizer | Displays the Slate font atlas visualizer |
ForceBuildStreamingData | Forces streaming data to be rebuilt for the current world. |
ForceDecompressionFails | If > 0, then force decompression failures to test the panic sync read fallback. |
ForcePakProcessReads | If true, then Asynchronous reads from pak files will always used the FPakProcessedReadRequest system that is ordinarily only used on compressed files. |
framegrabber.framelatency | How many frames to wait before reading back a frame. 0 frames will work but cause a performance regression due to CPU and GPU syncing up. |
FREEZEALL | Sorry: Exec commands have no help |
FreezeAtPosition | This console variable stores the position and rotation for the FreezeAt command which allows to lock the camera in order to provide more deterministic render profiling. The FreezeAtPosition can be set in the ConsoleVariables.ini (start the map with MAPNAME?bTourist=1). Also see the FreezeAt command console command. The number syntax if the same as the one used by the BugIt command: The first three values define the position, the next three define the rotation. Example: FreezeAtPosition 2819.5520 416.2633 75.1500 65378 -25879 0 |
FREEZERENDERING | Sorry: Exec commands have no help |
FREEZESTREAMING | Sorry: Exec commands have no help |
ftest | Sorry: Exec commands have no help |
FullSizeUnitGraph | If true, the unit graph is the old full size, full brightness version. |
FX.AllowAsyncTick | allow parallel ticking of particle systems. |
FX.AllowCulling | Allow emitters to be culled. |
fx.AllowFastPathFunctionLibrary | If > 0 Allow the graph to insert custom fastpath operations into the graph. |
FX.AllowGPUParticles | If true, allow the usage of GPU particles. |
FX.AllowGPUSorting | Allow particles to be sorted on the GPU. |
FX.BatchAsync | If 1, particle async tasks are batched because they often take less time than it takes to wake up a task thread. No effect on editor. |
FX.BatchAsyncBatchSize | When FX.BatchAsync = 1, controls the number of particle systems grouped together for threading. |
fx.Budget.AdjustedUsageDecayRate | Rate at which the FX budget adjusted usage value is allowed to decay. This helps prevent FX flipping off/on if the usage oscilates over the cull threshold as the FX are culled/enabled. |
fx.Budget.AdjustedUsageMax | Max value for FX Budget adjusted usage. Prevents one very long frame from keeping the usage above 1.0 for long periods under budget. |
fx.Budget.Debug.GameThreadConcurrentTimeOverride | When >= 0.0 overrides the reported time for FX on the GameThreadConcurrent. Useful for observing/debugging the impact on other systems. |
fx.Budget.Debug.GameThreadTimeOverride | When >= 0.0 overrides the reported time for FX on the GameThread. Useful for observing/debugging the impact on other systems. |
fx.Budget.Debug.RenderThreadTimeOverride | When >= 0.0 overrides the reported time for FX on the RenderThread. Useful for observing/debugging the impact on other systems. |
fx.Budget.Enabled | Controls whether we track global FX budgets. |
fx.Budget.EnabledInEditor | Controls whether we track global FX budgets in editor builds. |
fx.Budget.GameThread | Budget (in ms) for all combined FX work that runs only on the gamethread. As this budget is approached or exceeded, various FX systems will attempt to scale down more and mroe agressively to remain in budget. |
fx.Budget.GameThreadConcurrent | Budget (in ms) for all combined FX work that runs on the gamethread or on a concurrent task spawned from the game thread. As this budget is approached or exceeded, various FX systems will attempt to scale down more and mroe agressively to remain in budget. |
fx.Budget.HistoryFrames | Number of frames the global FX budget tracking will hold to work out it's average frame time. |
fx.Budget.RenderThread | Budget (in ms) for all combined FX work that runs on the Render Thread. As this budget is approached or exceeded, various FX systems will attempt to scale down more and mroe agressively to remain in budget. |
fx.Cascade.BeamRenderingEnabled | Controls if beam rendering is enabled for Cascade |
fx.Cascade.GpuSpriteRenderingEnabled | Controls if gpu sprite rendering is enabled for Cascade |
fx.Cascade.MeshRenderingEnabled | Controls if mesh rendering is enabled for Cascade |
fx.Cascade.SkipZeroDeltaTime | When enabled a delta tick time of nearly 0.0 will cause us to skip the component update. This fixes issue like PSA_Velocity aligned sprites, but could cause issues with things that rely on accurate velocities (i.e. TSR). |
fx.Cascade.SpriteRenderingEnabled | Controls if sprite rendering is enabled for Cascade |
fx.Cascade.TrailRenderingEnabled | Controls if trail rendering is enabled for Cascade |
fx.Cascade.UseVelocityForMotionBlur | When enabled velocity will be used to approximate velocity for vertex factories that support this. |
fx.DeferrPSCDeactivation | If > 0, all deactivations on Particle System Components is deferred until next tick. |
fx.DetailedCSVStats | If true, we write detailed partilce stats to the CSV profiler. |
fx.DumpCompileIdDataForAsset | Dumps data relevant to generating the compile id for an asset. |
fx.DumpEmitterDepencenciesInFolder | Dumps emitter dependencies for all systems in the supplied folder and sub-folders. |
fx.DumpGraphKeyGen | If > 0 the key generation will be dumped to the log. |
FX.DumpNCPoolInfo | Dump Niagara System Pooling Info |
fx.DumpNiagaraScalabilityState | Dumps state information for all Niagara Scalability Mangers. |
fx.DumpParticleData | If > 0 current frame particle data will be dumped after simulation. |
fx.DumpParticleParameterStores | If > 0 current frame particle parameter stores will be dumped when updated. |
fx.DumpPSCPoolInfo | Dump Particle System Pooling Info |
fx.DumpPSCTickStateInfo | Dumps state information for all current Particle System Components. |
fx.DumpRapidIterationParametersForAsset | Dumps the values of the rapid iteration parameters for the specified asset by path. |
fx.DumpSystemData | If > 0, results of system simulations will be dumped to the log. |
fx.DumpVMIR | If > 0 verbose logging is enabled for the vm compiler backend. |
FX.EarlyScheduleAsync | If 1, particle system components that can run async will be scheduled earlier in the frame |
fx.EnableCircularAnimTrailDump | Controls logging for when circular links are discovered in anim trails. 0 = No logging. 1 = Minimal logging. 2 = Verbose logging. |
fx.EnableEmitterMergeChangeIdLogging | If > 0 verbose change id information will be logged to help with debuggin merge issues. |
fx.EnableNiagaraCRHandler | If > 0 Niagara will push some state into the crash reporter. This is not free so should not be used unless actively tracking a crash in the wild. Even then it should only be enabled on the platforms needed etc. |
fx.EnableNiagaraMeshRendering | If == 0, Niagara Mesh Renderers are disabled. |
fx.EnableNiagaraRibbonRendering | If == 0, Niagara Ribbon Renderers are disabled. |
fx.EnableNiagaraRuntimeCycleCounts | Toggle for runtime cylce counts tracking Niagara's frame time. |
fx.EnableNiagaraSpriteRendering | If == 0, Niagara Sprite Renderers are disabled. |
fx.EnableVerboseNiagaraChangeIdLogging | If > 0 Verbose change id logging info will be printed. |
fx.ExecVMScripts | If > 0 VM scripts will be executed, otherwise they won't, useful for looking at the bytecode for a crashing compiled script. |
fx.ForceCompileOnLoad | If > 0 emitters will be forced to compile on load. |
fx.ForceExecVMPath | If < 0, the legacy VM path will be used, if > 0 the experimental version will be used, and the default if 0. |
fx.ForceFailIfPreviouslyNotSetOnMerge | If > 0, when merging in from parent emitters swap linked variables in the stack to be "Fail If Previously Not Set" for their default type. |
fx.ForceMergeOnLoad | If > 0 emitters will be forced to merge on load. |
fx.ForceNiagaraCacheDump | If > 0 all cached graph traversal data will be dumped |
fx.ForceNiagaraCompileToFail | If > 0 emitters will go through the motions of a compile, but will never set valid bytecode. |
fx.ForceNiagaraSpawnAttachedSolo | If > 0 Niagara systems which are spawned attached will be force to spawn in solo mode for debugging. |
fx.ForceNiagaraTranslatorDump | If > 0 all translation generated HLSL will be dumped |
fx.ForceNiagaraTranslatorSingleThreaded | If > 0 all translation will occur one at a time, useful for debugging. |
fx.ForceNiagaraVMBinaryDump | If > 0 all translation generated binary text will be dumped |
fx.ForceSafeScriptAttributeTrim | If > 0 attribute trimming will use a less aggressive algorithm for removing script attributes. |
FX.FreezeGPUSimulation | Freeze particles simulated on the GPU. |
FX.FreezeParticleSimulation | Freeze particle simulation. |
fx.FXAllowParticleMeshLODs | If we allow particle meshes to use LODs or not |
FX.GPUCollisionDepthBounds | Limits the depth bounds when searching for a collision plane. |
fx.GPUSimulationTextureSizeX | GPU Particle simulation texture X dimension (default=1024); set in project renderer settings, potentially overridden by device profile. |
fx.GPUSimulationTextureSizeY | GPU Particle simulation texture Y dimension (default=1024); set in project renderer settings, potentially overridden by device profile. |
fx.GPUSort.BufferSlack | Slack ratio when resizing GPU sort buffers. Must be bigger than 1 (default=2) |
fx.GPUSort.FrameCountBeforeShrinking | Number of consecutive frames where the GPU sort buffer is considered oversized before allowing shrinking. (default=100) |
fx.GPUSort.MinBufferSize | Minimum GPU sort buffer size, in particles (default=8192) |
fx.GPUSort.StressTest | Force a stress test on the GPU sort by release persistent data every frame (default=0) |
FX.GPUSpawnWarningThreshold | Warning threshold for spawning of GPU particles. |
fx.InvalidateCachedScripts | Invalidate Niagara script cache by making a unique change to NiagaraShaderVersion.ush which is included in common.usf.To initiate actual the recompile of all shaders use "recompileshaders changed" or press "Ctrl Shift .". The NiagaraShaderVersion.ush file should be automatically checked out but it needs to be checked in to have effect on other machines. |
fx.InvalidateNiagaraPerfBaselines | Invalidates all Niagara performance baseline data. |
fx.LastRenderTimeSafetyBias | The time to bias the LastRenderTime value to allow for the delay from it being written by the RT. |
fx.LoadAllNiagaraSystemsInFolder | Loads all niagara systems in the supplied directory and sub-directories. |
fx.LogCompileIdGeneration | If > 0 all compile id generation will be logged. If 2 or greater, log detailed info. |
fx.LogCompileStaticVars | If > 0 all compile id generation dealing with static variables will be logged. |
fx.LogNiagaraSystemChanges | If > 0 Niagara Systems will be written to a text format when opened and closed in the editor. |
fx.LWCTileRecache | When we cross this number of LWC tiles from where we started the FX we need to recache the LWC tile to avoid artifacts. When this occurs the system may need to reset, cull particles too far away, or do some additional processing to handle it. Setting this value to 0 will remove this behavior but could introduce rendering & simulation artifacts. |
FX.MaxCPUParticlesPerEmitter | Maximum number of CPU particles allowed per-emitter. |
FX.MaxGPUParticlesSpawnedPerFrame | Maximum number of GPU particles allowed to spawn per-frame per-emitter. |
fx.MaxNiagaraCPUParticlesPerEmitter | The max number of supported CPU particles per emitter in Niagara. |
fx.MaxNiagaraGPUParticlesSpawnPerFrame | The max number of GPU particles we expect to spawn in a single frame. |
fx.MaxNiagaraNeighborGridCells | The max number of supported grid cells in Niagara. Overflowing this threshold will cause the sim to warn and fail. |
fx.MaxNiagaraRasterizationGridCells | The max number of supported grid cells in Niagara. Overflowing this threshold will cause the sim to warn and fail. |
FX.MaxParticleTilePreAllocation | Maximum tile preallocation for GPU particles. |
fx.Niagara.AllowAllDeviceProfiles | |
fx.Niagara.AllowAsyncWorkToEndOfFrame | Allow async work to continue until the end of the frame, if false it will complete within the tick group it's started in. |
fx.Niagara.AllowCullProxies | Toggles whether Niagara will use Cull Proxy systems in place of systems culled by scalability. |
fx.Niagara.AllowDeferredReset | If we are running async work when a reset is requested we will instead queue for the finalize to perform, this avoid stalling the GameThread. |
fx.Niagara.AllowPrimedPools | Allow Niagara pools to be primed. |
fx.Niagara.AllowVisibilityCullingForDynamicBounds | Allow async work to continue until the end of the frame, if false it will complete within the tick group it's started in. |
fx.Niagara.Array.PositionDebugRadius | When using the Niagara Debugger the radius of position array debug display |
fx.Niagara.AsyncGpuTrace.GlobalSdfEnabled | If disabled AsyncGpuTrace will not be supported against Global SDF. |
fx.Niagara.AsyncGpuTrace.HWRayTraceEnabled | If disabled AsyncGpuTrace will not be supported against the HW ray tracing scene. |
fx.Niagara.AsyncTrace.CountsScratchPadBucketSize | Scratch bucket size for the async gpu trace counts buffer. This buffer requires 4. |
fx.Niagara.AsyncTrace.ScratchPadBucketSize | Size (in elements) for async gpu traces scratch buffer buckets. |
fx.Niagara.BaselineGenerationDelay | Time we delay before match start for generating niagara perfoamnce baselines in a cooked game. |
fx.Niagara.Batcher.DebugLogging | Enables a lot of spew to the log to debug the batcher. |
fx.Niagara.Batcher.TickFlush.MaxPendingTicks | The maximum number of unprocess ticks before we process them. The larger the number the more data we process in a single frame. |
fx.Niagara.Batcher.TickFlush.MaxQueuedFrames | The number of unprocessed frames with queued ticks before we process them. The larger the number the more data we process in a single frame, this is generally only a concern when the application does not have focus. |
fx.Niagara.Batcher.TickFlush.Mode | What to do when we go over our max queued frames. 0 = Keep ticks queued, can result in a long pause when gaining focus again. 1 = (Default) Process all queued ticks with dummy view / buffer data, may result in incorrect simulation due to missing depth collisions, etc. 2 = Kill all pending ticks, may result in incorrect simulation due to missing frames of data, i.e. a particle reset. |
fx.Niagara.Collision.CPUEnabled | Controls if CPU collisions are enabled or not. |
fx.Niagara.Compilation.MaxActiveTaskCount | The maximum number of active Niagara system compilations that can be going concurrantly. |
fx.Niagara.CompileDDCWaitTimeout | During script compilation, how long do we wait for the ddc to answer in seconds before starting shader compilation? |
fx.Niagara.CompileDumpTimings | If enabled a file containing compile metrics for the different compiled scripts will be dumped to the log folder |
fx.Niagara.CompileHashAllDataInterfaces | Forces Niagara to include all data interfaces as part of compile hash generation. 0 = Disabled. 1 = Enabled, but hash once, better for perf. 2 = Enabled, generated hash always good for iteration on Niagara work. |
fx.Niagara.CompileValidateMode | Controls how the validate compile mode will report differences it encounters when comparing default/async compiles |
fx.Niagara.CompileWaitLoggingCap | During automation, how many times do we log before failing compilation? |
fx.Niagara.CompileWaitLoggingThreshold | During automation, how long do we wait for a compile result before logging. |
fx.Niagara.ComponentRenderComponentCountWarning | The max number of allowed components before a ui warning is shown in the component renderer. |
fx.Niagara.ComponentRenderPoolInactiveTimeLimit | The time in seconds an inactive component can linger in the pool before being destroyed. |
fx.Niagara.ComponentWarnAsleepCullReaction | When enabled we will warn if a NiagaraComponent completes naturally but has Asleep mode set for cullreaction. |
fx.Niagara.ComponentWarnNullAsset | When enabled we will warn if a NiagaraComponent is activate with a null asset. This is sometimes useful for tracking down components that can be removed. |
fx.Niagara.CompressScriptByteCode | Should we compress script bytecode to save memory. Will be uncompressed on demand. |
fx.Niagara.CSVSplitTime | Length of Niagara's split time events passed to the CSV profiler. There are used to give check more confined stat averages. |
fx.Niagara.DataChannels.DebugDumpWriterDI | |
fx.Niagara.DataChannels.DumpHandlerTick | |
fx.Niagara.DataChannels.Enabled | If true, Niagara Data Channels will be enabled. |
fx.Niagara.DataChannels.ForceReadPrevFrame | When true this will force Niagara systems with NDC read DIs to read from the previous frame. |
fx.Niagara.DataChannels.ForceReadTickGroup | When >= 0 this will force Niagara systems with NDC read DIs to tick in the given Tick Group. |
fx.Niagara.DataChannels.ResetLayoutInfo | Resets all data channel layout info used by data interfaces to access data channels. |
fx.Niagara.Debug.GlobalLoopTime | If > 0 all Niagara FX will reset every N seconds. |
fx.Niagara.Debug.Hud | Set options for debug hud display |
fx.Niagara.Debug.KillSpawned | Kills all spawned compoonents |
fx.Niagara.Debug.PlaybackMode | Set playback mode 0 - Play 1 - Paused 2 - Step |
fx.Niagara.Debug.PlaybackRate | Set playback rate |
fx.Niagara.Debug.SpawnComponent | Spawns a NiagaraComponent using the given parameters |
fx.Niagara.DebugDraw.Enabled | Enable or disable the Debug Draw Data Interface, note does not fully disable the overhead. |
fx.Niagara.DecalRenderer.DrawDebug | When none zero will draw debug information. |
fx.Niagara.DecalRenderer.Enabled | If == 0, Niagara Decal Renderers are disabled. |
fx.Niagara.DelayScriptAsyncOptimization | Should we delay the async optimization until the emitter is activated? |
fx.Niagara.DeletePythonFilesOnError | This determines whether we keep the intermediate python used by module/emitter versioning around when they were executed and resulted in an error. |
fx.Niagara.DigestGraphCacheSize | Defines the size of the cache for digested Niagara graphs. |
fx.Niagara.DumpComponents | Dump Information about all Niagara Components |
fx.Niagara.DumpNans | If not 0 any NaNs will be dumped always. |
fx.Niagara.DumpNansOnce | If not 0 any NaNs will be dumped for the first emitter that encounters NaNs. |
fx.Niagara.Emitter.ComputePSOPrecacheMode | Controlls how PSO precaching should be done for Niagara compute shaders 0 = Disabled (Default). 1 = Enabled if r.PSOPrecaching is also enabled. Emitters are not allowed to run until they complete if r.PSOPrecache.ProxyCreationWhenPSOReady=1 2 = Force Enabled. 3 = Force Enabled, emitters are not allowed to run until they complete. |
fx.Niagara.Emitter.MaxGPUBufferElements | Maximum elements per GPU buffer, for example 4k elements would restrict a float buffer to be 16k maximum per buffer. Note: If you request something smaller than what will satisfy a single unit of work it will be increased to that size. Default 0 which will allow the buffer to be the maximum allowed by the RHI. |
fx.Niagara.EmitterBounds.DynamicExpandMultiplier | Multiplier used on dynamic bounds gathering, i.e. 1 means no change, 1.1 means increase by 10%. This value is applied after we calculate any dynamic bounds snapping. |
fx.Niagara.EmitterBounds.DynamicSnapValue | The value used to snap (round up) dynamic bounds calculations to.For example, a snap of 128 and a value of 1 would result in 128 |
fx.Niagara.EmitterBounds.FixedExpandMultiplier | Multiplier used on fixed bounds gathering, i.e. 1 means no change, 1.1 means increase by 10%. |
fx.Niagara.EnableCustomInlineDynamicInputFormats | If > 0 and experimental inline editors for dynamic input trees are enabled, custom formats which are defined on scripts will be applied. |
fx.Niagara.EnableExperimentalInlineDynamicInputs | If > 0 experimental inline editors for dynamic input trees will be available via right click menu in the stack. |
fx.Niagara.EventSpawnsUpdateAttributeInitialValues | If > 0 Niagara Event Spawn Scripts will update the Initial.* values for particle attributes. |
fx.Niagara.FailIfNotSetSeverity | The severity of messages emitted by Parameters with Default Mode "Fail If Not Set". 3 = Error, 2 = Warning, 1= Log, 0 = Disabled. |
fx.Niagara.FailStaticMeshDataInterface | When enabled we will fail out using static mesh data interfaces. |
fx.Niagara.FixDuplicateVariableGuids | Validates and fixes the script guids of a given script, if duplicates exist. |
fx.Niagara.ForceLastTickGroup | Force Niagara ticks to be in the last tick group, this mirrors old behavour and can be useful to test for async overlapping issues. |
fx.Niagara.ForceWaitForCompilationOnActivate | When a component is activated it will stall waiting for any pending shader compilation. |
fx.Niagara.GeometryComponentRenderPoolInactiveTimeLimit | The time in seconds an inactive component can linger in the pool before being destroyed. |
fx.Niagara.GpuComputeDebug.DrawDebugEnabled | Should we draw any of the debug information or not. |
fx.Niagara.GpuComputeDebug.FourComponentMode | Adjust how we visualize four component types 0 = Visualize RGB (defaut) 1 = Visualize A |
fx.Niagara.GpuComputeDebug.MaxLineInstances | Maximum number of line draw we support in a single frame. |
fx.Niagara.GpuComputeDebug.MaxTextureHeight | The maximum height we will visualize a texture at, this is to avoid things becoming too large on screen. |
fx.Niagara.GpuComputeDebug.MinTextureHeight | The minimum height we will visualize a texture at, smaller textures will be scaled up to match this. |
fx.Niagara.GpuComputeDebug.OccludedLineColorScale | Scalar value to adjust occluded lines, where 0 means transparent and 1 is opaque. Default is 0.05 or 5% |
fx.Niagara.GpuComputeDebug.ShowNaNInf | When enabled will show NaNs as flashing colors. |
fx.Niagara.GpuProfiling.Enabled | Primary control to allow Niagara to use GPU profiling or not. |
fx.Niagara.GraphDataCacheSize | Maximum number of elements to store within the GraphDataCache. |
fx.Niagara.GraphDataCacheValidation | If true will perform validation on retrieving data from the data FNiagaraGraphDataCache. |
fx.Niagara.Grid2D.OverrideFormat | Optional override for all grids to use this format. |
fx.Niagara.Grid2D.ResolutionMultiplier | Optional global modifier to grid resolution |
fx.Niagara.Grid3D.OverrideFormat | Optional override for all grids to use this format. |
fx.Niagara.Grid3D.ResolutionMultiplier | Optional global modifier to grid resolution |
fx.Niagara.Grid3D.UseRGBAGrid | Use RGBA textures when possible |
fx.Niagara.IndirectArgsPool.AllowShrinking | Allow the indirect args pool to shrink after a number of frames below a low water mark. |
fx.Niagara.IndirectArgsPool.BlockSizeFactor | Multiplier on the indirect args pool size when needing to increase it from running out of space. (default=2.0) |
fx.Niagara.IndirectArgsPool.LowWaterAmount | Percentage (0-1) of the indirect args pool that is considered low and worthy of shrinking |
fx.Niagara.IndirectArgsPool.LowWaterFrames | The number of frames to wait to shrink the indirect args pool for being below the low water mark. (default=150) |
fx.Niagara.IndirectArgsPool.MinSize | Minimum number of draw indirect args allocated into the pool. (default=256) |
fx.Niagara.LegacyDeviceProfile | This is a special case CVar that allows us to use CVar conditions to maintain behavior with legacy device profiles. Do not use directly for new content. Legacy device profiles can be given a specific value for this CVarand then CVar conditions used to enable / disable as appropriate to match with legacy assets with enabled / disabled content based on them. |
fx.Niagara.LogFoundButNotAllowedAssets | If > 0 assets which are found, but not allowed in the current editor context will be printed to the log. |
fx.Niagara.LogVerboseWarnings | Enable to output more verbose warnings to the log file, these are considered dismissable warnings but may provide information when debugging. Default is enabled in editor builds and disabled in non editor builds. |
fx.Niagara.LUT.OptimizeThreshold | Error Threshold used when optimizing Curve LUTs, setting to 0.0 or below will result in no optimization |
fx.Niagara.LUT.VerifyPostLoad | Enable to verify LUTs match in PostLoad vs the Loaded Data |
fx.Niagara.MaxCompilePollTimePerFrame | When a lot of system compile tasks queue up, this is the max time per frame that is used to advance them. |
fx.Niagara.MaxStatRecordedFrames | The number of frames recorded for the stat performance display of niagara cpu and gpu scripts. |
fx.Niagara.NDIExport.GPUMaxReadbackCount | Maximum buffer instance count for the GPU readback when in PerParticleMode, where <= 0 means ignore. |
fx.Niagara.NDISpline.GDisableLUTs | Should we turn off all LUTs on CPU? |
fx.Niagara.NDIStaticMesh.UseInlineLODsOnly | When enabled Niagara will never use streaming LOD levels, only inline LODs.0 = Streaming LODs can be sampled.1 = Only inlined LODs can be sampled.2 = Only inlined LODs can be sampled by default but each DI can override this if desired. |
fx.Niagara.OnDemandCompileEnabled | Compiles Niagara Systems on demand rather than on post load. |
fx.Niagara.ParticleRead.IgnoreUnsafeReads | When enabled we will allow unsafe reads to compile with a warning, however the read result will be invalid. |
fx.Niagara.PerfTestFrames | How many frames to gather in each performance test. |
fx.Niagara.PreloadSelectablePluginAssetsOnDemand | If > 0 then niagara system, emitter, and script assets provided by the niagara plugin will be preloaded when a dialog is opened to select them. This is a temoporary workaround for asset registry issues in cooked editor builds. |
fx.Niagara.PruneEmittersOnCook | If > 0 this platform will prune disabled emitters during cook. |
fx.Niagara.QualityLevel | The quality level for Niagara Effects. |
fx.Niagara.QualityLevel.Max | The Maximum quality level for Niagara Effects. |
fx.Niagara.QualityLevel.Min | The minimum quality level for Niagara Effects. |
fx.Niagara.Renderer.CookOutStaticEnabledBinding | If none zero renderers with static variables used for enabled binding will cook out if they are not enabled. |
fx.Niagara.RenderTarget.IgnoreCookedOut | Ignores create render targets for cooked out emitter, i.e. ones that are not used by any GPU emitter. |
fx.Niagara.RenderTarget.OverrideFormat | Optional global format override for all Niagara render targets |
fx.Niagara.RenderTarget.ResolutionMultiplier | Optional global modifier to Niagara render target resolution. |
fx.Niagara.RenderTargetVolume.SimCacheCompressed | When enabled compression is used for the sim cache data. |
fx.Niagara.RenderTargetVolume.SimCacheDataStorageMode | Backing storage type for Volume RT sim cache data. 0 uses raw data, 1 uses OpenVDB, 2 uses SVT |
fx.Niagara.RenderTargetVolume.SimCacheEnabled | When enabled we can write data into the simulation cache. |
fx.Niagara.RenderTargetVolume.SimCacheUseOpenVDBFloatGrids | Use OpenVDB float grids as output. |
fx.Niagara.Scalability.CanPreventCullingOnPlayerFX | When enabled Niagara can optionally prevent scalability culling on FX linked to the player. |
fx.Niagara.Scalability.CullingMode | Set scalability culling mode 0 - Enabled. Culling is enabled as normal. 1 - Paused. No culling will occur but FX will still be tracked internally so culling can be resumed correctly later. 2 - Disabled. No culling will occur and no FX will be tracked. Culling may not work correctly for some FX if enabled again after this. |
fx.Niagara.Scalability.DistanceCulling | When non-zero, high level scalability culling based on distance is enabled. |
fx.Niagara.Scalability.GlobalBudgetCulling | When non-zero, high level scalability culling based on global time budget is enabled. |
fx.Niagara.Scalability.InstanceCountCulling | When non-zero, high level scalability culling based on instance count is enabled. |
fx.Niagara.Scalability.MinMaxDistance | Minimum value for Niagara's Max distance value. Primariy to prevent divide by zero issues and ensure a sensible distance value for sorted significance culling. |
fx.Niagara.Scalability.VisibilityCulling | When non-zero, high level scalability culling based on visibility is enabled. |
fx.Niagara.SetEmitterDenyList | Set the emitter deny list to use. (i.e. NS_SystemA:EmitterA,NS_SystemB:EmitterA) |
fx.Niagara.SetGpuDataInterfaceDenyList | Set the Gpu data interface deny list to use. (i.e. UMyDataInteraceA,UMyDataInteraceB) |
fx.Niagara.SetGpuDenyList | Set Gpu deny list to use, more targetted than to allow comparing OS,OSVersion,CPU,GPU. Format is OSLabel,OSVersion,CPU,GPU| blank entries are assumed to auto pass matching. For example, =",,MyCpu,MyGpu+MyOS,,," would match MyCpu & MyGpu or MyOS. |
fx.Niagara.SetGpuEmitterDenyList | Set the Gpu emitter deny list to use. (i.e. NS_SystemA:EmitterA,NS_SystemB:EmitterA) |
fx.Niagara.SetGpuRHIAdapterDenyList | Set Gpu RHI Adapter deny list to use, comma separated and uses wildcards, i.e. (*MyGpu*) would exclude anything that contains MyGpu |
fx.Niagara.SetGpuRHIDenyList | Set Gpu RHI deny list to use, comma separated and uses wildcards, i.e. (*MyRHI*) would exclude anything that contains MyRHI |
fx.Niagara.SetOverridePlatformName | Sets which platform we should override with, no args means reset to default |
fx.Niagara.SetOverrideQualityLevel | Sets which quality level we should override with, no args means clear the override and return to non overriden quality level). Valid levels are 0-4 (Low-Cinematic) |
fx.Niagara.SetSystemDenyList | Set the system deny List to use. (i.e. NS_SystemA,NS_SystemB) |
fx.Niagara.Shader.ForceBindEverything | Forces Niagara to display errors about missing shader bindings. |
fx.Niagara.ShowAllocationWarnings | If not 0 then frequent reallocations and over-allocations of particle memory will cause warnings in the log. |
fx.Niagara.Solo.AllowAsyncWorkToEndOfFrame | Allow async work to continue until the end of the frame for solo Niagara instances, if false it will complete within the tick group it started in. |
fx.Niagara.Solo.TickEarly | When enabled will tick kin the first available tick group. |
fx.Niagara.SystemCompileMode | Defines how NiagaraSystem will be compiled |
fx.Niagara.SystemSimulation.AllowASync | If > 0, system post tick is parallelized. |
fx.Niagara.SystemSimulation.BatchGPUTickSubmit | The if non zero we allow GPU Ticks to be submitted to the Render Thread in batches. |
fx.Niagara.SystemSimulation.ConcurrentGPUTickInit | The if non zero we allow GPU Ticks to be initialized in the System's concurrent tick rather than on the game thread. |
fx.Niagara.SystemSimulation.MaxTickSubsteps | The max number of possible substeps per frame when a system uses a fixed tick delta. |
fx.Niagara.SystemSimulation.SkipTickDeltaSeconds | When none zero we skip all ticks with a delta seconds less than equal to this number. |
fx.Niagara.SystemSimulation.TaskStallTimeout | Timeout in microseconds for Niagara simulation tasks to be considered stalled. When this is > 0 we busy wait as opposed to joining the TG so avoid using execpt for debugging. |
fx.Niagara.SystemSimulation.TickBatchSize | The number of system instances to process per async task. |
fx.Niagara.SystemSimulation.TickTaskAllowFrameOverlap | When enabled we allow ticks to overlap beyond PostActorTick until either EOF updates or the next tick. |
fx.Niagara.SystemSimulation.TickTaskShouldWait | When enabled the tick task will wait for concurrent work to complete, when disabled the task is complete once the GT tick is complete. |
fx.Niagara.SystemSimulation.UpdateOnSpawn | If > 0, system simulations are given a small update after spawn. |
fx.Niagara.TaskPriorities.Background | Task Priority When Set to Background Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: fx.Niagara.TaskPriorities.Background bnh |
fx.Niagara.TaskPriorities.Dump | Dump currently set priorities |
fx.Niagara.TaskPriorities.High | Task Priority When Set to High Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: fx.Niagara.TaskPriorities.High bnh |
fx.Niagara.TaskPriorities.Low | Task Priority When Set to Low Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: fx.Niagara.TaskPriorities.Low bnh |
fx.Niagara.TaskPriorities.Normal | Task Priority When Set to Normal Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: fx.Niagara.TaskPriorities.Normal bnh |
fx.Niagara.TaskPriorities.PerfCapturePriority | Priority to use if performance captures are enabled. Reduces the amount of context switching for Niagara to make performance measurements more reliable.Default is 1, set to -1 to not override the default priorities. |
fx.Niagara.TaskPriorities.PostActorTickPriority | Any tasks we execute, such as spawning, in post actor tick will run at this priority. |
fx.Niagara.TaskPriorities.RunTest | Run a test set of priorites |
fx.Niagara.TaskPriorities.TickGroupPriority | Set tick group priories for Niagara.For example, TG_PrePhysics:2,TG_DuringPhysics:2 |
fx.Niagara.UseFastSetUserParametersToDefaultValues | When a component is activated we will check the surpession list. |
fx.Niagara.UseGlobalFXBudget | If true, Niagara will track performace data into the global FX budget and feed the global budget values into scalability. |
fx.Niagara.ValidateDuplicateVariableGuids | Validate the script guids of a given script. |
fx.Niagara.VolumeRenderer.Enabled | If == 0, Niagara Volume Renderers are disabled. |
fx.Niagara.WaitOnPreGC | Toggles whether Niagara will wait for all async tasks to complete before any GC calls. |
fx.Niagara.WarnComponentRenderCount | The max number of components that a single system can spawn before a log warning is shown. |
fx.Niagara.WorldManager.KillUniqueSims | System simulations will be removed when unique rather that waiting for GC. |
fx.Niagara.WorldManager.ObjectPoolEnabled | Should we pool objects, yay or nay. |
fx.Niagara.WorldManager.SpawnPerTickGroup | Will attempt to spawn new systems earlier (default enabled). |
fx.NiagaraAllowComputeShaders | If true, allow the usage compute shaders within Niagara. |
fx.NiagaraAllowGPUParticles | If true, allow the usage of GPU particles for Niagara. |
fx.NiagaraAllowRuntimeScalabilityChanges | If > 0 this platform allows niagara scalability settings changes at runtime. |
fx.NiagaraBatcher.FreeBufferEarly | Will take the path to release GPU buffers when possible. This will reduce memory pressure but can result in more allocations if you buffers ping pong from zero particles to many. |
FX.NiagaraComponentPool.CleanTime | How often should the pool be cleaned (in seconds). |
FX.NiagaraComponentPool.Enable | How many Particle System Components to preallocate when creating new ones for the pool. |
FX.NiagaraComponentPool.KeepComponentsRegistered | If non-zero, components returend to the pool are kept registered with the world but set invisible. This will reduce the cost of pushing/popping components int. |
FX.NiagaraComponentPool.KillUnusedTime | How long a pooled particle component needs to be unused for before it is destroyed. |
FX.NiagaraComponentPool.Validation | Enables pooling validation. |
fx.NiagaraDataBufferMinSize | Niagara data buffer minimum allocation size in bytes (Default=512). |
fx.NiagaraDataBufferShrinkFactor | Niagara data buffer size threshold for shrinking. (Default=3) The buffer will be reallocated when the used size becomes 1/F of the allocated size. |
fx.NiagaraEditor.ReinitializeStyle | Reinitializes the style for the niagara editor module. Used in conjuction with live coding for UI tweaks. May crash the editor if style objects are in use. |
fx.NiagaraEditorWidgets.ReinitializeStyle | Reinitializes the style for the niagara editor widgets module. Used in conjuction with live coding for UI tweaks. May crash the editor if style objects are in use. |
fx.NiagaraEnablePrecompilerNamespaceDatasetCulling | Force the namespace fixup precompiler process to cull unused Dataset parameters. Only enabled if fx.NiagaraEnablePrecompilerNamespaceFixup is also enabled. |
fx.NiagaraEnablePrecompilerNamespaceFixup | Enable a precompiler stage to discover parameter name matches and convert matched parameter hlsl name tokens to appropriate namespaces. |
fx.NiagaraGlobalSystemCountScale | A global scale on system count thresholds for culling in Niagara. |
fx.NiagaraGPUDataBufferChunkSize | Niagara GPU data buffer allocation chunk size used to round GPU allocations in bytes, must be power of 2 (Default=4096) |
fx.NiagaraGPUDataBufferShrinkFactor | Niagara GPU data buffer size threshold for shrinking. (Default=2) The buffer will be reallocated when the used size becomes 1/F of the allocated size. |
fx.NiagaraGPUDataWarningSize | Allocation size where we should log a warning. |
fx.NiagaraGpuLowLatencyTranslucencyEnabled | When enabled translucent materials can use the current frames simulation data no matter which tick pass Niagara uses. This can result in an additional data buffer being required but will reduce any latency when using view uniform buffer / depth buffer / distance fields / etc |
fx.NiagaraGpuSubmitCommandHint | If greater than zero, we use this value to submit commands after the number of dispatches have been issued. |
fx.NiagaraLogNamespaceFixup | Log matched variables and pin name changes in precompile. |
fx.NiagaraMaxStatInstanceReports | The max number of different instances from which stat reports are aggregated. |
fx.NiagaraOptimizeCrossGPUTransfer | Optimizes fence waits for cross GPU transfers when rendering views on multiple GPUs via nDisplay. (Default = 1) |
fx.NiagaraPerfReporting | 0 = Disabled 1 = Text Perf Report on world Transitions. 2 = Text Report for every test with poor or bad perf. 3 = As 2 but screenshots are also generated for each bad test. |
fx.NiagaraRegenBaselinesOnWorldChange | If > 0 performance baselines for Niagara will be regenerated on every level change. |
fx.NiagaraReleaseBuffersOnReset | Will release all memory associated with data buffers when the dataset is reset. |
fx.NiagaraRuntimeCycleHistorySize | How many frames history to use in Niagara's runtime performance trackers. |
fx.NiagaraScalabilityUpdateTime_High | Time in seconds between updates to scalability states for Niagara systems set to update at High frequency. |
fx.NiagaraScalabilityUpdateTime_Low | Time in seconds between updates to scalability states for Niagara systems set to update at Low frequency. |
fx.NiagaraScalabilityUpdateTime_Medium | Time in seconds between updates to scalability states for Niagara systems set to update at Medium frequency. |
fx.NiagaraScript.StripByteCodeOnLoad | If > 0 all scripts will have their legacy byte code stripped on load. If < 0 all scripts will have their experimental data stripped on load. |
fx.NiagaraScriptStatTracking | If > 0 stats tracking operations will be compiled into Niagara Scripts. |
fx.NiagaraVectorFieldUseIspc | When enabled VectorField will use ISPC for sampling if appropriate. |
fx.NumFramesBetweenRuntimePerfSamples | How many frames between each sample of Niagara runtime perf. |
fx.ParticleCollisionIgnoreInvisibleTime | The time a particle system component has to be invisible for to have all collision ignored. |
fx.ParticleDefaultLightInverseExposureBlend | Blend Factor used to blend between Intensity and Intensity / Exposure. |
fx.ParticleManagerAsyncBatchSize | How many PSCs the ParticleWorldManager should tick per async task. |
fx.ParticlePerfStats.Enabled | Used to control if stat gathering is enabled or not. |
fx.ParticlePerfStats.RunTest | Runs for a number of frames then logs out the results. Arg0 = NumFrames. Arg1 = Gather World Stats (default 0). Arg2 = Gather System Stats (default 1). Arg3 = Gather Component Stats (default 0). |
FX.ParticleSlackGPU | Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles. |
FX.ParticleSystemPool.CleanTime | How often should the pool be cleaned (in seconds). |
FX.ParticleSystemPool.Enable | How many Particle System Components to preallocate when creating new ones for the pool. |
FX.ParticleSystemPool.KillUnusedTime | How long a pooled particle component needs to be unused for before it is destroyed. |
fx.PerfBaselineThreshold_Bad | Ratio to the baseline perf that we consider a system to have bad perf and warn strongly about it. |
fx.PerfBaselineThreshold_Poor | Ratio to the baseline perf that we consider a system to have poor perf and warn about it. |
fx.PreventAllSystemRecompiles | Loads all of the systems in the project and forces each system to refresh all it's dependencies so it won't recompile on load. This may mark multiple assets dirty for re-saving. |
fx.PreventSystemRecompile | Forces the system to refresh all it's dependencies so it won't recompile on load. This may mark multiple assets dirty for re-saving. |
fx.PruneEmittersOnCookByDetailMode | Whether to eliminate all emitters that don't match the detail mode. This will only work if scalability settings affecting detail mode can not be changed at runtime (depends on platform). |
fx.PSCMan.Dump | Dumps state information for all current Particle System Managers. |
fx.PSCMan.Enable | If PSC world manager is enabled. |
fx.QualityLevelSpawnRateScaleReferenceLevel | Controls the reference level for quality level based spawn rate scaling. This is the FX quality level at which spawn rate is not scaled down; Spawn rate scaling will happen by each emitter's QualityLevelSpawnRateScale value for each reduction in level below the reference level. Default = 2. Value should range from 0 to the maximum FX quality level. |
fx.RebuildDirtyScripts | Go through all loaded assets and force them to recompute their script hash. If dirty, regenerate. |
FX.RestartAll | Restarts all particle system components |
fx.ScalabilityManParallelThreshold | Number of instances required for a niagara significance manger to go parallel for it's update. |
fx.ScalabilityMaxUpdatesPerFrame | Number of instances that can be processed per frame when updating scalability state. -1 for all of them. |
fx.ShowNiagaraDeveloperWindows | If > 0 the niagara system, emitter, and script editors will show additional developer windows. These windows are for niagara tool development and debugging and editing the data directly in these windows can cause instability. |
fx.SkipVectorVMBackendOptimizations | If 1, skip HLSLCC's backend optimization passes during VectorVM compilation. |
fx.SuppressNiagaraSystems | If > 0 Niagara particle systems will not be activated. |
fx.TestCompileNiagaraScript | Compiles the specified script on disk for the niagara vector vm |
FX.TestGPUSort | Test GPU sort. 1: Small, 2: Large, 3: Exhaustive, 4: Random |
FX.Trail.MaxDistanceTessellation | Maximum tessellation steps allowed for distance based tessellation. |
FX.Trail.MaxTangentTessellation | Maximum tessellation steps allowed for tangent based tessellation. |
fx.TriggerDebugCrash | If > 0 we deliberately crash to test Crash Reporter integration. |
fx.UpgradeAllNiagaraAssets | Loads all Niagara assets and preforms any data upgrade processes required. This may mark multiple assets dirty for re-saving. |
fx.UseNewGraphHash | If > 0 a hash of the graph node state will be used, otherwise will use the older code path. |
FX.VisualizeGPUSimulation | Visualize the current state of GPU simulation. 0 = off 1 = visualize particle state 2 = visualize curve texture |
fx.WaitForAsyncStallWarnThresholdMS | If we stall in WaitForAsync for longer than this threshold then we emit a stall warning message. |
g.bEnablePendingCleanupObjectsCommandBatching | Enable batching PendingCleanupObjects destruction. |
g.DebugCameraTraceComplex | Whether DebugCamera should use complex or simple collision for the line trace. 1: complex collision, 0: simple collision |
g.TimeoutForBlockOnRenderFence | Number of milliseconds the game thread should wait before failing when waiting on a render thread fence. |
g.TimeToBlockOnRenderFence | Number of milliseconds the game thread should block when waiting on a render thread fence. |
GameplayDebugger.UseDataPackRPC | Enable or disable use of rpc's for datapack packets for gameplay debugger |
GameplayMediaEncoder.Initialize | Constructs the audio/video encoding objects. Does not start encoding |
GameplayMediaEncoder.Shutdown | Releases all systems. |
GameplayMediaEncoder.Start | Starts encoding |
GameplayMediaEncoder.Stop | Stops encoding |
GameplayTags.DumpTagList | Writes out a csv with all tags to Reports/TagList.csv |
GameplayTags.EnableDetailedStats | Runtime toggle for verbose CPU profiling stats |
GameplayTags.PackingTest | Prints frequency of gameplay tags |
GameplayTags.PrintNetIndiceAssignment | Logs GameplayTag NetIndice assignment |
GameplayTags.PrintNetIndices | Prints net indices for all known tags |
GameplayTags.PrintReplicationFrequencyReport | Prints the frequency each tag is replicated. |
GameplayTags.PrintReplicationIndicies | Prints the index assigned to each tag for fast network replication. |
GameplayTags.PrintReport | Prints frequency of gameplay tags |
GameplayTags.PrintReportOnShutdown | Print gameplay tag replication report on shutdown |
GAMEVER | Sorry: Exec commands have no help |
GAMEVERSION | Sorry: Exec commands have no help |
GAMMA | Sorry: Exec commands have no help |
gc.ActorClusteringEnabled | Whether to allow levels to create actor clusters for GC. |
gc.AdditionalFinishDestroyTimeGC | Additional wait time in seconds to allow FinishDestroy to complete. |
gc.AllowParallelGC | Used to control parallel GC. |
gc.AssetClustreringEnabled | If true, the engine will attempt to create clusters from asset files. |
gc.CalculateHistorySize | |
gc.CollectGarbageEveryFrame | Used to debug garbage collection...Collects garbage every frame if the value is > 0. |
gc.CreateGCClusters | If true, the engine will attempt to create clusters of objects for better garbage collection performance. |
gc.DebugGraphHide | Hide GC debug graph. |
gc.DebugGraphSafeDurationThresholdMs | GC Debug Graph: Safe GC duration threshold (in milliseconds). |
gc.DebugGraphShow | Show GC debug graph. (See also: DebugGraphSafeDurationThresholdMs) |
gc.DumpMemoryStats | Print GC memory usage |
gc.DumpObjectCountsToLogWhenMaxObjectLimitExceeded | If not 0 dumps UObject counts to log when maximum object count limit has been reached. |
gc.DumpRefsToCluster | Dumps references to all objects within a cluster. Specify the cluster name with Root=Name. |
gc.DumpSchemaStats | Print GC schema statistics |
gc.FindStaleClusters | Dumps all clusters do output log that are not referenced by anything. |
gc.FlushStreamingOnGC | If enabled, streaming will be flushed each time garbage collection is triggered. |
gc.ForceCollectGarbageEveryFrame | If set to 1, the engine will force GC each frame. |
gc.ForceEnableGCProcessor | Force garbage collection to use the debug processor which may provide additional information during GC crashes. |
gc.GarbageReferenceTrackingEnabled | Causes the Garbage Collector to track and log unreleased garbage objects. If 1, will dump every reference. If 2, will dump a sample of the references to highlight problematic properties. |
gc.GenerateReachabilityStressData | Allocate deeply-nested UObject tree to stress test reachability analysis. |
gc.HistorySize | |
gc.IncrementalBeginDestroyEnabled | If true, the engine will destroy objects incrementally using time limit each frame |
gc.IncrementalGCTimePerFrame | How much time is allowed for incremental GC each frame in seconds |
gc.ListClusters | Dumps all clusters do output log. When 'Hiearchy' argument is specified lists all objects inside clusters. |
gc.LowMemory.IncrementalGCTimePerFrame | How much time is allowed for incremental GC each frame in seconds if memory is low |
gc.LowMemory.MemoryThresholdMB | Memory threshold for low memory GC mode, in MB |
gc.LowMemory.TimeBetweenPurgingPendingKillObjects | Time in seconds (game time) we should wait between purging object references to objects that are pending kill when we're low on memory |
gc.LowMemory.TimeBetweenPurgingPendingLevels | Time in seconds (game time) we should wait between GC when we're low on memory and there are levels pending unload |
gc.MaxObjectsInEditor | Placeholder console variable, currently not used in runtime. |
gc.MaxObjectsInGame | Placeholder console variable, currently not used in runtime. |
gc.MaxObjectsNotConsideredByGC | Placeholder console variable, currently not used in runtime. |
gc.MinGCClusterSize | Minimum GC cluster size |
gc.MultithreadedDestructionEnabled | If true, the engine will free objects' memory from a worker thread |
gc.NumRetriesBeforeForcingGC | Maximum number of times GC can be skipped if worker threads are currently modifying UObject state. |
gc.PendingKillEnabled | If true, objects marked as PendingKill will be automatically nulled and destroyed by Garbage Collector. |
gc.PerformGCWhileAsyncLoading | Allow performing GC even if there's async loading in progress. |
gc.SizeOfPermanentObjectPool | Placeholder console variable, currently not used in runtime. |
gc.StressTestGC | If set to 1, the engine will attempt to trigger GC each frame while async loading. |
gc.SuggestClusters | Searches for assets which contain many internal objects which are not clustered. |
gc.TimeBetweenPurgingPendingKillObjects | Time in seconds (game time) we should wait between purging object references to objects that are pending kill. |
gc.TimeBetweenPurgingPendingKillObjectsOnIdleServerMultiplier | Multiplier to apply to time between purging pending kill objects when on an idle server. |
gc.UnlinkReachabilityStressData | Unlink previously-generated reachability analysis stress test data for collection in the next cycle. |
gc.UseDisregardForGCOnDedicatedServers | If false, DisregardForGC will be disabled for dedicated servers. |
gc.VerifyAssumptions | Whether to verify GC assumptions (disregard for GC, clustering) on each GC. |
gc.VerifyAssumptionsChance | Chance (0-1) to randomly verify GC assumptions on each GC. |
gc.VerifyAssumptionsOnFullPurge | Whether to verify GC assumptions (disregard for GC, clustering) on full purge GCs. |
gc.VerifyUObjectsAreNotFGCObjects | If true, the engine will throw a warning when it detects a UObject-derived class which also derives from FGCObject or any of its members is derived from FGCObject |
gdt.Enable | Enable Gameplay Debugger Tool |
gdt.EnableCategoryName | Enables/disables categories matching given substring. Use: gdt.EnableCategoryName [Enable] |
gdt.fontsize | Configures gameplay debugger's font size. Usage: gdt.fontsize (default = 10) |
gdt.SelectLocalPlayer | Selects the local player for debugging |
gdt.SelectNextRow | Selects next row |
gdt.SelectPreviousRow | Selects previous row |
gdt.Toggle | Toggles Gameplay Debugger Tool |
gdt.ToggleCategory | Toggles specific category index |
geomcache.TriggerBulkDataCrash | Test a crash searializing large bulk data object |
geometry.CombineInstances.DebugRemoveHiddenStrategy | Configure hidden-removal strategy via (temporary debug) |
geometry.CombineInstances.Verbose | Enable Verbose logging in Combine Mesh Instances, also disables parallel LOD processing |
geometry.DynamicMesh.ClearDebugMeshes | Discard all debug meshes currently stored in the FDynamicMesh3 Global Debug Mesh set. This command only works in the Editor. |
geometry.DynamicMesh.DupeStashTimeout | Timeout in seconds for references held by internal UDynamicMesh duplication helper system. See FDynamicMeshCopyHelper. |
geometry.DynamicMesh.EnableDebugMeshes | Enable/Disable FDynamicMesh3 Global Debug Mesh support. Debug Mesh support is only available in the Editor. |
geometry.DynamicMesh.MaxPoolSize | Maximum number of meshes a UDynamicMeshPool will allow to be in the pool before running garbage collection |
geometry.DynamicMesh.TextBasedDupeTriThreshold | Triangle count threshold for text-based UDynamicMesh duplication using Base64. Large values are quite slow. |
geometry.MeshSceneAdapter.SingleThreaded | Determines whether or not to use multi-threading in MeshSceneAdapter. |
GeometryCache.Codec.Debug | Enables debug logging for the codec. |
GeometryCache.InterpolateFrames | Interpolate between geometry cache frames (if topology allows this). |
GeometryCache.LookaheadSeconds | The amount of data (expressed in seconds of animation) to try and keep resident in advance for geometry caches. Note this works regardless of the playback direction. |
GeometryCache.OffloadUpdate | Offloat some updates from the render thread to the workers & RHI threads. |
GeometryCache.PrefetchSeconds | The amount of data (expressed in seconds of animation) to preload of geometry caches. This is the data blockingly loaded at component spawn time. |
GeometryCache.Streamer.BlockTillFinishStreaming | Force the GeometryCache streamer to block until it has finished streaming all the requested frames |
GeometryCache.Streamer.ShowNotification | Show notification while the GeometryCache streamer is streaming data |
GeometryCache.TrailingSeconds | The amount of data (expressed in seconds of animation) to try and keep resident inverse to the playback direction for geometry caches. |
GeometryCollection.BuildProximityDatabase | Build the Proximity information in the GeometryGroup for the selected collection. |
GeometryCollection.ClusterAlongYZPlane | Debuigging command to split the unclustered geometry collection along the YZPlane. |
GeometryCollection.CreateFromSelectedActors | Creates a GeometryCollection from the selected Actors that contain Skeletal and Statict Mesh Components |
GeometryCollection.CreateFromSelectedAssets | Creates a GeometryCollection from the selected Skeletal Mesh and Static Mesh Assets |
GeometryCollection.DeleteCoincidentVertices | Delete coincident vertices on a GeometryCollection. WARNING: The collection can be very large. |
GeometryCollection.DeleteGeometry | Delete geometry by transform name. |
GeometryCollection.DeleteHiddenFaces | Delete hidden faces on a GeometryCollection. WARNING: The collection can be very large. |
GeometryCollection.DeleteStaleVertices | Delete stale vertices on a GeometryCollection. WARNING: The collection can be very large. |
GeometryCollection.DeleteZeroAreaFaces | Delete zero area faces on a GeometryCollection. WARNING: The collection can be very large. |
GeometryCollection.Heal | Tries to fill holes in go. |
GeometryCollection.PrintDetailedStatistics | Prints detailed statistics of the contents of the collection. |
GeometryCollection.PrintDetailedStatisticsSummary | Prints detailed statistics of the contents of the selected collection(s). |
GeometryCollection.PrintStatistics | Prints statistics of the contents of the collection. |
GeometryCollection.SelectAllGeometry | Select all geometry in hierarchy. |
GeometryCollection.SelectInverseGeometry | Deselect inverse of currently selected geometry in hierarchy. |
GeometryCollection.SelectLessThenVolume | Select all geometry with a volume less than specified. |
GeometryCollection.SelectNone | Deselect all geometry in hierarchy. |
GeometryCollection.SetNamedAttributeValues | Command to set attributes within a named group. |
GeometryCollection.SetupNestedBoneAsset | Converts the selected GeometryCollectionAsset into a test asset. |
GeometryCollection.SetupTwoClusteredCubesAsset | Addes two clustered cubes to the selected actor. |
GeometryCollection.ToString | Dump the contents of the collection to the log file. WARNING: The collection can be very large. |
GeometryCollection.WriteToHeaderFile | Dump the contents of the collection to a header file. WARNING: The collection can be very large. |
GeometryCollection.WriteToOBJFile | Dump the contents of the collection to an OBJ file. WARNING: The collection can be very large. |
GET | Sorry: Exec commands have no help |
GETALL | Sorry: Exec commands have no help |
GETINI | Sorry: Exec commands have no help |
Gizmos.UseLegacyWidget | Specify whether to use selection-based gizmos or legacy widget 0 = enable UE5 transform and other selection-based gizmos. 1 = enable legacy UE4 transform widget. |
GPUSort.DebugOffsets | Debug GPU sort offsets. |
GPUSort.DebugSort | Debug GPU sorting. |
grass.CaptureNextGrassUpdate | Trigger a renderdoc capture for the next X grass updates (calls to RenderGrassMap or RenderGrassMaps |
grass.CullDistanceScale | Multiplier on all grass cull distances. |
grass.CullSubsections | 1: Cull each foliage component; 0: Cull only based on the landscape component. |
grass.densityScale | Multiplier on all grass densities. |
grass.DisableDynamicShadows | 0: Dynamic shadows from grass follow the grass type bCastDynamicShadow flag; 1: Dynamic shadows are disabled for all grass |
grass.DisableGPUCull | For debugging. Set this to zero to see where the grass is generated. Useful for tweaking the guard bands. |
grass.DiscardDataOnLoad | 1: Discard grass data on load (disables grass); 0: Keep grass data (requires reloading level) |
grass.DumpExclusionBoxes | Print the exclusion boxes, debugging. |
grass.DumpGrassData | [optional: -csv -detailed -byproxy -bycomponent -bygrasstype -full] - Dumps a report of all grass data being currently used on landscape components. -csv formats the report in a CSV-friendly way. -fullnames displays the listed objects' full names, rather than the user-friendly version. -showempty will dump info even from components with no grass data -detailed shows a detailed report of all grass data, for all grass types, in all landscape components. -byproxy shows a report of grass data per landscape proxy. -bycomponent shows a report of grass data per landscape component. -bygrasstype shows a report of grass data per grass type. -full enables all sub-reports. If no report type option specified, assume full report is requested. |
grass.Enable | 1: Enable Grass; 0: Disable Grass |
grass.FlushCache | Flush the grass cache, debugging. |
grass.FlushCachePIE | Flush the grass cache, debugging. |
grass.GrassCreationPrioritizedMultipler | Multipler applied to MaxCreatePerFrame and MaxAsyncTasks when grass creation is prioritized. |
grass.GuardBandDiscardMultiplier | Used to control discarding in the grass system. Approximate range, 1-4. Multiplied by the cull distance to control when we discard grass components. |
grass.GuardBandMultiplier | Used to control discarding in the grass system. Approximate range, 1-4. Multiplied by the cull distance to control when we add grass components. |
grass.IgnoreExcludeBoxes | For debugging. Ignores any exclusion boxes. |
grass.MaxAsyncTasks | Used to control the number of grass components created at a time. |
grass.MaxCreatePerFrame | Maximum number of Grass components to create per frame |
grass.MaxInstancesPerComponent | Used to control the number of grass components created. More can be more efficient, but can be hitchy as new components come into range |
grass.MinFramesToKeepGrass | Minimum number of frames before cached grass can be discarded; used to prevent thrashing. |
grass.MinTimeToKeepGrass | Minimum number of seconds before cached grass can be discarded; used to prevent thrashing. |
grass.PrerenderGrassmaps | 1: Pre-render grass maps for all components in the editor; 0: Generate grass maps on demand while moving through the editor |
grass.TickInterval | Number of frames between grass ticks. |
grass.UpdateAllOnRebuild | |
grass.UseHaltonDistribution | Used to control the distribution of grass instances. If non-zero, use a halton sequence. |
grass.UseStreamingManagerForCameras | 1: Use Streaming Manager; 0: Use ViewLocationsRenderedLastFrame |
GROUPS | Sorry: Exec commands have no help |
health.logHealthSnapshot | Log health snapshot) |
HEAPCHECK | Sorry: Exec commands have no help |
help | Outputs some helptext to the console and the log |
HighlightRecorder.Pause | Pauses recording of highlight clip |
HighlightRecorder.Resume | Resumes recording of highlight clip |
HighlightRecorder.Save | Saves highlight clip, optional parameters: filename ("test.mp4" by default) and max duration (float, secs, duration of ring buffer by default) |
HighlightRecorder.Start | Starts recording of highlight clip, optional parameter: max duration (float, 30 seconds by default) |
HighlightRecorder.Stop | Stops recording of highlight clip |
HighResShot | High resolution screenshots ResolutionX(int32)xResolutionY(int32) Or Magnification(float) [CaptureRegionX(int32) CaptureRegionY(int32) CaptureRegionWidth(int32) CaptureRegionHeight(int32) MaskEnabled(int32) DumpBufferVisualizationTargets(int32) CaptureHDR(int32)] Example: HighResShot 500x500 50 50 120 500 1 1 1 |
HotReload | Sorry: Exec commands have no help |
HTTP | Sorry: Exec commands have no help |
http.CurlEventLoopEnableChance | Enable chance of curl event loop, from 0 to 100 |
http.DefaultUserAgentCommentsEnabled | Whether comments are supported in the defualt user agent string |
ImageWriteQueue.MaxConcurrency | The maximum number of async image writes allowable at any given time.Default is to use the number of cores available. |
ImageWriteQueue.MaxQueueSize | The maximum number of queued image write tasks allowable before the queue will block when adding more.Default is to use 4 times the number of cores available or 16 when multithreading is disabled on the command line. |
ImgMedia.FieldOfViewMultiplier | Multiply the field of view for active cameras by this value, generally to increase the frustum overall sizes to mitigate missing tile artifacts. |
ImgMedia.FrameInvalidationMaxCount | Maximum number of cached frames that can be invalidated when missing the latest mips/tiles. |
ImgMedia.ICVFX.InnerOnlyTiles | This CVar will ignore tile calculation for all viewports except for Display Cluster inner viewports. User should enable upscaling on Media plate to display lower quality mips instead, otherwise other viewports will only display tiles loaded specifically for inner viewport and nothing else. |
ImgMedia.MipMapDebug | Display debug on mipmaps and tiles used by the ImgMedia plugin. 0: off (default) 1: on |
ImgMedia.MipMapLevelPadding | Value padded onto the estimated (minimum and maximum) mipmap levels used by the loader. |
InGamePerformanceTracking.Enabled | If in-game performance tracking is enabled. Most games will likely not use or need this so it should be left disabled. |
InGamePerformanceTracking.HistorySize | How many frames in game performance tracking should store in it's history. |
Input.+action | Provide the named action with a constant input value each frame |
Input.+key | Provide the named key with a constant input value each frame |
Input.-action | Stop forcing the named action value each frame |
Input.-key | Stop forcing the named key each frame |
Input.AxisEventsCanBeConsumed | If true and all FKey's for a given Axis Event are consumed, then the axis delegate will not fire. |
Input.Debug.ShowTouches | Whether to show touch input on screen. |
input.DisableHaptics | If greater than zero, no haptic feedback is processed. |
input.GlobalAxisConfigMode | Whether or not to apply Global Axis Config settings. 0 = Default (Mouse Only), 1 = All, 2 = None |
Input.ListAllHardwareDevices | Log all the platform's currently available FHardwareDeviceIdentifier |
Input.ShouldAlwaysEvaluateForceFeedbackDuration | Should the duration of a force feedback effect be evaluated every time it is called? |
Insights.RecordAllWorldTypes | Gameplay Insights recording by default only records Game and PIE worlds.Toggle this value to 1 to record other world types. |
Interchange.FeatureFlags.Import.BMP | Whether BMP support is enabled. |
Interchange.FeatureFlags.Import.DDS | Whether DDS support is enabled. |
Interchange.FeatureFlags.Import.Enable | Whether Interchange import is enabled. |
Interchange.FeatureFlags.Import.EXR | Whether OpenEXR support is enabled. |
Interchange.FeatureFlags.Import.FBX | [Experimental] Whether FBX support is enabled. |
Interchange.FeatureFlags.Import.HDR | Whether HDR support is enabled. |
Interchange.FeatureFlags.Import.IES | Whether IES support is enabled. |
Interchange.FeatureFlags.Import.JPG | Whether JPG support is enabled. |
Interchange.FeatureFlags.Import.MTLX | Whether MaterialX support is enabled. |
Interchange.FeatureFlags.Import.OBJ | Whether OBJ support is enabled. |
Interchange.FeatureFlags.Import.PCX | Whether PCX support is enabled. |
Interchange.FeatureFlags.Import.PNG | Whether PNG support is enabled. |
Interchange.FeatureFlags.Import.PSD | Whether PSD support is enabled. |
Interchange.FeatureFlags.Import.SkeletalMesh.ReorderMaterialSlots | Whether Re-importing a skeletalmesh should reorder the material slots. |
Interchange.FeatureFlags.Import.StaticMesh.ReorderMaterialSlots | Whether Re-importing a static mesh should reorder the material slots. |
Interchange.FeatureFlags.Import.TGA | Whether TGA support is enabled. |
Interchange.FeatureFlags.Import.TIFF | Whether TIFF support is enabled. |
InvestigateRenderAsset | Sorry: Exec commands have no help |
InvestigateTexture | Sorry: Exec commands have no help |
ism.Editor.DumpISMPartitionActors | Output stats about ISMPartitionActor(s) |
IsolateDryAudio | Sorry: Exec commands have no help |
IsolateReverb | Sorry: Exec commands have no help |
JUMPTO | Sorry: Exec commands have no help |
KE | Sorry: Exec commands have no help |
KISMETEVENT | Sorry: Exec commands have no help |
landscape.ApplyPhysicalMaterialChangesImmediately | Applies physical material task changes immediately rather than during the next cook/PIE. |
landscape.BrushFramePadding | The number of frames to wait before pushing a full Landscape update when a brush is calling RequestLandscapeUpdate |
landscape.BrushOptim | This will enable landscape layers optim. |
Landscape.ClearDirty | Clears all Landscape Dirty Debug Data |
landscape.CollisionMesh.HeightOffset | Offsets the collision mesh wireframe to assist in viewing from distances where the lower landscape lods might hide it. |
landscape.CollisionMesh.Show | Selects which heightfield to visualize when ShowFlags.Collision is used. 0 to disable, 1 for simple, 2 for complex, 3 for editor only. |
landscape.CollisionMesh.ShowPhysicalMaterial | When enabled, vertex colors of the collision mesh are chosen based on the physical material |
Landscape.Combine | Set landscape component combining mode : 0 = Default, 1 = Combine All, 2 = Disabled |
Landscape.DebugViewMode | Change the view mode of the landscape rendering. Valid Input: 0 = Normal, 2 = DebugLayer, 3 = LayerDensity, 4 = LayerUsage, 5 = LOD Distribution, 6 = WireframeOnTop, 7 = LayerContribution |
landscape.DirtyHeightmapHeightThreshold | Threshold to avoid imprecision issues on certain GPUs when detecting when a heightmap height changes, i.e. only a height difference > than this threshold (N over 16-bits uint height) will be detected as a change. |
landscape.DirtyHeightmapNormalThreshold | Threshold to avoid imprecision issues on certain GPUs when detecting when a heightmap normal changes, i.e. only a normal channel difference > than this threshold (N over each 8-bits uint B & A channels independently) will be detected as a change. |
landscape.DirtyWeightmapThreshold | Threshold to avoid imprecision issues on certain GPUs when detecting when a weightmap changes, i.e. only a difference > than this threshold (N over each 8-bits uint weightmap channel). |
landscape.DumpDiffDetails | When dumping diffs for heightmap (landscape.DumpHeightmapDiff) or weightmap (landscape.DumpWeightmapDiff), dumps additional details about the pixels being different |
landscape.DumpHeightmapDiff | This will save images for readback heightmap textures that have changed in the last edit layer blend phase. (= 0 No Diff, 1 = Mip 0 Diff, 2 = All Mips Diff |
Landscape.DumpLODs | Will dump the current status of LOD value and current texture streaming status |
landscape.DumpWeightmapDiff | This will save images for readback weightmap textures that have changed in the last edit layer blend phase. (= 0 No Diff, 1 = Mip 0 Diff, 2 = All Mips Diff |
landscape.EditLayersLocalMerge.Enable | This will allow the new merge algorithm (that merges layers at the landscape component level) to be used on landscapes that support it. This is a temporary measure while waiting for non-compatible landscapes to be deprecated. |
landscape.EditLayersLocalMerge.MaxComponentsPerHeightmapResolveBatch | Number of components being rendered in a single batch when resolving heightmaps. The higher the number, the more heightmaps can be resolved in a single batch (and the higher the GPU memory consumption since more transient textures will be needed in memory at a time) |
landscape.EditLayersLocalMerge.MaxComponentsPerWeightmapResolveBatch | Number of components being rendered in a single batch when resolving weightmaps. The higher the number, the more weightmaps can be resolved in a single batch (and the higher the GPU memory consumption since more transient textures will be needed in memory at a time) |
landscape.EnableGPUCulling | Whether to use landscape GPU culling when it's supported. Allows to toggle culling at runtime |
landscape.EnableGPUCullingShadows | Whether to use landscape GPU culling for a shadow views when it's supported. Allows to toggle shadow views culling at runtime |
Landscape.FixSplines | One off fix for bad layer width |
landscape.ForceFlush | This will force a render flush every frame when landscape editing. |
landscape.ForceInvalidateNaniteOnLoad | Trigger a rebuild of Nanite representation on load (for debugging purposes) |
landscape.ForceLayersUpdate | This will force landscape edit layers to be update every frame, rather than when requested only. |
landscape.Nanite.AsyncDebugWait | Time in seconds to pause the async Nanite build. Used for debugging |
landscape.Nanite.LiveRebuildOnModification | Trigger a rebuild of Nanite representation immediately when a modification is performed (World Partition Maps Only) |
landscape.Nanite.MarchingSquaresVisibility | Use Marching Squares to make the visibility edges more accurate |
landscape.Nanite.MaxAsyncProxyBuildsPerSecond | Number of Async nanite proxies to dispatch per second |
landscape.Nanite.MultithreadBuild | Multithread nanite landscape build in (World Partition Maps Only) |
landscape.Nanite.UpdateLag | Time to wait in seconds after the last landscape update before triggering a nanite rebuild |
landscape.Optim | This will enable landscape layers optim. |
landscape.OutputLayersRTContent | This will output the content of render target. This is used for debugging only. |
landscape.OutputLayersWeightmapsRTContent | This will output the content of render target used for weightmap. This is used for debugging only. |
Landscape.Patches | Show/hide Landscape patches |
landscape.RemoveEmptyPaintLayersOnEdit | This will analyze weightmaps on readback and remove unneeded allocations (for unpainted layers). |
landscape.RenderCaptureLayersNextHeightmapDraws | Trigger N render captures during the next heightmap draw calls. |
landscape.RenderCaptureLayersNextPhysicalMaterialDraws | Trigger N render captures during the next landscape physical material draw calls. |
landscape.RenderCaptureLayersNextWeightmapDraws | Trigger N render captures during the next weightmap draw calls. |
landscape.RenderCaptureNextHeightmapRenders | Trigger a render capture during the next N RenderHeightmap draws |
landscape.RenderNanite | Render Landscape using Nanite. |
landscape.ShowCompressHeightMapsOption | Enable editing of the compressed height map option on landscape proxies (experimental). |
landscape.ShowDirty | This will highlight the data that has changed during the layer blend phase. |
landscape.SilenceSharedPropertyDeprecationFixup | Silently performs the fixup of discrepancies in shared properties when handling data modified before the enforcement introduction. |
landscape.SimulateAlphaBrushTextureLoadFailure | Debug utility to simulate a loading failure (e.g. invalid source data, which can happen in cooked editor or with a badly virtualized texture) when loading the alpha brush texture |
landscape.SimulatePhysics | This will enable physic simulation on worlds containing landscape. |
landscape.SplineFalloffModulation | Enable Texture Modulation fo Spline Layer Falloff. |
Landscape.Splines.ApplyToSplineComponentMaxIterations | Max possible iterations when converting a landscape spline into a spline component |
Landscape.Static | Enable/disable Landscape static drawlists |
landscape.SupportGPUCulling | Whether to support landscape GPU culling |
landscape.TrackDirty | This will track the accumulation of data changes during the layer blend phase. |
landscape.UpdateProxyActorRenderMethodOnTickAtRuntime | Update landscape proxy's rendering method (nanite enabled) when ticked. Always enabled in editor. |
landscape.ValidateProxyWeightmapUsages | This will validate that weightmap usages in landscape proxies and their components don't get desynchronized with the landscape component layer allocations. |
LayoutUV.TracePackingForInputHash | Activate tracing for the input hash specified in the value. |
LazyLoad.PrintUnresolvedObjects | Prints a list of all unresolved objects from the object handle index. |
LevelEditor.ToggleImmersive | Toggle 'Immersive Mode' for the active level editing viewport |
levelinstance.debug.forcelevelstreaming | Set to 1 to force Level Instance to be streamed instead of embedded in World Partition grid. |
LevelSequence.DefaultClockSource | Specifies the default clock source for newly created level sequences. 0: Tick, 1: Platform, 2: Audio, 3: RelativeTimecode, 4: Timecode, 5: Custom |
LevelSequence.DefaultDisplayRate | Specifies the default display frame rate for newly created level sequences; also defines frame locked frame rate where sequences are set to be frame locked. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms). |
LevelSequence.DefaultLockEngineToDisplayRate | 0: Playback locked to playback frames 1: Unlocked playback with sub frame interpolation |
LevelSequence.DefaultTickResolution | Specifies the default tick resolution for newly created level sequences. Examples: 30 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms). |
LevelSequence.InvalidBindingTagWarnings | Whether to emit a warning when invalid object binding tags are used to override bindings or not. |
LevelStreaming.DefaultAllowClientUseMakingInvisibleTransactionRequests | Flag combined with world support to use making invisible transaction requests to the server that determines whether the client should wait for the server to acknowledge visibility update before making streaming levels invisible. 0: Disable, 1: Enable |
LevelStreaming.DefaultAllowClientUseMakingVisibleTransactionRequests | Flag combined with world support to use making visible transaction requests to the server that determines whether the client should wait for the server to acknowledge visibility update before making streaming levels visible. 0: Disable, 1: Enable |
LevelStreaming.Profiling.Enabled | Whether to enable the LevelStreamingProfilingSubsystem automatically. |
LevelStreaming.Profiling.LateStreamingDistanceSquared | The squared distance (e.g. from world partition cell bounds) below which a level is considered to have streamed in late. |
LevelStreaming.Profiling.StartAutomatically | Whether to start recording level streaminge events as soon as the subsystem is created. |
LevelStreaming.ShouldReuseUnloadedButStillAroundLevels | Whether level streaming will reuse the unloaded levels that aren't GC'd yet. 0: Disable, 1: Enable |
LevelStreaming.ShouldServerUseMakingVisibleTransactionRequest | Whether server should wait for client to acknowledge visibility update before treating streaming levels as visible by the client. 0: Disable, 1: Enable |
LIGHT | Sorry: Exec commands have no help |
LightmapStreamingFactor | Sorry: Exec commands have no help |
LIGHTMASSDEBUG | Sorry: Exec commands have no help |
LIGHTMASSSTATS | Sorry: Exec commands have no help |
linker.TreatVerifyImportErrorsAsWarnings | If true, the errors emitted due to verify import failures will be warnings instead. |
LinkerLoadList | Sorry: Exec commands have no help |
LINKERS | Sorry: Exec commands have no help |
LIST ISM | Sorry: Exec commands have no help |
LIST ISM PHYSICS | Sorry: Exec commands have no help |
list skincacheusage | Sorry: Exec commands have no help |
LISTANIMS | Sorry: Exec commands have no help |
ListAudioComponents | Sorry: Exec commands have no help |
LISTFUNC | Sorry: Exec commands have no help |
LISTFUNCS | Sorry: Exec commands have no help |
ListLoadedPackages | Sorry: Exec commands have no help |
LISTMAPPKGDEPENDENCIES | Sorry: Exec commands have no help |
ListMaterialsWithMissingTextureStreamingData | Sorry: Exec commands have no help |
ListOrphanClasses | Sorry: Exec commands have no help |
ListPackageContents | Sorry: Exec commands have no help |
LISTPARTICLESYSTEMS | Sorry: Exec commands have no help |
LISTPROPS | Sorry: Exec commands have no help |
ListRootSetObjects | Sorry: Exec commands have no help |
LISTSKELETALMESHES | Sorry: Exec commands have no help |
ListSoundClasses | Sorry: Exec commands have no help |
ListSoundClassVolumes | Sorry: Exec commands have no help |
ListSoundDurations | Sorry: Exec commands have no help |
LISTSPAWNEDACTORS | Sorry: Exec commands have no help |
LISTSTATICMESHES | Sorry: Exec commands have no help |
ListStreamingRenderAssets | Sorry: Exec commands have no help |
ListStreamingTextures | Sorry: Exec commands have no help |
LISTTEXTURES | Sorry: Exec commands have no help |
ListTimers | |
ListTrackedRenderAssets | Sorry: Exec commands have no help |
ListTrackedTextures | Sorry: Exec commands have no help |
ListWaves | Sorry: Exec commands have no help |
LiveCoding | Enables live coding support |
LiveCoding.Compile | Initiates a live coding compile |
LiveCoding.ConsolePath | Path to the live coding console application |
LiveCoding.SourceProject | Path to the project that this target was built from |
LLM.LLMHeaderMaxSize | The maximum total number of characters allowed for all of the LLM titles |
LLM.LLMWriteInterval | The number of seconds between each line in the LLM csv (zero to write every frame) |
LLM.TrackPeaks | Track peak memory in each category since process start rather than current frame's value. |
LLMSnapshot | Takes a single LLM Snapshot of one frame. This command requires the commandline -llmdisableautopublish |
LMDEBUGMAT | Sorry: Exec commands have no help |
LMDEBUGPAD | Sorry: Exec commands have no help |
LMIMM | Sorry: Exec commands have no help |
LMIMMEDIATE | Sorry: Exec commands have no help |
LMIMP | Sorry: Exec commands have no help |
LMPADDING | Sorry: Exec commands have no help |
LMPROFILE | Sorry: Exec commands have no help |
LMSORT | Sorry: Exec commands have no help |
LOAD | Sorry: Exec commands have no help |
LoadPackage | Loads packages by names. Usage: LoadPackage [ ...] |
LoadPackageAsync | Loads packages async by names. Usage: LoadPackageAsync [ ...] |
LoadTimes.DumpReport | Dumps a report about the amount of time spent loading assets |
LoadTimes.DumpTracking | Dump high level load times being tracked |
LoadTimes.DumpTrackingLow | Dump low level load times being tracked |
LoadTimes.Reset | Resets accumulated report data |
LoadTimes.ResetTracking | Reset load time tracking |
LoadTimes.StartAccumulating | Starts capturing fine-grained accumulated load time data |
LoadTimes.StopAccumulating | Stops capturing fine-grained accumulated load time data and dump the results |
Localization.AsyncLoadLocalizationData | True to load localization data asynchronously (non-blocking), or False to load it synchronously (blocking) |
Localization.AsyncLoadLocalizationDataOnLanguageChange | True to load localization data asynchronously (non-blocking) when the language changes, or False to load it synchronously (blocking) |
Localization.DumpLiveTable | Dumps the current live table state to the log, optionally filtering it based on wildcard arguments for 'Namespace', 'Key', or 'DisplayString', eg) -Key=Foo, or -DisplayString="This is some text", or -Key=Bar*Baz -DisplayString="This is some other text" |
Localization.HangulTextWrappingMethod | 0: PerSyllable, 1: PerWord (default). |
Localization.SpanishUsesMinTwoGrouping | False: 1234 will use a group separator, True: 1234 will not use a group separator (default). |
Localization.SpanishUsesRAENumberFormat | False: Disabled (CLDR format), True: Enabled (RAE format, default). |
lod.TemporalLag | This controls the the time lag for temporal LOD, in seconds. |
LODGroups | Sorry: Exec commands have no help |
LOG | Sorry: Exec commands have no help |
log.Category | Defines if the categoy is included in each line in the log file and in what form. 0 = Do not log category 2 = Log the category (default) |
log.flushInterval | Logging interval in seconds |
log.Timestamp | Defines if time is included in each line in the log file and in what form. Layout: [time][frame mod 1000] 0 = Do not display log timestamps 1 = Log time stamps in UTC and frame time (default) e.g. [2015.11.25-21.28.50:803][376] 2 = Log timestamps in seconds elapsed since GStartTime e.g. [0130.29][420] 3 = Log timestamps in local time and frame time e.g. [2017.08.04-17.59.50:803][420] 4 = Log timestamps with the engine's timecode and frame time e.g. [17:59:50:18][420] |
LOGACTORCOUNTS | Sorry: Exec commands have no help |
LogBlueprintComponentInstanceCalls | Log Blueprint Component instance calls; debugging. |
LogCountedInstances | Dumps count of all tracked FInstanceCountingObject's |
LogCVarList | Sorry: Exec commands have no help |
LogGameThreadFNameChurn.Enable | If > 0, then collect sample game thread fname create, periodically print a report of the worst offenders. |
LogGameThreadFNameChurn.PrintFrequency | Number of frames between churn reports. |
LogGameThreadFNameChurn.RemoveAliases | If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower. |
LogGameThreadFNameChurn.SampleFrequency | Number of fname creates per sample. This is used to prevent churn sampling from slowing the game down too much. |
LogGameThreadFNameChurn.StackIgnore | Number of items to discard from the top of a stack frame. |
LogGameThreadFNameChurn.StackLen | Maximum number of stack frame items to keep. This improves aggregation because calls that originate from multiple places but end up in the same place will be accounted together. |
LogGameThreadFNameChurn.Threshhold | Minimum average number of fname creations per frame to include in the report. |
LogGameThreadMallocChurn.Enable | If > 0, then collect sample game thread malloc, realloc and free, periodically print a report of the worst offenders. |
LogGameThreadMallocChurn.PrintFrequency | Number of frames between churn reports. |
LogGameThreadMallocChurn.RemoveAliases | If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower. |
LogGameThreadMallocChurn.SampleFrequency | Number of allocs to skip between samples. This is used to prevent churn sampling from slowing the game down too much. |
LogGameThreadMallocChurn.StackIgnore | Number of items to discard from the top of a stack frame. |
LogGameThreadMallocChurn.StackLen | Maximum number of stack frame items to keep. This improves aggregation because calls that originate from multiple places but end up in the same place will be accounted together. |
LogGameThreadMallocChurn.Threshhold | Minimum average number of allocs per frame to include in the report. |
LogNavOctree | Sorry: Exec commands have no help |
LOGOUTSTATLEVELS | Sorry: Exec commands have no help |
ls.PrintNumLandscapeShadows | Prints the number of landscape components that cast shadows. |
LWI.Editor.GridSize | Sets the size of a grid that LWI managers will be generated with. |
MACRO | Sorry: Exec commands have no help |
Mainframe.ShowRestoreAssetsPromptOnStartup | |
MainFrame.ToggleFullscreen | Toggles the editor between "full screen" mode and "normal" mode. In full screen mode, the task bar and window title area are hidden. |
MallocBinned2.FlushThreadCacheMaxWaitTime | The threshold of time before warning about FlushCurrentThreadCache taking too long (seconds). |
MallocBinned3.FlushThreadCacheMaxWaitTime | The threshold of time before warning about FlushCurrentThreadCache taking too long (seconds). |
mallocleak.clear | Clears recorded allocation info |
mallocleak.report | Writes malloc leak reports |
mallocleak.start | Starts tracking allocations. Args -report=[secs] -size=[filter] |
mallocleak.stop | Stops tracking allocations |
MallocStomp.OverrunTest | Overrun test for the FMallocStomp |
MallocStomp2.Disable | Disable MallocStomp2 |
MallocStomp2.Enable | Enable MallocStomp2 |
MallocStomp2.MaxSize | Set the maximum size MallocStomp2 should track |
MallocStomp2.MinSize | Set the minimum size MallocStomp2 should track |
MallocStomp2.OverrunTest | Overrun test for the FMallocStomp2 |
MAP | Sorry: Exec commands have no help |
MappedFileTest | Tests the file mappings through the low level. |
material dumpdebuginfo | Sorry: Exec commands have no help |
MaterialBaking.ForceDisableEmissiveScaling | If set to true, values stored in the emissive textures will be clamped to the [0, 1] range rather than being normalized and scaled back using the EmissiveScale material static parameter. |
MaterialBaking.RenderDocCapture | Determines whether or not to trigger a RenderDoc capture. 0: Turned Off 1: Turned On |
MaterialBaking.SaveIntermediateTextures | Determines whether or not to save out intermediate BMP images for each flattened material property. 0: Turned Off 1: Turned On |
MaterialBaking.UseMaterialProxyCaching | Determines whether or not Material Proxies should be cached to speed up material baking. 0: Turned Off 1: Turned On |
MaterialBaking.VTWarmupFrames | Number of frames to render for virtual texture warmup when material baking. |
MaterialUtilities.WarmupFrames | Number of frames to render before each capture in order to warmup various rendering systems (VT/Nanite/etc). |
MaxAssetFullPath | Maximum full path name of an asset. |
MEDIA | Sorry: Exec commands have no help |
MediaIO.PreventFieldFlipping | Whether to enable an interlace field flipping fix. (Experimental) |
MEM | Sorry: Exec commands have no help |
memory.logGenericPlatformMemoryStats | Report Platform Memory Stats) |
memory.MemoryPressureCriticalThresholdMB | When the available physical memory drops below this threshold memory stats will consider this to be at critical pressure. Where a platform can specifically state it's memory pressure this test maybe ignored. 0 (default) critical pressure will not use the threshold. |
Memory.StaleTest | Test for Memory.UsePurgatory. *** Will crash the game! |
Memory.UsePoison | Uses the poison malloc proxy to check if things are relying on uninitialized or free'd memory. |
Memory.UsePurgatory | Uses the purgatory malloc proxy to check if things are writing to stale pointers. |
memory.WindowsPlatformMemoryGetStatsLimitTotalGB | Set a synthetic platform total memory size (in GB) which will be returned as Total and Available memory from GetStats |
MemReport | Sorry: Exec commands have no help |
MemReportDeferred | Sorry: Exec commands have no help |
MERGEMESH | Sorry: Exec commands have no help |
MESH | Sorry: Exec commands have no help |
MESHMAP | Sorry: Exec commands have no help |
MessageBus.UDP.BadEndpointPeriod | The period of time, in seconds, between endpoint socket errors to be considered a bad endpoint. |
MessageBus.UDP.ClearDenyList | Clear the UDP socket deny list. |
MessageBus.UDP.ConnectionsToError | Connections to error out on when MessageBus.UDP.InduceSocketError is enabled. This can be a comma separated list in the form IPAddr2:port,IPAddr3:port |
MessageBus.UDP.EndpointDenyListEnabled | Specifies if the endpoint deny list is enabled. If enabled, a problematic endpoint will be tagged for possible exclusion from communication.The maximum attempts allowed is determined by MessageBus.UDP.MaxRetriesForBadEndpoint |
MessageBus.UDP.InduceSocketError | This CVar can be used to induce a socket failure on outbound communication. Any non zero value will force the output socket connection to fail if the IP address matches one of the values in MessageBus.UDP.ConnectionsToError. The list can be cleared by invoking MessageBus.UDP.ClearDenyList. |
MessageBus.UDP.MaxRetriesForBadEndpoint | The maximum number of retries that will be attempted when a socket connection fails to reach an endpoint. |
MessageBus.UDP.SegmenterMaxResends | The number of attempts to resend data to an endpoint. Values are clamped between 1 and 100. |
MessageBus.UDP.SegmenterTimeout | The number of milliseconds to wait for a segment to be acknowledge before attempting to resend. Values are clamped between 10 and 1000 |
MESSAGING | Sorry: Exec commands have no help |
Metadata.Dump | Dump all MetaData |
mmio.enable | If > 0, then enable memory mapped IO on platforms that support it. |
ModalTest | Sorry: Exec commands have no help |
MODE | Sorry: Exec commands have no help |
modeling.CreateMesh.IgnoreProjectSettings | If enabled, do not use the preferences set in Modeling Tools' Project Settings when constructing new mesh objects |
modeling.EnablePolyModel | Enable prototype PolyEdit tab |
modeling.EnablePresets | Enable tool preset features and UX |
modeling.EnablePrototypes | Enable unsupported Experimental prototype Modeling Tools |
modeling.EnableVolumeSnapping | Enable snapping to volumes |
modeling.PolyEdit.EdgeLimit | Maximal number of edges that PolyEd and TriEd support. Meshes that would require more than this number of edges to be rendered in PolyEd or TriEd force the tools to be disabled to avoid hanging the editor. |
modeling.Selection.EnableStaticMeshLocking | Control whether Selection Locking is enabled by default for Static Meshes |
modeling.Selection.EnableVolumeLocking | Control whether Selection Locking is enabled by default for Volumes |
modeling.Selection.FullHoverHighlights | Use full selection hover highlights instead of simplified highlights |
modeling.UVEditor.UDIMSupport | Enable experimental UDIM support in the UVEditor |
modeling.VolumeMaxTriCount | Limit on triangle count for Volumes that will be emitted by modeling tools. Meshes above this limit will be auto-simplified. |
modeling.WorldRenderCapture.VTWarmupFrames | Number of frames to render before each capture in order to warmup the VT. |
Module | Sorry: Exec commands have no help |
Mount | Sorry: Exec commands have no help |
MovieScene.LegacyConversionFrameRate | Specifies default tick resolution for UMovieScene data saved before 4.20 (default: 60000fps). Examples: 60000 fps, 120/1 (120 fps), 30000/1001 (29.97), 0.01s (10ms). |
MovieScene.RemoveMutedTracksOnCook | If 1 remove muted tracks on cook, otherwise leave as is. |
n.bNavmeshAllowPartitionedBuildingFromEditor | Enable experimental navmesh partition building. Deprecated 5.3: use ai.nav.bNavmeshAllowPartitionedBuildingFromEditor instead. |
n.IpNetDriverMaxFrameTimeBeforeAlert | Time to spend processing networking data in a single frame before an alert is raised (in seconds) It may get called multiple times in a single frame if additional processing after a previous alert exceeds the threshold again default: 1 s |
n.IpNetDriverMaxFrameTimeBeforeLogging | Time to spend processing networking data in a single frame before an output log warning is printed (in seconds) default: 10 s |
n.VerifyPeer | Sets libcurl's CURLOPT_SSL_VERIFYPEER option to verify authenticity of the peer's certificate. 0 = disable (allows self-signed certificates) 1 = enable [default] |
NaniteStats | Sorry: Exec commands have no help |
NET | Sorry: Exec commands have no help |
net.ActorChannelPool | If nonzero, actor channels will be pooled to save memory and object creation cost. |
net.ActorReport | |
net.AllowAsyncLoading | Allow async loading of unloaded assets referenced in packets. If false the client will hitch and immediately load the asset, if true the packet will be delayed while the asset is async loaded. net.DelayUnmappedRPCs can be enabled to delay RPCs relying on async loading assets. |
net.AllowClientRemapCacheObject | When enabled, we will allow clients to remap read only cache objects and keep the same NetGUID. |
net.AllowEncryption | If true, the engine will attempt to load an encryption PacketHandler component and fill in the EncryptionToken parameter of the NMT_Hello message based on the ?EncryptionToken= URL option and call callbacks if it's non-empty. Additionally, a value of '2' will make the EncryptionToken required - which is enforced serverside. (0 = Disabled, 1 = Allowed (default), 2 = Required) |
net.AllowPIESeamlessTravel | When true, allow seamless travels in single process PIE. |
net.AllowReliableMulticastToNonRelevantChannels | Allow Reliable Server Multicasts to be sent to non-Relevant Actors, as long as their is an existing ActorChannel. |
net.AllowRPCDoSDetectionBlocking | Overrides whether or not RPC DoS Detection RPC blocking is allowed. 0 = disabled, 1 = enabled. |
net.AllowRPCDoSDetectionKicking | Overrides whether or not RPC DoS Detection kicking is enabled. 0 = disabled, 1 = enabled. |
net.AlwaysUpdateGuidReferenceMapForNetSerializeObjectStruct | Requires net.TrackNetSerializeObjectReferences. If true, entries in the GuidReferenceMap for NetSerialize struct properties with object properties will always be updated, not just when the Guid changes or goes NULL. This should prevent issues with old property data being applied when an unmapped actor ref in the struct is mapped. |
net.BitReader.EnsureOnOverflow | Ensures if BitReader overflows. 'BitReader.LogFatalOnOverflow' takes precedence over this, if set. |
net.BlockSend | When enabled, blocks packet sends on NetConnection's. |
net.CheckNoLoadPackages | If enabled, check the no load flag in GetObjectFromNetGUID before forcing a sync load on packages that are not marked IsFullyLoaded |
Net.CheckPushBPRepIndexAgainstName | When enabled, validates that BP generated values passed to MarkPropertyDirtyFromRepIndex match the actual property data |
net.ClientToServerUnreliableRPCQueueSize | Maximum number of unreliable RPCs queued for sending from the client to the server. If more RPCs are queued then older ones will be dropped. |
net.CloseTimingDebug | Logs the last packet send/receive and TickFlush/TickDispatch times, on connection close - for debugging blocked send/recv paths. |
net.ContextDebug | Debugging option to set a context string during replication |
net.ControlChannelDestructionInfo | If enabled, send destruction info updates via the control channel instead of creating a new actor channel.0: Old behavior, use an actor channel. 1: New behavior, use the control channel |
Net.CreateBandwidthGenerator | |
net.CurrentHandshakeVersion | The current supported stateless handshake protocol version (numeric) |
net.DebugAppendResolverAddress | If this is set, all IP address resolution methods will add the value of this CVAR to the list of results.This allows for testing resolution functionality across all multiple addresses with the end goal of having a successful result(being the value of this CVAR) |
net.DebugDraw | Draws debug information for network dormancy and relevancy 1 Enables network debug drawing. 0 disables. |
net.DebugDrawCullDistance | Cull distance for net.DebugDraw. World UnitsMax world units an actor can be away from the local view to draw its dormancy status. Zero disables culling |
net.DebugDualIPs | If true, will duplicate every packet received, and process with a new (deterministic) IP, to emulate receiving client packets from dual IP's - which can happen under real-world network conditions(only supports a single client on the server). |
net.DebugInitialConnect | When enabled, periodically logs socket-level send stats clientside, until a packet is successfully received to verify connection. |
net.DebugInitialConnectLogFrequency | The amount of time, in seconds, between initial connect debug logging. |
net.DelayUnmappedRPCs | If true delay received RPCs with unmapped object references until they are received or loaded, if false RPCs will execute immediately with null parameters. This can be used with net.AllowAsyncLoading to avoid null asset parameters during async loads. |
net.DeleteDormantActor | Lists open actor channels |
net.DelinquencyNumberOfTopOffendersToTrack | When > 0 , this will be the number of 'TopOffenders' that are tracked by the PackageMap and GuidCache for Queued Actors and Async Loads respectively. net.TrackAsyncLoadingGUIDThreshold / net.TrackQueuedActorThreshold still dictate whether or not any of these items are tracked. |
net.DeltaInitialFastArrayElements | If true, send delta struct changelists for initial fast array elements. |
net.DisableBandwithThrottling | Forces IsNetReady to always return true. Not available in shipping builds. |
net.DisableIPv6 | If true, IPv6 will not resolve and its usage will be avoided when possible |
net.DisableRemapScriptActors | When set, disables name remapping of compiled script actors (for networking) |
net.DiscardTornOffActorRPCs | If enabled, discard RPCs if the actor has been torn off. |
net.DisconnectSimulatedConnections | Disconnects some simulated connections (0 = all) |
net.DoHandshakeVersionFallback | Whether or not to (clientside) perform randomized falling-back to previous versions of the handshake protocol, upon failure. |
net.DoPacketOrderCorrection | Whether or not to try to fix 'out of order' packet sequences, by caching packets and waiting for the missing sequence. |
net.DoPropertyChecksum | When true and ENABLE_PROPERTY_CHECKSUMS is defined, checksums of replicated properties are compared on client and server |
net.DormancyEnable | Enables Network Dormancy System for reducing CPU and bandwidth overhead of infrequently updated actors 1 Enables network dormancy. 0 disables network dormancy. |
net.DormancyHysteresis | When > 0, represents the time we'll wait before letting a channel become fully dormant (in seconds). This can prevent churn when objects are going in and out of dormant more frequently than normal. |
net.DormancyValidate | Validates that dormant actors do not change state while in a dormant state (on server only)0: Dont validate. 1: Validate on wake up. 2: Validate on each net update |
net.DumpRelevantActors | Dumps information on relevant actors during next network update |
net.EnableCongestionControl | Enables congestion control module. |
net.EnableDetailedScopeCounters | Enables detailed networking scope cycle counters. There are often lots of these which can negatively impact performance. |
net.EnableNetInitialSubObjects | Enables new SubObjects to set bNetInitial to true to make sure all replicated properties are replicated. |
net.FilterGuidRemapping | Remove destroyed and parent guids from unmapped list |
net.ForceNetFlush | Immediately flush send buffer when written to (helps trace packet writes - WARNING: May be unstable). |
net.ForceOnePacketPerBunch | When set to true it will enable AutoFlush on all connections and force a packet to be sent for every bunch we create. This forces one packet per replicated actor and can help find rare ordering bugs |
Net.GenerateConstantBandwidth | Deliver a constant throughput every tick to generate the specified Kilobytes per sec. Usage: Net.GenerateBandwidth KilobytesPerSecond |
Net.GeneratePeriodicBandwidthSpike | Generates a spike of bandwidth every X milliseconds. Usage: Net.GeneratePeriodicBandwidthSpike SpikeInKb PeriodInMS |
net.HandshakeEnforceNetworkCLVersion | Whether or not the stateless handshake should enforce the Network CL version, instead of the higher level netcode. |
net.HandshakeResendInterval | The delay between resending handshake packets which we have not received a response for. |
net.IgnoreNetworkChecksumMismatch | If true, the integrity checksum on packagemap objects will be ignored, which can cause issues with out of sync data |
net.InstantReplayProcessQueuedBunchesMillisecondLimit | Time threshold for processing queued bunches during instant replays. If it takes longer than this in a single frame, wait until the next frame to continue processing queued bunches. For unlimited time, set to 0. |
net.IpConnectionDisableResolution | If enabled, any future ip connections will not use resolution methods. |
net.IpConnectionUseSendTasks | If true, the IpConnection will call the socket's SendTo function in a task graph task so that it can run off the game thread. |
net.IpNetDriverReceiveThreadPollTimeMS | If net.IpNetDriverUseReceiveThread is true, the number of milliseconds to use as the timeout value for FSocket::Wait on the receive thread. A negative value means to wait indefinitely (FSocket::Shutdown should cancel it though). |
net.IpNetDriverReceiveThreadQueueMaxPackets | If net.IpNetDriverUseReceiveThread is true, the maximum number of packets that can be waiting in the queue. Additional packets received will be dropped. |
net.IpNetDriverUseReceiveThread | If true, the IpNetDriver will call the socket's RecvFrom function on a separate thread (not the game thread) |
net.iris.AllowAsyncLoading | Flag to allow or disallow async loading when using iris replication. Note: net.allowAsyncLoading must also be enabled. |
net.Iris.AllowPollPeriodOverrides | Whether we allow poll period overrides set in ObjectReplicationBridgeConfig. Default is true. |
net.Iris.bWarnAboutStructPropertiesWithSuspectedNotReplicatedProperties | Try to detect if a struct replicated as a property might contain unannotated members, disabled by default. |
Net.Iris.CullNonRelevant | When enabled will cull replicated actors that are not relevant to any client. |
Net.Iris.DebugName | Set a class name or object name to break on. |
Net.Iris.DebugNetInternalIndex | Specify an internal index that we will break on (or none to turn off). |
Net.Iris.DebugNetRefHandle | Specify a NetRefHandle ID that we will break on (or none to turn off). |
Net.Iris.DebugRPCName | Set the name of an RPC to break on. |
net.Iris.DeferEndReplication | bDeferEndReplication if true calls to EndReplication will be defered until after we have applied statedata. Default is true. |
net.Iris.DeltaCompressInitialState | if true we compare with default state when serializing inital state. |
net.Iris.EnableDeltaCompression | Enable delta compression for replicated objects. Default is true. |
net.Iris.EnableFilterMappings | Whether we honor filter mappings set in ObjectReplicationBridgeConfig. If filter mappings are enabled then objects may also be assigned the default spatial filter even if there aren't any specific mappings. Default is true. |
net.Iris.EnableForceNetUpdate | When true the system only allows ForceNetUpdate to skip the poll frequency of objects. When false any MarkDirty object will be immediately polled. |
net.Iris.EnableRPCs | If > 0 let Iris replicate and execute RPCs. |
net.Iris.ExecuteReliableRPCsBeforeOnReps | If true and Iris runs in backwards compatibility mode then reliable RPCs will be executed before OnReps on the target object. Default is false. |
net.iris.ForceFullCopyAndQuantize | When enabled a full copy and quantize will be used, if disabled we will only copy and quantize dirty state data. |
net.Iris.ForcePruneBeforeUpdate | Verify integrity of all tracked instances at the start of every update. |
net.Iris.IrisPreExportExistingNetTokensOnConnect | If true we will enqueue all existing NetTokens for pre-export when a new connection is added. |
net.Iris.LogReplicationProtocols | If true, log all created replication protocols. |
net.Iris.MinimumNumberOfFramesBetweenBaselines | Minimum number of frames between creation of new delta compression baselines for an object. Default is 60. |
net.Iris.OnlyQuantizeDirtyMembers | if true we only quantize members marked as dirty unless this is a new object. |
net.Iris.PushModelMode | 0 = disabled but runtime togglable, 1 = enabled and not togglable, 2 = enabled but runtime togglable. Requires Net.IsPushModelEnabled is true and WITH_PUSH_MODEL > 0 to use push based dirtiness in the backwards compatibility mode. |
net.Iris.ReplicationWriter.ValidateObjectsWithDirtyChanges | Ensure that we don't try to mark invalid objects as dirty when they shouldn't. |
net.Iris.SaturateBandwidth | Whether to saturate the bandwidth or not. Default is false. |
net.Iris.UseChangeMaskForTArray | Enable or disable the use of a changemask for individual elements in TArrays. When enabled and packet loss occurs the received array may not reflect a state which was ever present on the sending side since the array won't be replicated atomically. Enabled by default. |
net.Iris.UseDormancyToFilterPolling | Whether we should use dormancy to filter out objects that we should not poll. Default is true. |
net.Iris.UseFrequencyBasedPolling | Whether to use frequency based polling or not. Default is true. |
net.Iris.UseIrisReplication | Enables Iris replication system. 0 will fallback to legacy replicationsystem. |
net.Iris.UseNativeFastArray | Enable or disable IrisNativeFastArray. |
net.Iris.UsePrevReceivedStateForOnReps | If true OnReps will use the previous received state when doing onreps and not do any compares, if set to false we will copy the local state and do a compare before issuing onreps |
net.Iris.UseSupportsStructNetSerializerList | If enabled structs in the SupportsStructNetSerializerList will not raise warnings even if the struct has a NetSerialize/NetDeltaSerialize but has no custom NetSerializer. |
net.Iris.WarnAboutDroppedAttachmentsToObjectsNotInScope | Warn when attachments are dropped due to object not in scope. Default is false. |
net.Iris.WarnAboutStructsWithCustomSerialization | Warn when generating descriptors for structs with custom serialization. |
Net.IsPushModelEnabled | Whether or not Push Model is enabled. This networking mode allows game code to notify the networking system of changes, rather than scraping. |
net.ListActorChannels | Lists open actor channels |
net.ListNetGUIDExports | Lists open actor channels |
net.ListNetGUIDs | Lists NetGUIDs for actors |
Net.LogPendingGuidsOnShutdown | |
Net.LogSkippedRepNotifies | Log when the networking code skips calling a repnotify clientside due to the property value not changing. |
net.LogUnhandledFaults | Whether or not to warn about unhandled net faults (could be deliberate, depending on implementation). 0 = off, 1 = log once, 2 = log always. |
net.MagicHeader | String representing binary bits which are prepended to every packet sent by the game. Max length: 32 bits. |
Net.MakeBpPropertiesPushModel | Whether or not properties declared in Blueprints will be forced to used Push Model |
net.MaxAggregateIPLogs | The maximum number of IP's to include in aggregated pre-connection logging, before such logging is disabled altogether (Min: 1, Max: 128). |
net.MaxChannelSize | The maximum number of network channels allowed across the entire server, if <= 0 the connection DefaultMaxChannelSize will be used. |
net.MaxClientGuidRemaps | Max client resolves of unmapped network guids per tick |
net.MaxConnectionsToTickPerServerFrame | When non-zero, the maximum number of channels that will have changed replicated to them per server update |
net.MaxConstructedPartialBunchSizeBytes | The maximum size allowed for Partial Bunches. |
net.MaxIPHitLogs | The maximum number of times to individually log a specific IP pre-connection, before aggregating further logs. |
net.MaxNetStringSize | Maximum allowed size for strings sent/received by the netcode (in bytes). |
net.MaxNumberOfAllowedTArrayChangesPerUpdate | |
net.MaxNumberOfAllowedTArrayDeletionsPerUpdate | |
net.MaxPlayersOverride | If greater than 0, will override the standard max players count. Useful for testing full servers. |
net.MaxRPCPerNetUpdate | Maximum number of unreliable multicast RPC calls allowed per net update, additional ones will be dropped |
net.MaxSerializedNetExportGroups | Maximum number of network export groups we would expect to receive in a bunch |
net.MaxSerializedNetExportsPerGroup | Maximum number of network exports in each group we would expect to receive in a bunch |
net.MaxSerializedNetGuids | Maximum number of network guids we would expect to receive in a bunch |
net.MaxSerializedReplayNetGuids | Maximum number of network guids we would expect to receive in replay export data. |
net.MaxSimultaneousObjectsWithRPCs | Maximum number of objects that can have unsent RPCs at the same time. |
net.MinHandshakeVersion | The minimum supported stateless handshake protocol version (numeric). |
net.Montage.Debug | Prints Replication information about AnimMontages 0: no print. 1: Print AnimMontage info on client side as they are played. |
net.NetFaultRecoveryLogQuotaChecks | Whether or not to enable debug logging for quota checks (useful for debugging new net faults used with 'RegisterCounterCategory') |
Net.NetGuidCacheHistoryEnabled | When enabled, allows logging of NetGUIDCache History. Warning, this can eat up a lot of memory, and won't free itself until the Cache is destroyed. |
net.NetPingDebugDump | Whether or not to dump NetPing ping values to log every 5 seconds. |
net.NetPingEnabled | Whether or not the NetPing ping handling interface is enabled. Used for centralized ping tracking, and ICMP/UDP ping. (Valid values: 0 = Off, 1 = Enabled for client, 2 = Enabled for server and client, 3 = Enabled for server only) |
net.NetPingICMPInterval | Specifies the interval (in seconds) for performing ICMP pings. |
net.NetPingTimeoutDisableThreshold | The number of times to send an ICMP/UDP ping when at a failure/timeout rate of 100%, before giving up and disabling pings. |
net.NetPingTypes | A comma-delimited list of EPingType pings to enable, and (optionally) the EPingAverageType averaging to apply to the ping (e.g: "RoundTrip=None,RoundTripExclFrame=PlayerStateAvg,ICMP=MovingAverage"). |
net.NetPingUDPInterval | Specifies the interval (in seconds) for performing UDP pings. |
net.NetPingUDPPort | For 'UDPQoS' ping type, sets the port used for pinging. |
net.NetServerMoveTimestampExpiredWarningThreshold | Tolerance for ServerMove() to warn when client moves are expired more than this time threshold behind the server. |
net.OodleClientEnableMode | When to enable compression on the client (overrides the 'ClientEnableMode' .ini setting). |
net.OodleMinSizeForCompression | The minimum size an outgoing packet must be, for it to be considered for compression (does not count overhead of handler components which process packets after Oodle). |
net.OodleNetwork.TimeGuardLimit | Sets the maximum number of OodleNetworkHandlerComponent timeguard logs. |
net.OodleNetwork.TimeGuardThresholdMS | Threshold in milliseconds for the OodleNetworkHandlerComponent timeguard. |
net.OodleServerEnableMode | When to enable compression on the server (overrides the 'ServerEnableMode' .ini setting). |
net.OptimizedRemapping | Uses optimized path to remap unmapped network guids |
net.PackageMap.DebugAll | Debugs PackageMap serialization of all objects |
net.PackageMap.DebugObject | Debugs PackageMap serialization of objectPartial name of object to debug |
net.Packagemap.FindNetGUID | Looks up object that was assigned a given NetGUID |
net.PackageMap.LongLoadThreshhold | Threshhold time in seconds for printing long load warnings in object serialization |
net.PacketHandlerCRCDump | Enables or disables dumping of packet CRC's for every HandlerComponent, Incoming and Outgoing, for debugging. |
net.PacketHandlerTimeguardLimit | Sets the maximum number of HandlerComponent timeguard logs. |
net.PacketHandlerTimeguardThresholdMS | Threshold in milliseconds for the HandlerComponent timeguard, Incoming and Outgoing. |
net.PacketOrderCorrectionEnableThreshold | The number of 'out of order' packet sequences that need to occur, before correction is enabled. |
net.PacketOrderMaxCachedPackets | (NOTE: Must be power of 2!) The maximum number of packets to cache while waiting for missing packet sequences, before treating missing packets as lost. |
net.PacketOrderMaxMissingPackets | The maximum number of missed packet sequences that is allowed, before treating missing packets as lost. |
net.PartialBunchReliableThreshold | If a bunch is broken up into this many partial bunches are more, we will send it reliable even if the original bunch was not reliable. Partial bunches are atonmic and must all make it over to be used |
net.PingDisplayServerTime | Show server frame time. Not available in shipping builds. |
net.PingExcludeFrameTime | If true, game frame times are subtracted from calculated ping to approximate actual network ping |
net.PingUsePacketRecvTime | Use OS or Receive Thread packet receive time, for calculating the ping. Excludes frame time. |
net.ProcessQueuedBunchesMillisecondLimit | Time threshold for processing queued bunches. If it takes longer than this in a single frame, wait until the next frame to continue processing queued bunches. For unlimited time, set to 0. |
Net.ProfilerUseComparisonTracking | |
net.PushModelSkipUndirtiedFastArrays | When true, include fast arrays when skipping objects that we can safely see aren't dirty. |
net.PushModelSkipUndirtiedReplication | When true, skip replicating any objects that we can safely see aren't dirty. |
net.PushModelValidateProperties | When true, we will compare all push model properties and warn if they haven't been marked dirty properly. |
net.PushModelValidateSkipUpdate | If enabled, detect when we thought we could skip an object replication based on push model state, but we sent data anyway. |
net.QuantizeActorLocationOnSpawn | When enabled, we will quantize Location for newly spawned actors to a single decimal of precision. |
net.QuantizeActorRotationOnSpawn | When enabled, we will quantize Rotation for newly spawned actors to a single decimal of precision. |
net.QuantizeActorScaleOnSpawn | When enabled, we will quantize Scale for newly spawned actors to a single decimal of precision. |
net.QuantizeActorVelocityOnSpawn | When enabled, we will quantize Velocity for newly spawned actors to a single decimal of precision. |
net.QueuedBunchTimeoutSeconds | Time in seconds to wait for queued bunches on a channel to flush before logging a warning. |
net.RandomizeSequence | Randomize initial packet sequence, can provide some obfuscation |
net.RcvThreadShouldSleepForLongRecvErrors | Whether or not the receive thread should sleep for RecvFrom errors which are expected to last a long time. 0 = don't sleep, 1 = sleep, 2 = exit receive thread. |
net.RcvThreadSleepTimeForWaitableErrorsInSeconds | Time the receive thread will sleep when a waitable error is returned by a socket operation. |
net.RecreateSocketCooldown | The minimum amount of time, in seconds, between socket recreation attempts. |
net.RecreateSocketTimeoutThreshold | The amount of time, in seconds, without receiving a packet or alternatively without a send ack, before triggering socket recreation. (0.0 = off) |
net.RecvMultiCapacity | When RecvMulti is enabled, this is the number of packets it is allocated to handle per call - bigger is better (especially under a DDoS), but keep an eye on memory cost. |
net.Reliable.Debug | Print all reliable bunches sent over the network 0: no print. 1: Print bunches as they are sent. 2: Print reliable bunch buffer each net update |
net.ReliableRPCQueueSize | Maximum number of reliable RPCs queued per object. This is in addition to the 256 that are in the send window. This is to support very large RPCs that are split into smaller pieces. |
net.RelinkMappedReferences | |
Net.RepDriver.Enable | Enables Replication Driver. 0 will fallback to legacy NetDriver implementation. |
net.ReplicateCustomDeltaPropertiesInRepIndexOrder | If false (default) custom delta properties will replicate in the same order as they're added to the lifetime property array during the call to GetLifetimeReplicatedProps. If true custom delta properties will be replicated in the property RepIndex order, which is typically in increasing property offset order. Note that custom delta properties are always serialized after regular properties. |
net.ReplicateOnlyBeginPlay | Only allow property replication of actors that had BeginPlay called on them. |
net.Replication.DebugProperty | Debugs Replication of property by name, this should be set to the partial name of the property to debug |
Net.RepMovement.DrawDebug | |
net.ReportGameTickFlushTime | Record and report to the perf tracking system the processing time of the GameNetDriver's TickFlush. |
net.ReportSyncLoads | If enabled, the engine will track objects loaded by the networking system and broadcast FNetDelegates::OnSyncLoadDetected to report them.By default they are logged to the LogNetSyncLoads category. |
net.RequiredEncryptionNetDriverDefNames | Comma-delimited list of NetDriverDefinition's where 'IsEncryptionRequired' will return true, when 'net.AllowEncryption' is 2. (specifying 'all' will enable this for all NetDriverDefinition's) |
net.ReservedNetGuidSize | Reserved size in bytes for NetGUID serialization, used as a placeholder for later serialization |
net.ResetAckStatePostSeamlessTravel | If 1, the server will reset the ack state of the package map after seamless travel. Increases bandwidth usage, but may resolve some issues with GUIDs not being available on clients after seamlessly traveling. |
Net.ReuseReplicatorsForDormantObjects | When true, Server's will persist and attempt to reuse replicators for Dormant Actors and Objects. This can cut down on bandwidth by preventing redundant information from being sent when waking objects from Dormancy. |
net.RPC.Debug | Print all RPC bunches sent over the network 0: no print. 1: Print bunches as they are sent. |
net.RPCDoSAnalyticsMaxRPCs | The top 'x' number of RPC's to include in RPC DoS analytics, ranked by RPC rate per Second. |
net.RPCDoSDetectionOverride | Overrides whether or not RPC DoS Detection is enabled per-NetDriver. 0 = disabled, 1 = enabled. Example: net.RPCDoSDetectionOverride=GameNetDriver=1,BeaconNetDriver=0 |
net.RPCDoSForcedRPCTracking | Sets a single RPC that, when encountered, forcibly enables RPC tracking (limited to one RPC for performance). Can also specify a random chance, between 0.0 and 1.0, for when encountering the RPC enables tracking, and a length of time for leaving tracking enabled (disables the next tick, otherwise).Example (50% chance for 10 seconds): net.RPCDoSForcedRPCTracking=ServerAdmin,0.5,10 |
net.RPCDoSScopeDebugging | Sets whether or not debugging/ensures for RPC DoS Tick/Packet scopes should be enabled. |
net.ShareInitialCompareState | If true and net.ShareShadowState is enabled, attempt to also share initial replication compares across connections. |
net.ShareSerializedData | If true, enable shared serialization system used by replication to reduce CPU usage when multiple clients need the same data |
net.ShareShadowState | If true, work done to compare properties will be shared across connections |
net.SimulateConnections | Starts a Simulated Net Driver |
net.SkipDestroyNetStartupActorsOnChannelCloseDueToLevelUnloaded | Controls if Actor that is a NetStartUpActor assosciated with the channel is destroyed or not when we receive a channel close with ECloseReason::LevelUnloaded. |
net.SkipReplicatorForDestructionInfos | If enabled, skip creation of object replicator in SetChannelActor when we know there is no content payload and we're going to immediately destroy the actor. |
net.SubObjects.CompareWithLegacy | When turned on we will collect the subobjects replicated by the ReplicateSubObjects method and compare them with the ones replicated via the Actor's registered list. If a divergence is detected it will trigger an ensure. |
net.SubObjects.DefaultUseSubObjectReplicationList | Do actors and actorcomponents replicate subobjects using the registration method by default. |
net.SubObjects.DetectDeprecatedReplicatedSubObjects | When turned on, we trigger an ensure if we detect a ReplicateSubObjects() function is still implemented in a class that is using the new SubObject list. |
net.SubObjects.LogAllComparisonErrors | If enabled log all the errors detected by the CompareWithLegacy cheat. Otherwise only the first ensure triggered gets logged. |
net.SupportFastArrayDelta | Whether or not Fast Array Struct Delta Serialization is enabled. |
net.TestObjRefSerialize | Attempts to replicate an object reference to all clients |
net.TickAllOpenChannels | If nonzero, each net connection will tick all of its open channels every tick. Leaving this off will improve performance. |
net.TrackAsyncLoadingGUIDThreshold | When > 0, any objects that take longer than the threshold to async load will be tracked. Threshold in seconds, @see FNetGUIDCache::ConsumeDelinquencyAnalytics. Used for Debugging and Analytics |
net.TrackAsyncLoadingGUIDThresholdOwner | When > 0, if the Net Connection's owning Controller or Pawn is waiting on Async Loads for longer than this threshold, we will fire a CSV Event to track it. Used for Debugging and Profiling |
net.TrackDormantObjectsByLevel | When true, network object list will maintain a set of dormant actors per connnection per level. |
net.TrackFlushedDormantObjects | If enabled, track dormant subobjects when dormancy is flushed, so they can be properly deleted if destroyed prior to the next ReplicateActor. |
net.TrackNetSerializeObjectReferences | If true, we will create small layouts for Net Serialize Structs if they have Object Properties. This can prevent some Shadow State GC crashes. |
net.TrackQueuedActorThreshold | When > 0, any actors that spend longer than the threshold with queued bunches will be tracked. Threshold in seconds, @see UPackageMap::ConsumeDelinquencyAnalytics. Used for Debugging and Analytics |
net.TrackQueuedActorThresholdOwner | When > 0, if the Net Connection's owning Controller or Pawn has Queued Bunches for longer than this threshold, we will fire a CSV Event to track it. Used for Debugging and Profiling |
net.UnreliableRPCQueueSize | Maximum number of unreliable RPCs queued per object. If more RPCs are queued then older ones will be dropped. |
net.UseAdaptiveNetUpdateFrequency | If 1, NetUpdateFrequency will be calculated based on how often actors actually send something when replicating |
Net.UseGranularNetworkTracking | When enabled, Obj List will print out highly detailed information about Network Memory Usage |
Net.UsePackedShadowBuffers | When enabled, FRepLayout will generate shadow buffers that are packed with only the necessary NetProperties, instead of copying entire object state. |
net.UseRecvMulti | If true, and if running on a Unix/Linux platform, multiple packets will be retrieved from the socket with one syscall, improving performance and also allowing retrieval of timestamp information. |
net.UseRecvTimestamps | If true and if net.UseRecvMulti is also true, on a Unix/Linux platform, the kernel timestamp will be retrieved for each packet received, providing more accurate ping calculations. |
net.ValidateReplicatedPropertyRegistration | Warns if replicated properties were not registered in GetLifetimeReplicatedProps. |
net.VerifyMagicHeader | Whether or not verification of the magic header is performed, prior to processing a packet. Disable if transitioning to a new magic header, while wishing to continue supporting the old header for a time. |
net.VerifyNetClientID | Whether or not verification of the packet ClientID value is performed. |
net.VerifyNetSessionID | Whether or not verification of the packet SessionID value is performed. |
net.VerifyShareSerializedData | Debug option to verify shared serialization data during replication |
net.WithArrayOnRepFix | If true, attempt to prevent issues with Arrays not receiving OnRep calls until their size changes if their Archetypes have different values from instances in levels. |
NetAnalytics.MinimumNumberOfPacketsForBurstTracking | The minimum number of packets that must have been notified (in our out) in order to consider a frame for packet loss by percentage.See NetAnalytics.PercentOfDroppedPacketsToConsiderBurst |
NetAnalytics.NumberOfConsecutiveDroppedPacketsToConsiderBurst | The number of packets lost in a row (in or out) for us to consider the frame as having bursts of packet loss.Not affected by NetAnalytics.MinimumNumberOfPacketsForBurstTracking. |
NetAnalytics.PercentOfDroppedPacketsToConsiderBurst | The percentage of packets lost in a frame (in or out) for us to consider the frame as having bursts of packet loss. See NetAnalytics.MinimumNumberOfPacketsForBurstTracking. |
NetEmulation.Off | Turn off network emulation |
NetEmulation.PktDup | Simulates sending/receiving duplicate network packets |
NetEmulation.PktEmulationProfile | Apply a preconfigured emulation profile. |
NetEmulation.PktIncomingLagMax | Sets maximum incoming packet latency |
NetEmulation.PktIncomingLagMin | Sets minimum incoming packet latency |
NetEmulation.PktIncomingLoss | Simulates incoming packet loss |
NetEmulation.PktJitter | Simulates outgoing packet jitter |
NetEmulation.PktLag | Simulates network packet lag |
NetEmulation.PktLagMax | Sets maximum outgoing packet latency) |
NetEmulation.PktLagMin | Sets minimum outgoing packet latency |
NetEmulation.PktLagVariance | Simulates variable network packet lag |
NetEmulation.PktLoss | Simulates network packet loss |
NetEmulation.PktOrder | Simulates network packets received out of order |
NETPROFILE | Sorry: Exec commands have no help |
networkfile | Sorry: Exec commands have no help |
networkversionoverride | Sets network version used for multiplayer |
NEW | Sorry: Exec commands have no help |
NEWANIM | Sorry: Exec commands have no help |
niagara.AllowAllNiagaraNodesInEmitterGraphs | If true, all nodes will be allowed in the Niagara emitter graphs. |
niagara.CreateShadersOnLoad | Whether to create Niagara's simulation shaders on load, which can reduce hitching, but use more memory. Otherwise they will be created as needed. |
Niagara.EmitterStatsFormat | 0 shows the particles count, ms, mb and state. 1 shows particles count. |
Niagara.GPUCountBufferSlack | Multiplier of the GPU count buffer size to prevent frequent re-allocation. |
Niagara.GPUCountManager.AllocateIncrement | If we run out of space for allocations this is how many allocate rather than a single entry. (default=64) |
Niagara.GPUCulling | Whether to frustum and camera distance cull particles on the GPU |
Niagara.GPUCulling.CPUToGPUThreshold | Particle count to move from a CPU sort to a GPU cull. -1 disables. (default=0) |
Niagara.GPUSorting.CPUToGPUThreshold | Particle count to move from a CPU sort to a GPU sort. -1 disables. (default=-1) |
Niagara.MinCulledGPUInstanceCount | Minimum number of culled (per-view) instance count entries allocated in the global buffer. (default=2048) |
Niagara.MinGPUInstanceCount | Minimum number of instance count entries allocated in the global buffer. (default=2048) |
Niagara.RadixSortThreshold | Instance count at which radix sort gets used instead of introspective sort. Set to -1 to never use radixsort. (default=400) |
Niagara.Ribbon.GpuAllocateMaxCount | When enabled (default) we allocate the maximum number of required elements.This can result in memory bloat if the count is highly variable but will be more stable performance wise |
Niagara.Ribbon.GpuBufferAlign | When not allocating the maximum number of required elements we align up the request elements to this size to improve buffer reuse. |
Niagara.Ribbon.GpuBufferCachePurgeCounter | The number of frames we hold onto ribbon buffer for.Where 0 (Default) we purge them if not used next frame.Negative values will purge the buffers the same frame, essentially zero reusing. |
Niagara.Ribbon.GpuEnabled | Enable any GPU ribbon related code (including GPU init). |
Niagara.Ribbon.GpuInitMode | Modifies the GPU initialization mode used, i.e. offloading CPU calculations to the GPU. 0 = Respect bUseGPUInit from properties (Default) 1 = Force enabled 2 = Force disabled |
Niagara.Ribbon.MinSegmentLength | Min length of niagara ribbon segments. (default=1) |
Niagara.Ribbon.Tessellation.Enabled | Determine if we allow tesellation on this platform or not. |
Niagara.Ribbon.Tessellation.MaxErrorScreenPercentage | Screen percentage used to compute the tessellation factor. Smaller values will generate more tessellation, up to max tesselltion. (default=0.002) |
Niagara.Ribbon.Tessellation.MaxInterp | When TessellationAngle is > 0, this is the maximum tesselation factor. Higher values allow more evenly divided tesselation. When TessellationAngle is 0, this is the actually tesselation factor (default=16). |
Niagara.Ribbon.Tessellation.MinAbsoluteError | Minimum absolute world size error when tessellating. Prevent over tessellating when distance gets really small. (default=0.5) |
Niagara.Ribbon.Tessellation.MinAngle | Ribbon segment angle to tesselate in radian. (default=15 degrees) |
niagara.ShowShaderCompilerWarnings | When set to 1, will display all warnings from Niagara shader compiles. |
Niagara.StaticSwitch.EnableAutoRefreshOldStaticSwitches | Enables auto refresh for old static switch nodes on post load and updates to enum assets. Enable this and cook assets to check how many old nodes operate on outdated enums |
Niagara.WaveIntrinsics | |
NiagaraDebugHud | Shorter version to quickly toggle debug hud modes No value will toggle the overview on / off A numberic value selects which overmode to set, where 0 is off |
NiagaraReportSystemMemory | Dumps some rough information about system memory breakdown |
np2.EnableDebugRPC | Sends extra debug information to clients about server side input buffering |
np2.EnableDefaultReplication | Enable default replication in the networked physics prediction flow. |
np2.NetworkPhysicsPredictionFrameOffset | Additional frame offset to be added to the local to server offset used by network prediction |
np2.NumRedundantCmds | Number of redundant user cmds to send per frame |
np2.PredictiveInterpolation.ExtrapolationTimeMultiplier | Multiplier to adjust the time to extrapolate the target forward over, the time is based on current send-rate. |
np2.PredictiveInterpolation.InterpolationTimeMultiplier | Multiplier to adjust the replication interpolation time which is based on the sendrate of replication data from the server. |
np2.PredictiveInterpolation.MaxDistanceToSleepSqr | Squared value. Max distance from the source target to allow the object to go to sleep. |
np2.PredictiveInterpolation.MinExpectedDistanceCovered | Value in percentage where 0.25 = 25%. How much of the expected distance based on replication velocity should the object have covered in a simulation tick to Not be considered stuck. |
np2.PredictiveInterpolation.PosCorrectionTimeMultiplier | Multiplier to adjust the time to correct positional offset over, which is based on the clients forward predicted time ahead of the server. |
np2.PredictiveInterpolation.PostResimWaitForUpdate | After a resimulation, wait for replicated states that correspond to post-resim state before processing replication again. |
np2.ReplicationCache.LingerForNSeconds | How long to keep data in the replication cache without the actor accessing it, after this we stop caching the actors state until it tries to access it again. |
NumStreamedMips | Sorry: Exec commands have no help |
OBJ | Sorry: Exec commands have no help |
ObjectTools.MaxRecursionDepth | How many times to recurse to find the object to search for |
ObjectTools.MaxTimesToCheckSameObject | Number of times to recurse on the same object when mapping property chains to objects. |
ONLINE | Sorry: Exec commands have no help |
online.ResetAchievements | Reset achievements for the currently logged in user. |
Oodle | Sorry: Exec commands have no help |
OPEN | Sorry: Exec commands have no help |
OpenGL.UseEmulatedUBs | If true, enable using emulated uniform buffers on OpenGL Mobile mode. |
OSS.DelayAsyncTaskOutQueue | Min total async task time Time in secs |
oss.PlatformOverride | Overrides the detected platform of this client for various debugging Valid values WIN MAC PSN XBL IOS AND LIN SWT OTHER |
OSS.VoiceLoopback | Enables voice loopback 1 Enabled. 0 Disabled. |
OSSNull.AddUserNumToNullId | True if login name should include the local user number, which allows different stable Ids per user num |
OSSNull.AutoLoginAtStartup | True if it should login the first user at startup like single-user platforms, false to only login when requested |
OSSNull.ForceOfflineMode | True if it should fail faked network queries and act like an offline system |
OSSNull.ForceShowLoginUIUserChange | True if the user index should change during login UI to emulate a platform user change |
OSSNull.ForceStableNullId | True if it should use a system-stable null Id for login, same as -StableNullID on command line |
OSSNull.RequireLoginCredentials | True if login should require a user/pass to act like an external service, false to match most platforms and use the default |
OSSNull.RequireShowLoginUI | True if login requires calling ShowLoginUI on the externalUI, depends on SupportExternalUI |
OSSNull.SupportExternalUI | True if it should support an external UI interface |
OutputLogModule.HideConsole | Whether debug console widgets should be hidden (false by default) |
p.AABBMaxChildrenInLeaf | |
p.AABBMaxTreeDepth | |
p.aabbtree.DirtyElementGridCellSize | DirtyElement Grid acceleration structure cell size in cm. 0 or less will disable the feature |
p.aabbtree.DirtyElementMaxCellCapacity | The maximum number of dirty elements that can be added to a single grid cell before spilling to slower flat list |
p.aabbtree.DirtyElementMaxGridCellQueryCount | Maximum grid cells to query (per raycast for example) in DirtyElement grid acceleration structure before falling back to brute force |
p.aabbtree.DirtyElementMaxPhysicalSizeInCells | If a dirty element stradles more than this number of cells, it will no be added to the grid acceleration structure |
p.aabbtree.DynamicTreeBoundingBoxPadding | Additional padding added to bounding boxes for dynamic AABB trees to amortize update cost |
p.aabbtree.DynamicTreeLeafCapacity | Dynamic Tree Leaf Capacity |
p.aabbtree.DynamicTreeSkipCheckAuntOnRotate | When rotating a node to balance a dynamic tree, do not check validity of aunt node before rotating |
p.aabbtree.splitataveragecenter | Split AABB tree nodes at the average of the element centers |
p.aabbtree.splitonvarianceaxis | Split AABB tree nodes along the axis with the largest element center variance |
p.aabbtree.updatedirtyelementpayloads | Allow AABB tree elements to update internal payload data when they receive a payload update |
p.AddFormerBaseVelocityToRootMotionOverrideWhenFalling | To avoid sudden velocity changes when a root motion source moves the pawn from a moving base to free fall, this CVar will enable the FormerBaseVelocityDecayHalfLife property on CharacterMovementComponent. |
p.AggregateGeom.ISPC | Whether to use ISPC optimizations in physics aggregate geometry calculations |
p.AllowCachedOverlaps | Primitive Component physics 0: disable cached overlaps, 1: enable (default) |
p.AllowDestroyNonNetworkActors | When enabled, allows Clients in Networked Games to destroy non-networked actors (AActor::Role == ROLE_None). Does not change behavior on Servers or Standalone games. |
p.AllowKinematicKinematicConstraints | Do not create constraints between two rigid kinematics. |
p.AllowNotForDedServerPhysicsAssets | Allow 'Not For Dedicated Server' flag on PhysicsAssets 0: ignore flag, 1: obey flag (default) |
p.AlwaysCreatePhysicsStateConversionHack | Hack to convert actors with query and ignore all to always create physics. |
p.AlwaysHardSnap | |
p.AlwaysResetPhysics | |
p.AngleLerp | |
p.AngularEtherDragOverride | Set an override angular ether drag value. -1.f to disable |
p.AngularVelocityCoefficient | |
p.AnimDynamics | Enables/Disables anim dynamics node updates. |
p.animdynamics.debugbone | Filters p.animdynamics.showdebug to a specific bone by name. |
p.animdynamics.showdebug | Enable/disable the drawing of animdynamics data. |
p.AnimDynamicsAdaptiveSubstep | Enables/disables adaptive substepping. Adaptive substepping will substep the simulation when it is necessary and maintain a debt buffer for time, always trying to utilise as much time as possible. |
p.AnimDynamicsDetailedStats | When set to 1, will enable more detailed stats. |
p.AnimDynamicsLODThreshold | Max LOD that anim dynamics is allowed to run on. Provides a global threshold that overrides per-node the LODThreshold property. -1 means no override. |
p.AnimDynamicsNumDebtFrames | Number of frames to maintain as time debt when using adaptive substepping, this should be at least 1 or the time debt will never be cleared. |
p.AnimDynamicsRestrictLOD | Forces anim dynamics to be enabled for only a specified LOD, -1 to enable on all LODs. |
p.AnimDynamicsWind | Enables/Disables anim dynamics wind forces globally. |
p.ApplyAsyncSleepState | |
p.AsyncCharacterMovement | 1 enables asynchronous simulation of character movement on physics thread. Toggling this at runtime is not recommended. This feature is not fully developed, and its use is discouraged. |
p.AsyncInterpolationMultiplier | How many multiples of the fixed dt should we look behind for interpolation |
p.AsyncPhysicsBlockMode | Setting to 0 blocks on any physics steps generated from past GT Frames, and blocks on none of the tasks from current frame. 1 blocks on everything except the single most recent task (including tasks from current frame). 1 should gurantee we will always have a future output for interpolation from 2 frames in the past. |
p.BasedMovementMode | 0 means always on regular tick (default); 1 means only if not deferring updates; 2 means update and save based movement both on regular ticks and post physics when on a physics base. |
p.bGeometryCollectionRepUseClusterVelocityMatch | Use physical velocity to match cluster states |
p.BodySetupSkipDDCThreshold | Enables skipping the DDC for body setups with vertice count under threshold. Default: 16384 |
p.BoundingBoxMarginForConnectionGraphFiltering | when UseBoundingBoxForConnectionGraphFiltering is on, the margin to use for the oevrlap test [def: 0] |
p.BoundingVolumeNumCells | |
p.BPTreeOfGrids | Whether to use a seperate tree of grids for bp |
p.BroadphaseType | |
p.bUseUnifiedHeightfield | Whether to use the PhysX unified heightfield. This feature of PhysX makes landscape collision consistent with triangle meshes but the thickness parameter is not supported for unified heightfields. 1 enables and 0 disables. Default: 1 |
p.Chaos.AABBTransform.ISPC | Whether to use ISPC optimizations when computing AABB transforms |
p.Chaos.AccelerationStructureCacheOverlappingLeaves | Set to 1: Cache the overlapping leaves for faster overlap query, any other value will disable the feature |
p.Chaos.AccelerationStructureIsolateQueryOnlyObjects | Set to 1: QueryOnly Objects will not be moved to acceleration structures on the Physics Thread |
p.Chaos.AccelerationStructureSplitStaticDynamic | Set to 1: Sort Dynamic and Static bodies into seperate acceleration structures, any other value will disable the feature |
p.Chaos.AccelerationStructureTimeSlicingMaxBytesCopy | The Maximum number of bytes to copy to the external acceleration structure during Copy Time Slicing |
p.Chaos.AccelerationStructureTimeSlicingMaxQueueSizeBeforeForce | If the update queue reaches this limit, time slicing will be disabled, and the acceleration structure will be built at once |
p.Chaos.AccelerationStructureUseDirtyTreeInsteadOfGrid | Use a dynamic tree structure for dirty elements instead of a 2D grid |
p.Chaos.AccelerationStructureUseDynamicTree | Use a dynamic BVH tree structure for dynamic objects |
p.chaos.AllowCreatePhysxBodies | 0 is off, 1 is on (default) |
p.Chaos.ArrayCollection.MaxSlackFraction | Shrink particle arrays if the number of slack elements exceeds the number of elements by this fraction |
p.Chaos.ArrayCollection.MinSlack | Do not reduce the size of particle arrays if it would leave less slack than this |
p.Chaos.AxialSpring.ISPC | Whether to use ISPC optimizations in AxialSpring constraints |
p.Chaos.AxialSpring.ParallelConstraintCount | If we have more constraints than this, use parallel-for in Apply. |
p.Chaos.Bending.ISPC | Whether to use ISPC optimizations in Bending constraints |
p.Chaos.Bending.ParallelConstraintCount | If we have more constraints than this, use parallel-for in Apply. |
p.Chaos.BoxCalcBounds.ISPC | Whether to use ISPC optimizations in calculating box bounds in geometry collections |
p.Chaos.Cache.UseInterpolation | When enabled, cache interpolates between keys.[def: true] |
p.Chaos.CalculateBounds.ISPC | Whether to use ISPC optimizations in CalculateBounds |
p.Chaos.CCD.AllowedDepthBoundsScale | When rolling back to TOI, allow (smallest bound's extent) * AllowedDepthBoundsScale, instead of rolling back to exact TOI w/ penetration = 0. |
p.Chaos.CCD.AxisThresholdMode | Change the mode used to generate CCD axis threshold bounds for particle geometries. 0: Use object bounds 1: Find the thinnest object bound on any axis and use it for all CCD axes 2: On each axis, use the thinnest shape bound on that axis 3: Find the thinnest shape bound on any axis and use this for all axes |
p.Chaos.CCD.CCDAxisThresholdUsesProbeShapes | When true, probe shapes are considered for CCD axis threshold computation, and can generate contacts in the initial CCD phase. |
p.Chaos.CCD.CCDSweepsUseProbeShapes | When true, probe shapes can be swept for more accurate collision detection. |
p.Chaos.CCD.EnableThresholdBoundsScale | CCD is used when object position is changing > smallest bound's extent * BoundsScale. 0 will always Use CCD. Values < 0 disables CCD. |
p.Chaos.CCD.NewTargetDepthMode | Find the first contact with that results in a penetration of (CCDAllowedDepthBoundsScale*Size) as opposed to the first contact |
p.Chaos.CCD.NoCullAllShapePairs | Whether to cull contacts early based on phi for sweeps for all shape pairs (not just convex convex). |
p.Chaos.CCD.OnlyConsiderDynamicStatic | Only enable CCD for dynamic-static pairs. |
p.Chaos.CCD.UseGenericSweptConvexConstraints | Use generic convex convex swept constraint generation for convex shape pairs which don't have specialized implementations. |
p.Chaos.CheckForInterclusterEdgesOnRelease | Whether to check for intercluster edges when removing a child from its parent cluster so that we can add the particle back into a cluster union. |
p.chaos.clustering.breakonlystrained | If enabled we only process strained clusters for breaks, if disabled all clusters are traversed and checked |
p.Chaos.Collision.AABBBoundsCheck | |
p.Chaos.Collision.ABTestSolver | |
p.Chaos.Collision.AllowLevelsetManifolds | Use incremental manifolds for levelset-levelset collision. This does not work well atm - too much rotation in the small pieces |
p.Chaos.Collision.AllowParticleTracking | Allow particles to track their collisions constraints when their DoBufferCollisions flag is enable [def:true] |
p.Chaos.Collision.CapsuleTriMeshSATCull | Enable the SAT cull check in capsule-triangle [default: false]. |
p.Chaos.Collision.CCD.AllowClipping | This will clip the CCD object at colliding positions when computation budgets run out. Default is true. Turning this option off might cause tunneling. |
p.Chaos.Collision.CCD.ConstraintMaxProcessCount | The max number of times each constraint can be resolved when applying CCD constraints. Default is 2. The larger this number is, the more fully CCD constraints are resolved. |
p.Chaos.Collision.CCD.CorrectionIterations | The number of post-solve CCD correction ietaryions to run. |
p.Chaos.Collision.CCD.CorrectionPhiToleranceScale | How much penetration we allow during the correction phase (multiplier on shape size) |
p.Chaos.Collision.CCD.EnableResweep | Enable resweep for CCD. Resweeping allows CCD to catch more secondary collisions but also is more costly. Default is true. |
p.Chaos.Collision.CCD.UseTightBoundingBox | |
p.Chaos.Collision.ConvexZeroMargin | |
p.Chaos.Collision.CullDistanceReferenceSize | |
p.Chaos.Collision.DebugDrawProbeDetection | Draw probe constraint detection. |
p.Chaos.Collision.EdgePrunePlaneDistance | |
p.Chaos.Collision.EnableBoundsChecks | |
p.Chaos.Collision.EnableCollisionManager | Enable Chaos's Collision Manager for ignoring collisions between rigid bodies. [def:1] |
p.Chaos.Collision.EnableEdgePrune | |
p.Chaos.Collision.EnableManifoldGJKInject | |
p.Chaos.Collision.EnableManifoldGJKReplace | |
p.Chaos.Collision.EnableShapePairs | |
p.Chaos.Collision.EnableSubSurfaceCollisionPruning | |
p.Chaos.Collision.EPAEpsilon | |
p.Chaos.Collision.GBFCharacteristicTimeRatio | The ratio between characteristic time and Dt |
p.Chaos.Collision.GJKEpsilon | |
p.Chaos.Collision.Manifold.CapsuleAxisAlignedThreshold | |
p.Chaos.Collision.Manifold.CapsuleDeepPenetrationFraction | |
p.Chaos.Collision.Manifold.CapsuleMinContactDistanceFraction | |
p.Chaos.Collision.Manifold.CapsuleRadialContactFraction | |
p.Chaos.Collision.Manifold.CullDistanceMarginMultiplier | |
p.Chaos.Collision.Manifold.EdgeNormalThreshold | |
p.Chaos.Collision.Manifold.EnableFrictionRestore | |
p.Chaos.Collision.Manifold.EnableGjkWarmStart | |
p.Chaos.Collision.Manifold.ForceOneShotManifoldEdgeEdgeCaseZeroCullDistance | If enabled, if one shot manifold hits edge/edge case, we will force a cull distance of zero. That means edge/edge contacts will be thrown out if separated at all. Only applies to Convex/Convex oneshot impl. |
p.Chaos.Collision.Manifold.FrictionPositionTolerance | |
p.Chaos.Collision.Manifold.MatchNormalTolerance | A tolerance on the normal dot product used to determine if two contact points are the same |
p.Chaos.Collision.Manifold.MatchPositionTolerance | A tolerance as a fraction of object size used to determine if two contact points are the same |
p.Chaos.Collision.Manifold.MinFaceSearchDistance | |
p.Chaos.Collision.Manifold.PlaneContactNormalEpsilon | Normal tolerance used to distinguish face contacts from edge-edge contacts |
p.Chaos.Collision.Manifold.SphereCapsuleSizeThreshold | |
p.Chaos.Collision.Manifold.TriangleConvexMarginMultiplier | |
p.Chaos.Collision.Manifold.TriangleNormalThreshold | |
p.Chaos.Collision.MarginFraction | Override the collision margin fraction set in Physics Settings (if >= 0) |
p.Chaos.Collision.MarginMax | Override the max collision margin set in Physics Settings (if >= 0) |
p.Chaos.Collision.MaxShapePairs | |
p.Chaos.Collision.MinCullDistanceScale | |
p.Chaos.Collision.OneSidedHeightField | |
p.Chaos.Collision.OneSidedTriangleMesh | |
p.Chaos.Collision.ShapesArrayMode | |
p.Chaos.Collision.SphereBoundsCheck | |
p.Chaos.Collision.Stiffness | Override the collision solver stiffness (if >= 0) |
p.Chaos.Collision.TriangeMeshDistanceTolerance | |
p.Chaos.Collision.TriangeMeshPhiToleranceScale | |
p.Chaos.Collision.UnionBVH.Enabled | Set to false to disable use of BVH during collision detection (without affecting creations and serialization) |
p.Chaos.Collision.UnionBVH.MaxDepth | The allowed depth of the BVH when used to wrap a shape hiererchy |
p.Chaos.Collision.UnionBVH.NumShapes | If a geometry hierarchy has this many shapes, wrap it in a BVH for collision detection (negative to disable BVH) |
p.Chaos.Collision.UnionBVH.SplitBias | |
p.Chaos.Collision.UseCapsuleTriMesh2 | |
p.Chaos.Collision.UseConvexTriMesh2 | |
p.Chaos.Collision.UseGJK2 | |
p.Chaos.CollisionStore.Enabled | |
p.Chaos.ConstraintGraph.Validate | Enable per-tick ConstraintGraph validation checks/assertions |
p.Chaos.Constraints.DetailedStats | When set to 1, will enable more detailed stats. |
p.Chaos.Convex.UseTConvexHull3Builder | Use the newer Geometry Tools code path for generating convex hulls when default build method is set.[def:true] |
p.Chaos.ConvexGeometryCheckEnable | Perform convex geometry complexity check for Chaos physics. |
p.Chaos.ConvexParticlesWarningThreshold | Threshold beyond which we warn about collision geometry complexity. |
p.Chaos.DampVelocity.ISPC | Whether to use ISPC optimizations in per particle damp velocity calculation |
p.Chaos.DebugDraw.BVHBounds | Whether to draw the BVH node bounds (colorized) |
p.Chaos.DebugDraw.BVHLevel | Which level of the BVH to draw (-1 = Leaf) |
p.Chaos.DebugDraw.BVHShapes | Whether to draw the shapes in each BVH node (colorized) |
p.Chaos.DebugDraw.CCDDuration | How long CCD debug draw should remain on screen in seconds. 0 for 1 frame. |
p.Chaos.DebugDraw.CollisionDuration | How long Collision debug draw should remain on screen in seconds. 0 for 1 frame. |
p.Chaos.DebugDraw.ColorBoundsByShapeType | Whether to use shape type to define the color of the bounds instead of using the particle state (if multiple shapes , will use the first one) |
p.Chaos.DebugDraw.ColorShapesByInternalCluster | Whether to check if the particle is an internal cluster to define its color (black : regular particle: red :internal cluster ) |
p.Chaos.DebugDraw.ColorShapesByIsland | Whether to use particle island to define the color of the shapes instead of using the particle state |
p.Chaos.DebugDraw.ColorShapesByShapeType | Whether to use shape type to define the color of the shapes instead of using the particle state |
p.Chaos.DebugDraw.ConnectionGraph.ShowAreas | When displaying connection graphs show connection areas as disks |
p.Chaos.DebugDraw.ConnectionGraph.ShowInternalStrains | When displaying connection graphs show strain values of each node |
p.Chaos.DebugDraw.ConnectionGraphLevelOffset | If 0, draws the connection graph between children particles of active particles. If 1, draws the connection grpah between grand-children particles of active particles, etc. |
p.Chaos.DebugDraw.ConvexExplodeDistance | Explode convex edges by this amount (useful for looking at convex integrity) |
p.Chaos.DebugDraw.Deformable.KinematicParticle | Debug draw the deformables kinematic particles. [def: false] |
p.Chaos.DebugDraw.Deformable.RigidCollisionGeometry | Debug draw the deformable solvers rigid collision geometry. [def: false] |
p.Chaos.DebugDraw.Deformable.TetrahedralParticle | Debug draw the deformable solvers tetrahedron. [def: false] |
p.Chaos.DebugDraw.Deformable.TransientKinematicParticle | Debug draw the deformables transient kinematic particles. [def: false] |
p.Chaos.DebugDraw.Enabled | Whether to debug draw low level physics solver information |
p.Chaos.DebugDraw.GeometryCollectionReplication | If true debug draw deltas and corrections for geometry collection replication |
p.Chaos.DebugDraw.MaxLines | Set the maximum number of debug draw lines that can be rendered (to limit perf drops) |
p.Chaos.DebugDraw.Mode | Where to send debug draw commands. 0 = UE Debug Draw; 1 = VisLog; 2 = Both |
p.Chaos.DebugDraw.Radius | Set the radius from the camera where debug draw capture stops (0 means infinite) |
p.Chaos.DebugDraw.SeeThrough | When enabled , lines will be drawn on top of all geometry |
p.Chaos.DebugDraw.ShowCollisionParticles | Whether to show the collision particles if present |
p.Chaos.DebugDraw.ShowContactGraph | Whether to show the contactgraph when drawing islands |
p.Chaos.DebugDraw.ShowContactGraphUnused | Whether to show the unused edges contactgraph when drawing islands (collisions with no impulse) |
p.Chaos.DebugDraw.ShowContactGraphUsed | Whether to show the used edges contactgraph when drawing islands (collisions with impulse) |
p.Chaos.DebugDraw.ShowContactIterations | Whether to show an indicator of how many iterations a contact was active for |
p.Chaos.DebugDraw.ShowConvexVertices | Whether to show the vertices of convex shapes |
p.Chaos.DebugDraw.ShowCoreShapes | Whether to show the core (margin-reduced) shape where applicable |
p.Chaos.DebugDraw.ShowExactCoreShapes | Whether to show the exact core shape. NOTE: Extremely expensive and should only be used on a small scene with a couple convex shapes in it |
p.Chaos.DebugDraw.ShowInactiveContacts | Whether to show inactive contacts (ones that contributed no impulses or pushout) |
p.Chaos.DebugDraw.ShowIslands | Whether to show the iosland boxes when drawing islands (if you want only the contact graph) |
p.Chaos.DebugDraw.ShowPIEClient | When running in PIE mode, show the client debug draw |
p.Chaos.DebugDraw.ShowPIEServer | When running in PIE mode, show the server debug draw |
p.Chaos.DebugDraw.ShowShapeBounds | Whether to show the bounds of each shape in DrawShapes |
p.Chaos.DebugDraw.SingleActor | If true, then we draw for the actor the camera is looking at. |
p.Chaos.DebugDraw.SingleActorMaxRadius | Set the max radius to draw around the single actor. |
p.Chaos.DebugDraw.SingleActorTraceLength | Set the trace length from the camera that is used to select the single actor. |
p.Chaos.DedicatedThreadEnabled | Enables a dedicated physics task/thread for Chaos tasks.0: Disabled1: Enabled |
p.Chaos.Deformable.XPBDBatchSize | Batch size for physics parallel for. [def: 5] |
p.Chaos.Deformable.XPBDBatchThreshold | Batch threshold for physics parallel for. [def: 5] |
p.Chaos.Deformable.XPBDWeakConstraintEnableDraw | Debug draw the double bindings in XPBD weak constraints. [def: false] |
p.Chaos.Deformable.XPBDWeakConstraintLineWidth | Line width for visualizing the double bindings in XPBD weak constraints. [def: 5] |
p.Chaos.Deformable.XPBDWeakConstraintParticleWidth | Line width for visualizing the double bindings in XPBD weak constraints. [def: 20] |
p.Chaos.DisableCollisionParallelFor | Disable parallel execution for Chaos Collisions (also disabled by DisableParticleParallelFor) |
p.Chaos.DisableParticleParallelFor | Disable parallel execution for Chaos Particles (Collisions, |
p.Chaos.DisablePhysicsParallelFor | Disable parallel execution in Chaos Evolution |
p.Chaos.DisallowSetKinematicTargetOnDynamics | |
P.Chaos.DrawHierarchy.Bounds | Enable / disable drawing of the physics hierarchy bounds |
P.Chaos.DrawHierarchy.CellElementThresh | Num elements to consider "high" for cell colouring when rendering. |
P.Chaos.DrawHierarchy.Cells | Enable / disable drawing of the physics hierarchy cells |
P.Chaos.DrawHierarchy.DrawEmptyCells | Whether to draw cells that are empty when cells are enabled. |
P.Chaos.DrawHierarchy.Enable | Enable / disable drawing of the physics hierarchy |
P.Chaos.DrawHierarchy.ObjectBounds | Enable / disable drawing of the physics hierarchy object bounds |
p.chaos.dumphierarcystats | Outputs current collision hierarchy stats to the output log |
p.Chaos.DumpHierElementBuckets | Distribution buckets for dump hierarchy stats command |
p.Chaos.GC.CacheComponentSpaceBounds | Cache component space bounds for performance |
p.Chaos.GC.EmitRootBreakingEvent | When true send a breaking event when root is breaking |
p.Chaos.GC.EnableCollisionParticles | Enable use of collision particles for collision [def:true] |
p.Chaos.GC.InitConstantDataParallelForBatchSize | When parallelFor is used in InitConstantData, defined the minimium size of a batch of vertex |
p.Chaos.GC.InitConstantDataUseParallelFor | When enabled, InitConstant data will use parallelFor for copying some of the data |
p.Chaos.GC.ISMPoolDebugDraw | Show debug drawing for the ISM pools |
p.Chaos.GC.ISMPoolDebugStats | Show stats for the ISM pools |
p.Chaos.GC.MaxGeometryCollectionAsyncPhysicsTickIdleTimeMs | Amount of time in milliseconds before the async tick turns off when it is otherwise not doing anything. |
p.Chaos.GC.RemovalTimerMultiplier | Multiplier for the removal time evaluation ( > 1 : faster removal , > 1 slower |
p.Chaos.GC.UseCustomRenderer | When enabled, use a custom renderer if specified |
p.Chaos.GetSimData.ISPC | Whether to use ISPC optimizations when getting simulation data |
p.chaos.gpdispatch.collisions.reduce | Enable reduced dispatch of collision events where only a subset of total collisions are actually dispatched to outside systems [0 - off, 1- on] |
p.chaos.gpdispatch.collisions.reduceamount | Percentage of collisions to actually dispatch [0 - 1] |
p.Chaos.ImmPhys.Collision.CullDistance | Set the collision CullDistance (if >= 0) |
p.Chaos.ImmPhys.Collision.DeferNarrowPhase | [Legacy Solver] Create contacts for all broadphase pairs, perform NarrowPhase later. |
p.Chaos.ImmPhys.Collision.Enabled | Enable/Disable collisions in Immediate Physics. |
p.Chaos.ImmPhys.Collision.MaxDepenetrationVelocity | Set the collision Max Depenetration Velocity (if >= 0) |
p.Chaos.ImmPhys.Collision.Priority | Set the Collision constraint sort order (Joints have priority 0) |
p.Chaos.ImmPhys.Collision.RestitutionEnabled | Collision Restitution Enable/Disable |
p.Chaos.ImmPhys.Collision.RestitutionThresholdMultiplier | Collision Restitution Threshold (Acceleration) = Multiplier * Gravity |
p.Chaos.ImmPhys.Collision.UseManifolds | [Legacy Solver] Enable/Disable use of manifoldes in collision. |
p.Chaos.ImmPhys.DebugDraw.AngVelScale | If >0 show angular velocity when drawing particle transforms. |
p.Chaos.ImmPhys.DebugDraw.ArrowSize | ArrowSize. |
p.Chaos.ImmPhys.DebugDraw.BodyAxisLen | BodyAxisLen. |
p.Chaos.ImmPhys.DebugDraw.ConstraintAxisLen | ConstraintAxisLen. |
p.Chaos.ImmPhys.DebugDraw.ContactInfoWidth | ContactInfoWidth. |
p.Chaos.ImmPhys.DebugDraw.ContactLen | ContactLen. |
p.Chaos.ImmPhys.DebugDraw.ContactOwnerWidth | ContactOwnerWidth. |
p.Chaos.ImmPhys.DebugDraw.ContactPhiWidth | ContactPhiWidth. |
p.Chaos.ImmPhys.DebugDraw.ContactWidth | ContactWidth. |
p.Chaos.ImmPhys.DebugDraw.ImpulseScale | If >0 show impulses when drawing collisions. |
p.Chaos.ImmPhys.DebugDraw.InertiaScale | If >0 show inertia when drawing particles. |
p.Chaos.ImmPhys.DebugDraw.JointFeatures.ActorConnector | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.ImmPhys.DebugDraw.JointFeatures.Axes | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.ImmPhys.DebugDraw.JointFeatures.Color | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.ImmPhys.DebugDraw.JointFeatures.CoMConnector | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.ImmPhys.DebugDraw.JointFeatures.Index | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.ImmPhys.DebugDraw.JointFeatures.Island | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.ImmPhys.DebugDraw.JointFeatures.Level | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.ImmPhys.DebugDraw.JointFeatures.Stretch | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.ImmPhys.DebugDraw.LineThickness | LineThickness. |
p.Chaos.ImmPhys.DebugDraw.PushOutScale | If >0 show pushouts when drawing collisions. |
p.Chaos.ImmPhys.DebugDraw.Scale | Scale applied to all Chaos Debug Draw line lengths etc. |
p.Chaos.ImmPhys.DebugDraw.ShapeLineThicknessScale | Shape lineThickness multiplier. |
p.Chaos.ImmPhys.DebugDraw.VelScale | If >0 show velocity when drawing particle transforms. |
p.Chaos.ImmPhys.DebugDrawBounds | Whether to draw bounds when debug drawing. |
p.Chaos.ImmPhys.DebugDrawCollisions | Whether to draw collisions when debug drawing. |
p.Chaos.ImmPhys.DebugDrawJoints | Whether to draw joints when debug drawing. |
p.Chaos.ImmPhys.DebugDrawOnSimulate | Enables debug drawing after the simulation completes. |
p.Chaos.ImmPhys.DebugDrawParticles | Whether to draw particles when debug drawing. |
p.Chaos.ImmPhys.DebugDrawShapes | Whether to draw shapes when debug drawing. |
p.Chaos.ImmPhys.DebugDrawShowDynamics | Show dynamics if shape debug draw is enabled |
p.Chaos.ImmPhys.DebugDrawShowKinematics | Show kinematics if shape debug draw is enabled |
p.Chaos.ImmPhys.DebugDrawShowStatics | Show statics if shape debug draw is enabled |
p.Chaos.ImmPhys.DebugDrawSimulationSpace | Whether to draw the simulation frame of reference, acceleration and velocity when debug drawing. |
p.Chaos.ImmPhys.DeltaTimeCount | The number of ticks over which the moving average is calculated |
p.Chaos.ImmPhys.DisableInactiveByIndex | Disable bodies that are no longer active based on the index, rather than just count. |
p.Chaos.ImmPhys.FixedStepTime | Override fixed step time mode: fixed step time (if positive); variable time mode (if zero); asset defined (if negative) |
p.Chaos.ImmPhys.FixedStepTolerance | Time remainder required to add a new step (fraction of FixedStepTime) |
p.Chaos.ImmPhys.InertiaConditioning.Distance | An input to inertia conditioning system. The joint distance error which needs to be stable (generate a low rotation). |
p.Chaos.ImmPhys.InertiaConditioning.LinearEnabled | Enable/Disable constraint stabilization through inertia conditioning when using the linear joint solver |
p.Chaos.ImmPhys.InertiaConditioning.MaxInvInertiaComponentRatio | An input to inertia conditioning system. The largest inertia component must be at least least multiple of the smallest component |
p.Chaos.ImmPhys.InertiaConditioning.NonlinearEnabled | Enable/Disable constraint stabilization through inertia conditioning when using the non-linear joint solver |
p.Chaos.ImmPhys.InertiaConditioning.RotationRatio | An input to inertia conditioning system. The maximum ratio of joint correction from rotation versus translation |
p.Chaos.ImmPhys.InitialStepTime | Initial step time (then calculated from rolling average) |
p.Chaos.ImmPhys.Joint.AngleTolerance | AngleTolerance. |
p.Chaos.ImmPhys.Joint.AngularDriveDamping | 6Dof joint drive damping override (if > 0). |
p.Chaos.ImmPhys.Joint.AngularDriveStiffness | 6Dof joint drive stiffness override (if > 0). |
p.Chaos.ImmPhys.Joint.AngularProjection | 6Dof joint projection amount override (if >= 0). |
p.Chaos.ImmPhys.Joint.EnableDrives | EnableDrives. |
p.Chaos.ImmPhys.Joint.EnableSwingLimits | EnableSwingLimits. |
p.Chaos.ImmPhys.Joint.EnableTwistLimits | EnableTwistLimits. |
p.Chaos.ImmPhys.Joint.LinearDriveDamping | 6Dof joint drive damping override (if > 0). |
p.Chaos.ImmPhys.Joint.LinearDriveStiffness | 6Dof joint drive stiffness override (if > 0). |
p.Chaos.ImmPhys.Joint.LinearProjection | 6Dof joint projection amount override (if >= 0). |
p.Chaos.ImmPhys.Joint.MaxInertiaRatio | 6Dof joint MaxInertiaRatio (if > 0) |
p.Chaos.ImmPhys.Joint.MinParentMassRatio | 6Dof joint MinParentMassRatio (if > 0) |
p.Chaos.ImmPhys.Joint.NumShockPropagationIterations | How many iterations to run shock propagation for |
p.Chaos.ImmPhys.Joint.PositionTolerance | PositionTolerance. |
p.Chaos.ImmPhys.Joint.ShockPropagation | 6Dof joint shock propagation override (if >= 0). |
p.Chaos.ImmPhys.Joint.SoftLinearStiffness | 6Dof joint soft linear stiffness override (if > 0). |
p.Chaos.ImmPhys.Joint.SoftSwingDamping | 6Dof joint SoftSwing damping override (if > 0). |
p.Chaos.ImmPhys.Joint.SoftSwingStiffness | 6Dof joint SoftSwing stiffness override (if > 0). |
p.Chaos.ImmPhys.Joint.SoftTwistDamping | 6Dof joint SoftTwist damping override (if > 0). |
p.Chaos.ImmPhys.Joint.SoftTwistStiffness | 6Dof joint SoftTwist stiffness override (if > 0). |
p.Chaos.ImmPhys.Joint.SolvePositionLast | Should we solve joints in position-then-rotation order (false) rotation-then-position order (true, default) |
p.Chaos.ImmPhys.Joint.Stiffness | 6Dof joint stiffness override (if > 0). |
p.Chaos.ImmPhys.Joint.SwingTwistAngleTolerance | SwingTwistAngleTolerance. |
p.Chaos.ImmPhys.Joint.UseLinearSolver | Force use of linear or non-linear joint solver. (-1 to use PhysicsAsset setting) |
p.Chaos.ImmPhys.Joint.UsePBDDrives | Whether to solve drives in the position or velocity phase of the solver (default true) |
p.Chaos.ImmPhys.MinStepTime | If non-zero, then if step time is lower than this, go into fixed step mode with this timestep. |
p.Chaos.ImmPhys.NumCollisionsPerBlock | The number of collision in a block in the collision pool. Higher values give better cache efficieny but waste memory if you do not need that many |
p.Chaos.ImmPhys.NumSteps | Override num steps (if not zero) |
p.Chaos.ImmPhys.PositionIterations | Override number of position iteration loops in immediate physics (if >= 0) |
p.Chaos.ImmPhys.ProjectionIterations | Override number of projection iteration loops in immediate physics (if >= 0) |
p.Chaos.ImmPhys.SimSpaceCentrifugalAlpha | Settings for simulation space system for rigid body nodes |
p.Chaos.ImmPhys.SimSpaceCoriolisAlpha | Settings for simulation space system for rigid body nodes |
p.Chaos.ImmPhys.SimSpaceEulerAlpha | Settings for simulation space system for rigid body nodes |
p.Chaos.ImmPhys.StepTime | Override step time (if not zero) |
p.Chaos.ImmPhys.VelocityIterations | Override number of velocity iteration loops in immediate physics (if >= 0) |
p.Chaos.InnerParallelForBatchSize | Set the batch size threshold for inner parallel fors |
p.Chaos.Joint.AngularVelocityThresholdToApplyRestitution | Apply restitution only if initial velocity is higher than this threshold (used in Quasipbd) |
p.Chaos.Joint.DegenerateRotationLimit | Cosine of the swing angle that is considered degerenerate (default Cos(176deg)) |
p.Chaos.Joint.DisableSoftLimits | Disable soft limits (for debugging only) |
p.Chaos.Joint.ISPC | Whether to use ISPC optimizations in the Joint Solver |
p.Chaos.Joint.LinearVelocityThresholdToApplyRestitution | Apply restitution only if initial velocity is higher than this threshold (used in Quasipbd) |
p.Chaos.Joint.MultiDimension | |
p.Chaos.Joint.Plasticity.ClampToLimits | Clamp drive position targets to defined limits after plasticity computation |
p.Chaos.Joint.VelProjectionAlpha | How much of the velocity correction to apply during projection. Equivalent to (1-damping) for projection velocity delta |
p.Chaos.JointConstraint.AngularBreakScale | Conversion factory for Angular Break Theshold. |
p.Chaos.JointConstraint.AngularDriveDampingScale | Conversion factor for Angular drive damping. |
p.Chaos.JointConstraint.AngularDriveStiffnessScale | Conversion factor for Angular drive stiffness. |
p.Chaos.JointConstraint.JointStiffness | Hard-joint solver stiffness. |
p.Chaos.JointConstraint.LinaearDriveDampingScale | Conversion factor for Linear drive damping. |
p.Chaos.JointConstraint.LinearBreakScale | Conversion factory for Linear Break Theshold. |
p.Chaos.JointConstraint.LinearDriveStiffnessScale | Conversion factor for Linear drive stiffness. |
p.Chaos.JointConstraint.SoftAngularDampingScale | Conversion factor for soft-joint damping. |
p.Chaos.JointConstraint.SoftAngularForceMode | Soft Angular constraint force mode (0: Acceleration; 1: Force |
p.Chaos.JointConstraint.SoftAngularStiffnessScale | Conversion factor for soft-joint stiffness. |
p.Chaos.JointConstraint.SoftLinearDampingScale | Conversion factor for soft-joint damping. |
p.Chaos.JointConstraint.SoftLinearForceMode | Soft Linear constraint force mode (0: Acceleration; 1: Force |
p.Chaos.JointConstraint.SoftLinearStiffnessScale | Conversion factor for soft-joint stiffness. |
p.Chaos.LargeBatchSize | Large batch size for chaos parallel loops |
p.Chaos.LongRange.ISPC | Whether to use ISPC optimizations in long range constraints |
p.Chaos.MaxInflationScale | A limit on the bounds used to detect collisions when CCD is disabled. The bounds limit is this scale multiplied by the object's max dimension |
p.Chaos.MaxNumWorkers | Set the max number of workers for physics |
p.chaos.MinContactSpeedForStrainEval | Minimum speed at the contact before accumulating for strain eval |
p.Chaos.MinEvolution.ForceMaxConstraintIterations | Whether to force constraints to always use the worst-case maximum number of iterations |
p.chaos.MinImpulseForStrainEval | Minimum accumulated impulse before accumulating for strain eval |
p.Chaos.MinRangeBatchSize | Set the min range batch size for parallel for |
p.Chaos.NewtonEvolution.FastPositionBasedFriction | |
p.Chaos.NewtonEvolution.MinParallelBatchSize | |
p.Chaos.NewtonEvolution.ParalleIntegrate | Run the integration step in parallel for. |
p.Chaos.NewtonEvolution.UseNestedParallelFor | |
p.Chaos.NewtonEvolution.UseSmoothTimeStep | |
p.Chaos.NewtonEvolution.WriteCCDContacts | Write CCD collision contacts and normals potentially causing the CCD collision threads to lock, allowing for debugging of these contacts. |
p.Chaos.PBDCollisionSolver.AutoStiffness.MassRatio1 | |
p.Chaos.PBDCollisionSolver.AutoStiffness.MassRatio2 | |
p.Chaos.PBDCollisionSolver.JacobiPositionTolerance | |
p.Chaos.PBDCollisionSolver.JacobiRotationTolerance | |
p.Chaos.PBDCollisionSolver.JacobiStiffness | |
p.Chaos.PBDCollisionSolver.Position.MinInvMassScale | |
p.Chaos.PBDCollisionSolver.Position.SolveEnabled | |
p.Chaos.PBDCollisionSolver.Position.StaticFriction.Stiffness | |
p.Chaos.PBDCollisionSolver.Velocity.AveragePointEnabled | |
p.Chaos.PBDCollisionSolver.Velocity.FrictionEnabled | |
p.Chaos.PBDCollisionSolver.Velocity.MinInvMassScale | |
p.Chaos.PBDCollisionSolver.Velocity.SolveEnabled | |
p.Chaos.PBDCollisionSolver.Velocity.StaticFriction.Stiffness | |
p.Chaos.PBDEvolution.FastPositionBasedFriction | |
p.Chaos.PBDEvolution.MinParallelBatchSize | |
p.Chaos.PBDEvolution.ParalleIntegrate | Run the integration step in parallel for. |
p.Chaos.PBDEvolution.UseNestedParallelFor | |
p.Chaos.PBDEvolution.UseSmoothTimeStep | |
p.Chaos.PBDEvolution.WriteCCDContacts | Write CCD collision contacts and normals potentially causing the CCD collision threads to lock, allowing for debugging of these contacts. |
p.Chaos.PBDLongRangeConstraints.MinParallelBatchSize | The minimum number of long range tethers in a batch to process in parallel. |
p.Chaos.PerformGeometryReduction | Perform convex geometry simplification to increase performance in Chaos physics. |
p.Chaos.PerParticleCollision.ISPC | Whether to use ISPC optimizations in per particle collisions |
p.Chaos.PerParticleCollision.ISPC.ParallelBatchSize | Parallel batch size for ISPC |
p.Chaos.PostIterationUpdates.ISPC | Whether to use ISPC optimizations in PBD Post iteration updates |
p.Chaos.PreSimulationTransforms.ISPC | Whether to use ISPC optimizations in ApplySimulationTransforms |
p.Chaos.PreSubstepInterpolation.ISPC | Whether to use ISPC optimization in PreSubstep |
p.Chaos.RemoveParticleFromMovingKinematicsOnDisable | |
p.Chaos.Simulation.ApplySolverProjectSettings | Whether to apply the solver project settings on spawning a solver |
P.Chaos.Simulation.Enable | Enable / disable chaos simulation. If disabled, physics will not tick. |
p.Chaos.SkinPhysicsMesh.ISPC | Whether to use ISPC optimizations on skinned physics meshes |
p.Chaos.SmallBatchSize | Small batch size for chaos parallel loops |
p.Chaos.SmoothedPositionLerpRate | The interpolation rate for the smoothed position calculation. Used for sleeping. |
p.Chaos.Solver.CharacterGroundConstraint.Priority | Set constraint priority. Larger values are evaluated later [def:0] |
p.Chaos.Solver.CleanupCommandsOnDestruction | Whether or not to run internal command queue cleanup on solver destruction (0 = no cleanup, >0 = cleanup all commands) |
p.Chaos.Solver.Collision.AllowManifoldUpdate | Enable/Disable reuse of manifolds between ticks (for small movement). |
p.Chaos.Solver.Collision.CullDistance | Override cull distance (if >= 0) |
p.Chaos.Solver.Collision.DeferNarrowPhase | Create contacts for all broadphase pairs, perform NarrowPhase later. |
p.Chaos.Solver.Collision.Enabled | Enable/Disable collisions in the main scene. |
p.Chaos.Solver.Collision.MaxPushOutVelocity | Override max pushout velocity (if >= 0) |
p.Chaos.Solver.Collision.MaxVelocityBoundsExpansion | Override max velocity bounds expansion (if >= 0) |
p.Chaos.Solver.Collision.PositionFrictionIterations | Override number of position iterations where friction is applied (if >= 0) |
p.Chaos.Solver.Collision.PositionShockPropagationIterations | Override number of position iterations where shock propagation is applied (if >= 0) |
p.Chaos.Solver.Collision.Priority | Set constraint priority. Larger values are evaluated later [def:0] |
p.Chaos.Solver.Collision.SolverType | -1: Use default (Gauss Seidel); 0: Gauss Seidel; 1: Gauss Seidel SOA 2: Partial Jacobi |
p.Chaos.Solver.Collision.UseManifolds | Enable/Disable use of manifolds in collision. |
p.Chaos.Solver.Collision.VelocityBoundsMultiplier | Override velocity bounds multiplier (if >= 0) |
p.Chaos.Solver.Collision.VelocityFrictionIterations | Override number of velocity iterations where friction is applied (if >= 0) |
p.Chaos.Solver.Collision.VelocityShockPropagationIterations | Override number of velocity iterations where shock propagation is applied (if >= 0) |
p.Chaos.Solver.CollisionModifiersBeforeCCD | True: run the collision modifiers before CCD rewind is applied; False(default): run modifiers after CCD rewind. See comments in code. |
p.Chaos.Solver.DebugDraw.AngVelScale | If >0 show angular velocity when drawing particle transforms. |
p.Chaos.Solver.DebugDraw.ArrowSize | ArrowSize. |
p.Chaos.Solver.DebugDraw.BodyAxisLen | BodyAxisLen. |
p.Chaos.Solver.DebugDraw.Cluster.Constraints | Draw Active Cluster Constraints (0 = never; 1 = end of frame). |
p.Chaos.Solver.DebugDraw.ColorShapeByClientServer | Color shape according to client and server: red = server / blue = client |
p.Chaos.Solver.DebugDraw.ConstraintAxisLen | ConstraintAxisLen. |
p.Chaos.Solver.DebugDraw.ContactInfoWidth | ContactInfoWidth. |
p.Chaos.Solver.DebugDraw.ContactLen | ContactLen. |
p.Chaos.Solver.DebugDraw.ContactOwnerWidth | ContactOwnerWidth. |
p.Chaos.Solver.DebugDraw.ContactPhiWidth | ContactPhiWidth. |
p.Chaos.Solver.DebugDraw.ContactWidth | ContactWidth. |
p.Chaos.Solver.DebugDraw.DrawPriority | Draw Priority for debug draw shapes (0 draw at actual Z, +ve is closer to the screen). |
p.Chaos.Solver.DebugDraw.ImpulseScale | If >0 show impulses when drawing collisions. |
p.Chaos.Solver.DebugDraw.InertiaScale | When DebugDrawTransforms is enabled, show the mass-normalized inertia matrix scaled by this amount. |
p.Chaos.Solver.DebugDraw.JointFeatures.ActorConnector | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.Solver.DebugDraw.JointFeatures.Axes | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.Solver.DebugDraw.JointFeatures.Color | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.Solver.DebugDraw.JointFeatures.CoMConnector | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.Solver.DebugDraw.JointFeatures.Index | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.Solver.DebugDraw.JointFeatures.Island | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.Solver.DebugDraw.JointFeatures.Level | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.Solver.DebugDraw.JointFeatures.Stretch | Joint features mask (see FDebugDrawJointFeatures). |
p.Chaos.Solver.DebugDraw.LineThickness | LineThickness. |
p.Chaos.Solver.DebugDraw.PointSize | Point size. |
p.Chaos.Solver.DebugDraw.PushOutScale | If >0 show pushouts when drawing collisions. |
p.Chaos.Solver.DebugDraw.Scale | Scale applied to all Chaos Debug Draw line lengths etc. |
p.Chaos.Solver.DebugDraw.ShapeLineThicknessScale | Shape lineThickness multiplier. |
p.Chaos.Solver.DebugDraw.ShowClient | Draw client related debug data |
p.Chaos.Solver.DebugDraw.ShowComplex | Whether to show complex collision is shape drawing is enabled |
p.Chaos.Solver.DebugDraw.ShowDynamics | If DebugDrawShapes is enabled, whether to show dynamic objects |
p.Chaos.Solver.DebugDraw.ShowKinematics | If DebugDrawShapes is enabled, whether to show kinematic objects |
p.Chaos.Solver.DebugDraw.ShowLevelSet | Whether to show levelset collision is shape drawing is enabled |
p.Chaos.Solver.DebugDraw.ShowServer | Draw server related debug data |
p.Chaos.Solver.DebugDraw.ShowSimple | Whether to show simple collision is shape drawing is enabled |
p.Chaos.Solver.DebugDraw.ShowStatics | If DebugDrawShapes is enabled, whether to show static objects |
p.Chaos.Solver.DebugDraw.VelScale | If >0 show velocity when drawing particle transforms. |
p.Chaos.Solver.DebugDrawBounds | Draw bounding volumes inside the broadphase (0 = never; 1 = end of frame). |
p.Chaos.Solver.DebugDrawBVHs | Draw Particle BVHs where applicable (0 = never; 1 = end of frame). |
p.Chaos.Solver.DebugDrawCCDInteractions | Draw CCD interactions. |
p.Chaos.Solver.DebugDrawCCDThresholds | Draw CCD swept thresholds. |
p.Chaos.Solver.DebugDrawCharacterGroundConstraints | Draw character ground constraints |
p.Chaos.Solver.DebugDrawCollidingShapes | Draw Shapes that have collisions on them (0 = never; 1 = end of frame). |
p.Chaos.Solver.DebugDrawCollisions | Draw Collisions (0 = never; 1 = end of frame). |
p.Chaos.Solver.DebugDrawIslands | Draw solver islands (0 = never; 1 = end of frame). |
p.Chaos.Solver.DebugDrawJoints | Draw joints |
p.Chaos.Solver.DebugDrawMeshBVHOverlaps | Draw BVH of objects overlapping meshes |
p.Chaos.Solver.DebugDrawMeshContacts | Draw Mesh contacts |
p.Chaos.Solver.DebugDrawShapes | Draw Shapes (0 = never; 1 = end of frame). |
p.Chaos.Solver.DebugDrawSpatialAccelerationStructure | Draw spatial acceleration structure |
p.Chaos.Solver.DebugDrawSpatialAccelerationStructure.ShowLeaves | Show spatial acceleration structure leaves when its debug draw is enabled |
p.Chaos.Solver.DebugDrawSpatialAccelerationStructure.ShowNodes | Show spatial acceleration structure nodes when its debug draw is enabled |
p.Chaos.Solver.DebugDrawSuspension | Draw Suspension (0 = never; 1 = end of frame). |
p.Chaos.Solver.DebugDrawTransforms | Draw particle transforms (0 = never; 1 = end of frame). |
p.Chaos.Solver.Deterministic | Override determinism. 0: disabled; 1: enabled; -1: use config |
p.Chaos.Solver.DoFinalProbeNarrowPhase | |
p.Chaos.Solver.InertiaConditioning.Distance | An input to inertia conditioning system. The joint distance error which needs to be stable (generate a low rotation). |
p.Chaos.Solver.InertiaConditioning.Enabled | Enable/Disable constraint stabilization through inertia conditioning |
p.Chaos.Solver.InertiaConditioning.MaxInvInertiaComponentRatio | An input to inertia conditioning system. The largest inertia component must be at least least multiple of the smallest component |
p.Chaos.Solver.InertiaConditioning.RotationRatio | An input to inertia conditioning system. The maximum ratio of joint correction from rotation versus translation |
p.Chaos.Solver.IslandGroups.MaxWorkers | The maximum number of worker threads to use (0 means unlimited) |
p.Chaos.Solver.IslandGroups.MinBodiesPerWorker | The minimum number of bodies we want per worker thread |
p.Chaos.Solver.IslandGroups.MinConstraintsPerWorker | The minimum number of constraints we want per worker thread |
p.Chaos.Solver.IslandGroups.ParallelMode | 0: Single-Threaded; 1: Parallel-For; 2: Tasks |
p.Chaos.Solver.IslandGroups.WorkerMultiplier | Total number of island groups in the solver will be NumWorkerThreads * WorkerThreadMultiplier. [def:1] |
p.Chaos.Solver.Iterations.Position | Override number of solver position iterations (-1 to use config) |
p.Chaos.Solver.Iterations.Projection | Override number of solver projection iterations (-1 to use config) |
p.Chaos.Solver.Iterations.Velocity | Override number of solver velocity iterations (-1 to use config) |
p.Chaos.Solver.Joint.AngleTolerance | AngleTolerance. |
p.Chaos.Solver.Joint.MaxInertiaRatio | 6Dof joint MaxInertiaRatio (if > 0) |
p.Chaos.Solver.Joint.MaxSolverStiffness | Solver stiffness on last iteration, increases each iteration from MinSolverStiffness. |
p.Chaos.Solver.Joint.MinParentMassRatio | 6Dof joint MinParentMassRatio (if > 0) |
p.Chaos.Solver.Joint.MinSolverStiffness | Solver stiffness on first iteration, increases each iteration toward MaxSolverStiffness. |
p.Chaos.Solver.Joint.NumIterationsAtMaxSolverStiffness | How many iterations we want at MaxSolverStiffness. |
p.Chaos.Solver.Joint.NumShockPropagationIterations | How many iterations to enable SHockProagation for. |
p.Chaos.Solver.Joint.PositionTolerance | PositionTolerance. |
p.Chaos.Solver.Joint.Priority | Set constraint priority. Larger values are evaluated later [def:0] |
p.Chaos.Solver.Joint.ShockPropagation | 6Dof joint shock propagation override (if >= 0). |
p.Chaos.Solver.Joint.SolvePositionLast | Should we solve joints in position-then-rotation order (false) or rotation-then-position order (true, default) |
p.Chaos.Solver.Joint.TransferCollisions | Allows joints to apply collisions to the parent from the child when the Joints TransferCollisionScale is not 0 [def:true] |
p.Chaos.Solver.Joint.TransferCollisionsDebugTestAgainstMaxClamp | Force all joint collision constraint settings to max clamp value to validate stability [def:false] |
p.Chaos.Solver.Joint.TransferCollisionsKinematicScale | Scale to apply to collision transfers between kinematic bodies [def:1.0] |
p.Chaos.Solver.Joint.TransferCollisionsLimit | Maximum number of constraints that are allowed to transfer to the parent. Lowering this will improve performance but reduce accuracy. [def:INT_MAX] |
p.Chaos.Solver.Joint.TransferCollisionsStiffnessClamp | Clamp of maximum value of the stiffness clamp[def:1.0] |
p.Chaos.Solver.Joint.UseLinearSolver | Use linear version of joint solver. (default is true |
p.Chaos.Solver.Joint.UsePBDDrives | Whether to solve drives in the position or velocity phase of the solver (default true |
p.Chaos.Solver.ParticlePoolNumFrameUntilShrink | Num Frame until we can potentially shrink the pool |
p.Chaos.Solver.PersistentGraph | |
p.Chaos.Solver.ShrinkArrays | Enable/Disable particle array shrinking in the main scene |
p.Chaos.Solver.SleepEnabled | |
p.Chaos.Solver.Suspension.Priority | Set constraint priority. Larger values are evaluated later [def:0] |
p.Chaos.Solver.TestMode | |
p.Chaos.Solver.UseCCD | Global flag to turn CCD on or off. Default is true |
p.Chaos.Solver.UseParticlePool | Whether or not to use dirty particle pool (Optim) |
p.Chaos.Spherical.ISPC | Whether to use ISPC optimizations in spherical constraints |
p.Chaos.Spring.ISPC | Whether to use ISPC optimizations in Spring constraints |
p.Chaos.Spring.ParallelConstraintCount | If we have more constraints than this, use parallel-for in Apply. |
p.Chaos.SQ.DrawDebugVisitorQueries | Draw bounds of objects visited by visitors in scene queries. |
p.Chaos.Suspension.DebugDraw.Hardstop | Debug draw suspension hardstop manifold |
p.Chaos.Suspension.Hardstop.Enabled | Enable/Disable Hardstop part of suspension constraint |
p.Chaos.Suspension.MaxPushout | Chaos Suspension Max Pushout Value |
p.Chaos.Suspension.MaxPushoutVelocity | Chaos Suspension Max Pushout Velocity Value |
p.Chaos.Suspension.SlopeSpeedBlendThreshold | Speed below which the anti-slide on slope blend mechanism starts |
p.Chaos.Suspension.SlopeSpeedThreshold | Speed below which the anti-slide on slope mechanism is fully employed |
p.Chaos.Suspension.SlopeThreshold | Slope threshold below which the anti-slide on slope mechanism is employed, value = Cos(AlopeAngle), i.e. for 50 degree slope = 0.6428, 30 degree slope = 0.866 |
p.Chaos.Suspension.Spring.Enabled | Enable/Disable Spring part of suspension constraint |
p.Chaos.Suspension.VelocitySolve | Enable/Disable VelocitySolve |
P.Chaos.SyncKinematicOnGameThread | If set to 1, kinematic bodies will always send their transforms back to the game thread, following the simulation step/results. If 0, then they will never do so, and kinematics will be updated immediately their kinematic target is set. Any other value (e.g. the default -1) means that the behavior is determined on a per-object basis with the UpdateKinematicFromSimulation flag in BodyInstance. |
p.Chaos.Thread.DesiredHz | Desired update rate of the dedicated physics thread in Hz/FPS (Default 60.0f) |
p.Chaos.Thread.WaitThreshold | Desired wait time in ms before the game thread stops waiting to sync physics and just takes the last result. (default 16ms) |
p.Chaos.Timestep.VariableCapped.Cap | Time in seconds to set as the cap when using a ranged timestep for Chaos. |
p.Chaos.TriangleIntersections.MaxDelta | Maximum delta position applied to resolve triangle intersections. |
p.Chaos.TriangleMesh.ISPC | Whether to use ISPC optimizations in triangle mesh calculations |
p.Chaos.TriMeshPerPolySupport | Disabling removes memory cost of vertex map on triangle mesh. Note: Changing at runtime will not work. |
P.Chaos.UpdateKinematicsOnDeferredSkelMeshes | Whether to defer update kinematics for skeletal meshes. |
p.chaos.UseContactSpeedForStrainEval | Whether to use contact speed to discard contacts when updating cluster strain (true: use speed, false: use impulse) |
p.Chaos.UseRBANForDefaultPhysicsAssetSolverType | Boolean to use RBAN for default physics asset solver type (false by default) |
p.Chaos.VelocityField.ISPC | Whether to use ISPC optimizations in velocity field calculations |
p.Chaos.VisualDebuggerEnable | Enable/Disable pushing/saving data to the visual debugger |
p.Chaos.XPBDBending.ISPC | Whether to use ISPC optimizations in XPBD Bending constraints |
p.Chaos.XPBDBending.ParallelConstraintCount | If we have more constraints than this, use parallel-for in Apply. |
p.Chaos.XPBDSpring.ISPC | Whether to use ISPC optimizations in XPBD Spring constraints |
p.Chaos.XPBDSpring.ParallelConstraintCount | If we have more constraints than this, use parallel-for in Apply. |
p.Chaos.XPBDStretchBias.ISPC | Whether to use ISPC optimizations in XPBD Stretch Bias constraints |
p.ChaosCloth.DebugDrawAmimNormals | Whether to debug draw the animated/kinematic Cloth normals |
p.ChaosCloth.DebugDrawAnimDrive | Whether to debug draw the Chaos Cloth anim drive |
p.ChaosCloth.DebugDrawAnimMeshWired | Whether to debug draw the animated/kinematic Cloth wireframe meshes |
p.ChaosCloth.DebugDrawBackstopDistances | Whether to debug draw the Chaos Cloth backstop distances |
p.ChaosCloth.DebugDrawBackstops | Whether to debug draw the Chaos Cloth backstops |
p.ChaosCloth.DebugDrawBendingConstraint | Whether to debug draw the Chaos Cloth bending constraint |
p.ChaosCloth.DebugDrawBounds | Whether to debug draw the Chaos Cloth bounds |
p.ChaosCloth.DebugDrawCollision | Whether to debug draw the Chaos Cloth collisions |
p.ChaosCloth.DebugDrawEdgeConstraint | Whether to debug draw the Chaos Cloth edge constraint |
p.ChaosCloth.DebugDrawFaceNormals | Whether to debug draw the Chaos Cloth face normals |
p.ChaosCloth.DebugDrawGravity | Whether to debug draw the Chaos Cloth gravity acceleration vector |
p.ChaosCloth.DebugDrawInversedFaceNormals | Whether to debug draw the Chaos Cloth inversed face normals |
p.ChaosCloth.DebugDrawLocalSpace | Whether to debug draw the Chaos Cloth local space |
p.ChaosCloth.DebugDrawLongRangeConstraint | Whether to debug draw the Chaos Cloth long range constraint (aka tether constraint) |
p.ChaosCloth.DebugDrawMaxDistances | Whether to debug draw the Chaos Cloth max distances |
p.ChaosCloth.DebugDrawPhysMeshWired | Whether to debug draw the Chaos Cloth wireframe meshes |
p.ChaosCloth.DebugDrawPointNormals | Whether to debug draw the Chaos Cloth point normals |
p.ChaosCloth.DebugDrawPointVelocities | Whether to debug draw the Chaos Cloth point velocities |
p.ChaosCloth.DebugDrawSelfCollision | Whether to debug draw the Chaos Cloth self collision information |
p.ChaosCloth.DebugDrawSelfIntersection | Whether to debug draw the Chaos Cloth self intersection information |
p.ChaosCloth.DebugDrawWindForces | Whether to debug draw the Chaos Cloth wind forces |
p.ChaosCloth.Ispc | Enable or disable ISPC optimizations for cloth simulation. |
p.ChaosCloth.LegacyDisablesAccurateWind | Whether using the Legacy wind model switches off the accurate wind model, or adds up to it |
p.ChaosCloth.Solver.DebugHitchInterval | Hitch interval in frames. Create artificial hitches to debug simulation jitter. 0 to disable |
p.ChaosCloth.Solver.DebugHitchLength | Hitch length in ms. Create artificial hitches to debug simulation jitter. 0 to disable |
p.ChaosCloth.Solver.DisableCollision | Disable all collision particles. Needs reset of the simulation (p.ChaosCloth.Reset). |
p.ChaosCloth.Solver.DisableTimeDependentNumIterations | Make the number of iterations independent from the time step. |
p.ChaosCloth.Solver.MinParallelBatchSize | The minimum number of particle to process in parallel batch by the solver. |
p.ChaosCloth.Solver.ParallelClothPostUpdate | Pre-transform the cloth particles for each cloth in parallel. |
p.ChaosCloth.Solver.ParallelClothPreUpdate | Pre-transform the cloth particles for each cloth in parallel. |
p.ChaosCloth.Solver.ParallelClothUpdate | Skin the physics mesh and do the other cloth update for each cloth in parallel. |
p.ChaosCloth.Solver.UseVelocityScale | Use the velocity scale to compensate for clamping to MaxPhysicsDelta, in order to avoid miscalculating velocities during hitches. |
p.ChaosCloth.UseOptimizedTaperedCapsule | Use the optimized TaperedCapsule code instead of using a tapered cylinder and two spheres |
p.ChaosCloth.UseTimeStepSmoothing | Use time step smoothing to avoid jitter during drastic changes in time steps. |
p.ChaosClothEditor.DebugDrawAnimDrive | Draws the current skinned reference mesh for the simulation which anim drive will attempt to reach if enabled |
p.ChaosClothEditor.DebugDrawAnimMeshWired | Draws the current animated mesh input in wireframe |
p.ChaosClothEditor.DebugDrawAnimNormals | Draws the current point normals for the animated mesh |
p.ChaosClothEditor.DebugDrawBackstopDistances | Draws the backstop distance offset for each simulation particle |
p.ChaosClothEditor.DebugDrawBackstops | Draws the backstop radius and position for each simulation particle |
p.ChaosClothEditor.DebugDrawBendingConstraint | Draws the bending spring constraints |
p.ChaosClothEditor.DebugDrawCollision | Draws the collision bodies the simulation is currently using |
p.ChaosClothEditor.DebugDrawEdgeConstraint | Draws the edge spring constraints |
p.ChaosClothEditor.DebugDrawElementIndices | Draws the element's (triangle or other) indices as instantiated by the solver |
p.ChaosClothEditor.DebugDrawLocalSpace | Draws the local space reference bone |
p.ChaosClothEditor.DebugDrawLongRangeConstraint | Draws the long range attachment constraint distances |
p.ChaosClothEditor.DebugDrawMaxDistances | Draws the current max distances for the sim particles as a line along its normal |
p.ChaosClothEditor.DebugDrawMaxDistanceValues | Draws the current max distances as numbers |
p.ChaosClothEditor.DebugDrawParticleIndices | Draws the particle indices as instantiated by the solver |
p.ChaosClothEditor.DebugDrawPhysMeshShaded | Draws the current physical result as a doubled sided flat shaded mesh |
p.ChaosClothEditor.DebugDrawPhysMeshWired | Draws the current physical mesh result in wireframe |
p.ChaosClothEditor.DebugDrawPointNormals | Draws the current point normals for the simulation mesh |
p.ChaosClothEditor.DebugDrawPointVelocities | Draws the current point velocities for the simulation mesh |
p.ChaosClothEditor.DebugDrawSelfCollision | Draws the self collision thickness/debugging information |
p.ChaosClothEditor.DebugDrawSelfIntersection | Draws the self intersection contour/region information |
p.ChaosClothEditor.DebugDrawWindAndPressureForces | Draws the Wind drag and lift and pressure forces |
p.ChaosClothVisualization.BendingDrawMode | Bending draw mode, 0 = BuckleStatus, 1 = Parallel graph color, 2 = Anisotropy, 3 = RestAngle |
p.ChaosClothVisualization.DrawSkinnedLattice | Draw skinned lattice, 0 = none, 1 = filled, 2 = empty, 3 = both |
p.ChaosClothVisualization.StretchBiasDrawMode | Stretch draw mode, 0 = Parallel graph color, 1 = Warp Stretch, 2 = Weft Stretch, 3 = BiasStretch |
p.ChaosClothVisualization.StretchBiasDrawOutOfRange | Draw out of range elements (When drawing warp/weft stretch) |
p.ChaosClothVisualization.StretchBiasDrawRangeMax | Max stretch in draw color range. Negative = compressed, 0 = undeformed, positive = stretched. (When drawing warp/weft stretch) |
p.ChaosClothVisualization.StretchBiasDrawRangeMin | Min stretch in draw color range. Negative = compressed, 0 = undeformed, positive = stretched. (When drawing warp/weft stretch) |
p.ChaosClothVisualization.WeightMapName | Weight map name to be visualized |
p.ChaosNumContactIterationsOverride | Override for num contact iterations if >= 0. [def:-1] |
p.ChaosNumPushOutIterationsOverride | Override for num push out iterations if >= 0 [def:-1] |
p.ChaosRigidsEvolutionApplyAllowEarlyOut | Allow Chaos Rigids Evolution apply iterations to early out when resolved.[def:1] |
p.ChaosRigidsEvolutionApplyPushoutAllowEarlyOut | Allow Chaos Rigids Evolution apply-pushout iterations to early out when resolved.[def:1] |
p.ChaosSolverCollisionDefaultAngularSleepThreshold | Default angular threshold for sleeping.[def:0.0087] |
p.ChaosSolverCollisionDefaultLinearSleepThreshold | Default linear threshold for sleeping.[def:0.001] |
p.ChaosSolverCollisionDefaultSleepCounterThreshold | Default counter threshold for sleeping.[def:20] |
p.ChaosSolverEnableJointConstraints | Enable Joint Constraints defined within the Physics Asset Editor |
p.CharacterStuckWarningPeriod | How often (in seconds) we are allowed to log a message about being stuck in geometry. <0: Disable, >=0: Enable and log this often, in seconds. |
p.checkbox | |
p.ClientAuthorityThresholdOnBaseChange | When a pawn moves onto or off of a moving base, this can cause an abrupt correction. In these cases, trust the client up to this distance away from the server component location. |
p.ClosestIntersectionStepSizeMultiplier | When raycasting we use this multiplier to substep the travel distance along the ray. Smaller number gives better accuracy at higher cost |
p.Cloth.DefaultClothingSimulationFactoryClass | The class name of the default clothing simulation factory. Known providers are: ChaosClothingSimulationFactory |
p.Cloth.MaxDeltaTimeTeleportMultiplier | A multiplier of the MaxPhysicsDelta time at which we will automatically just teleport cloth to its new location default: 1.5 |
p.Cloth.ResetAfterTeleport | Require p.Cloth.TeleportOverride. Reset the clothing after moving the clothing position (called teleport). Default: true. |
p.Cloth.TeleportDistanceThreshold | Require p.Cloth.TeleportOverride. Conduct teleportation if the character's movement is greater than this threshold in 1 frame. Zero or negative values will skip the check. Default: 300. |
p.Cloth.TeleportOverride | Force console variable teleport override values over skeletal mesh properties. Default: false. |
p.Cloth.TeleportRotationThreshold | Require p.Cloth.TeleportOverride. Rotation threshold in degrees, ranging from 0 to 180. Conduct teleportation if the character's rotation is greater than this threshold in 1 frame. Zero or negative values will skip the check. Default 0. |
p.ClothPhysics | If 1, physics cloth will be used for simulation. |
p.ClothPhysics.UseTaskThread | If 1, run cloth on the task thread. If 0, run on game thread. |
p.ClothPhysics.WaitForParallelClothTask | If 1, always wait for cloth task completion in the Cloth Tick function. If 0, wait at end-of-frame updates instead if allowed by component settings |
p.ClusterDistanceThreshold | How close a cluster child must be to a contact to break off |
p.ClusterSnapDistance | |
p.CollisionAngularFriction | Collision angular friction for all contacts if >= 0 |
p.CollisionCanAlwaysDisableContacts | Collision culling will always be able to permanently disable contacts |
p.CollisionCanNeverDisableContacts | Collision culling will never be able to permanently disable contacts |
p.CollisionDisableCulledContacts | Allow the PBDRigidsEvolutionGBF collision constraints to throw out contacts mid solve if they are culled. |
p.CollisionFriction | Collision friction for all contacts if >= 0 |
p.CollisionParticlesBVHDepth | The maximum depth for collision particles bvh |
p.CollisionParticlesMax | Maximum number of particles after simplicial pruning |
p.CollisionParticlesMin | Minimum number of particles after simplicial pruning (assuming it started with more) |
p.CollisionParticlesPerObjectFractionDefault | Fraction of verts |
p.CollisionParticlesSpatialDivision | Spatial bucketing to cull collision particles. |
p.CollisionParticlesUseImplicitCulling | Use the implicit to cull interior vertices. |
p.CollisionRestitution | Collision restitution for all contacts if >= 0 |
p.CollisionRestitutionThreshold | Collision restitution threshold override if >= 0 (units of acceleration) |
p.ComNudgeAffectsInertia | |
p.ComputeClusterCollisionStrains | Whether to use collision constraints when processing clustering. |
p.ConstraintAngularDampingScale | The multiplier of constraint angular damping in simulation. Default: 100000 |
p.ConstraintAngularStiffnessScale | The multiplier of constraint angular stiffness in simulation. Default: 100000 |
p.ConstraintBPBVHDepth | The maximum depth for constraint bvh |
p.ConstraintLinearDampingScale | The multiplier of constraint linear damping in simulation. Default: 1 |
p.ConstraintLinearStiffnessScale | The multiplier of constraint linear stiffness in simulation. Default: 1 |
p.ContactOffsetFactor | Multiplied by min dimension of object to calculate how close objects get before generating contacts. < 0 implies use project settings. Default: 0.01 |
p.CVarGeometryCollectionImpulseWorkAround | This enabled a workaround to allow impulses to be applied to geometry collection. |
p.Dataflow.prototype.selection | Work in progress development for selection controls in the 3D Viewport.[def:false] |
p.DeactivateClusterChildren | If children should be decativated when broken and put into another cluster. |
p.DebugTimeDiscrepancy | Whether to log detailed Movement Time Discrepancy values for testing0: Disable, 1: Enable Detection logging, 2: Enable Detection and Resolution logging |
p.DefaultCollisionFriction | Collision friction default value if no materials are found. |
p.DefaultCollisionRestitution | Collision restitution default value if no materials are found. |
p.DisableParticleUpdateVelocityParallelFor | Disable Particle Update Velocity ParallelFor and run the update on a single thread |
p.DisableQueryOnlyActors | If QueryOnly is used, actors are marked as simulation disabled. This is NOT compatible with origin shifting at the moment. |
p.DisableThreshold2 | Disable threshold frames to transition to sleeping |
p.DumpPhysicalMaterialMaskData | Outputs the current mask data for the specified physical material mask asset to the log. |
p.EnableCollisions | Enable/Disable collisions on the Chaos solver. |
p.EnableDeferredPhysicsCreation | Enables/Disables deferred physics creation. |
p.EnableDynamicPerBodyFilterHacks | Enables/Disables the use of a set of game focused hacks - allowing users to modify skel body collision dynamically (changes the behavior of per-body collision filtering). |
p.EnableFastOverlapCheck | Enable fast overlap check against sweep hits, avoiding UpdateOverlaps (for the swept component). |
p.EnableKinematicDeferralPrePhysicsCondition | If is 1, and deferral would've been disallowed due to EUpdateTransformFlags, allow if in PrePhysics tick. If 0, condition is unchanged. |
p.EnableKinematicDeferralStartPhysicsCondition | If is 1, allow kinematics to be deferred in start physics (probably only called from replication tick). If 0, no deferral in startphysics. |
p.EnableMeshClean | Enable/Disable mesh cleanup during cook. |
p.EnableMultiplayerWorldOriginRebasing | Enable world origin rebasing for multiplayer, meaning that servers and clients can have different world origin locations. |
p.EnableSkeletalMeshConstraints | Enable skeletal mesh constraints defined within the Physics Asset Editor |
p.EncroachEpsilon | Epsilon value used during encroachment checking for shape components 0: use full sized shape. > 0: shrink shape size by this amount (world units) |
p.EnsureUnweldModifiesGTOnly | Ensure if unweld modifies geometry shared with physics thread |
p.ErrorAccumulationDistanceSq | |
p.ErrorAccumulationSeconds | |
p.ErrorAccumulationSimilarity | |
p.ErrorPerAngularDifference | |
p.ErrorPerLinearDifference | |
p.FindAllIntersectionsSingleThreaded | |
p.FixBadAccelerationStructureRemoval | |
p.FixReplayOverSampling | If 1, remove invalid replay samples that can occur due to oversampling (sampling at higher rate than physics is being ticked) |
p.ForceDisableAsyncPhysics | Whether to force async physics off regardless of other settings |
p.ForceJumpPeakSubstep | If 1, force a jump substep to always reach the peak position of a jump, which can often be cut off as framerate lowers. |
p.ForceNoCollisionIntoSQ | When enabled, all particles end up in sq structure, even ones with no collision |
p.ForceStandardSQ | If enabled, we force the standard scene query even if custom SQ structure is enabled |
p.fracture.ValidateResultsOfEditOperations | When on this will enable result validation for fracture tool edit operations (can be slow for large geometry collection) [def:0] |
p.gc.GlobalMaxSimulatedLevel | Allow to set the Global Maximum Simulated Level for Geoemtry Collection. The min between the MaxSimulatedLevel and the GlobalMaxSimulatedLevel will be used. |
p.gc.logcachereduction | Logs amount of data removed from a cache after processing |
p.gc.ReportHighParticleFraction | Report any objects with particle fraction above this threshold |
p.gc.ReportNoLevelsetCluster | Report any cluster objects without levelsets |
p.gc.UseLargestClusterToComputeRelativeSize | Use the largest Cluster as reference for the releative size instead of the largest child (def: false) |
p.gc.UseVolumeToComputeRelativeSize | Use Volume To Compute RelativeSize instead of the side of the cubic volume (def: false) |
p.GeometryCollection.AlwaysGenerateConnectionGraph | When enabled, always generate the cluster's connection graph instead of using the rest collection stored one - Note: this should only be used for troubleshooting.[def: false] |
p.GeometryCollection.AlwaysGenerateGTCollisionForClusters | When enabled, always generate a game thread side collision for clusters.[def: true] |
p.GeometryCollection.AreaBasedDamageThresholdMode | Area based damage threshold computation mode (0: sum of areas | 1: max of areas | 2: min of areas | 3: average of areas) [def: 0] |
p.GeometryCollection.EnabledNestedChildTransformUpdates | Enable updates for driven, disabled, child bodies. Used for line trace results against geometry collections.[def: true] |
p.GeometryCollectionAlwaysRecreateSimulationData | always recreate the simulation data even if the simulation data is not marked as dirty - this has runtime cost in editor - only use as a last resort if default has issues [def:false] |
p.GeometryCollectionAssetForceStripOnCook | Bypass the construction of simulation properties when all bodies are simply cached for playback. |
p.GeometryCollectionCollideAll | Bypass the collision matrix and make geometry collections collide against everything |
p.GeometryCollectionDisableGravity | Disable gravity for geometry collections |
p.GeometryCollectionEnableForcedConvexGenerationInSerialize | Enable generation of convex geometry on older destruction files.[def:true] |
p.GeometryCollectionHardMissingUpdatesSnapThreshold | Determines how many missing updates before we trigger a hard snap |
p.GeometryCollectionHardsnapThresholdMs | Determines how many ms since the last hardsnap to trigger a new one |
p.GeometryCollectionNavigationSizeThreshold | Size in CM used as a threshold for whether a geometry in the collection is collected and exported for navigation purposes. Measured as the diagonal of the leaf node bounds. |
p.GeometryCollectionRepAngularMatchTime | In seconds, how quickly should the angle match the replicated target angle |
p.GeometryCollectionRepLinearMatchStrength | Units can be interpreted as %/s^2 - acceleration of percent linear correction |
p.GeometryCollectionRepMaxExtrapolationTime | Number of seconds that replicated physics data will persist for a GC, extrapolating velocities |
p.GeometryCollectionSingleThreadedBoundsCalculation | [Debug Only] Single threaded bounds calculation. [def:false] |
p.GraphPropagationBasedCollisionFactor | when p.GraphPropagationBasedCollisionImpulseProcessing is on, the percentage [0-1] of remaining damage that is distributed to the connected pieces |
p.GraphPropagationBasedCollisionImpulseProcessing | when processing collision impulse toc ompute strain, pick the closest child from the impact point and propagate using the connection graph [def: 0] |
p.HackMaxAngularVelocity | Max cap on angular velocity: rad/s. This is only a temp solution and should not be relied on as a feature. -1.f to disable |
p.HackMaxVelocity2 | Max cap on velocity: cm/s. This is only a temp solution and should not be relied on as a feature. -1.f to disable |
p.HitDistanceTolerance | Tolerance for hit distance for overlap test in PrimitiveComponent movement. Hits that are less than this distance are ignored. |
p.IgnoreAnalyticCollisionsOverride | Overrides the default for ignroing analytic collsions. |
p.InitialOverlapTolerance | Tolerance for initial overlapping test in PrimitiveComponent movement. Normals within this tolerance are ignored if moving out of the object. Dot product of movement direction and surface normal. |
p.IterationsPerTimeSlice | |
p.KinematicDeferralCheckValidBodies | If true, don't attempt to update deferred kinematic skeletal mesh bodies which are pending delete. |
p.KinematicDeferralLogInvalidBodies | If true and p.KinematicDeferralCheckValidBodies is true, log when an invalid body is found on kinematic update. |
p.KinematicDeferralUpdateExternalAccelerationStructure | If true, process any operations in PendingSpatialOperations_External before doing deferred kinematic updates. |
p.LevelSetAvgAngleErrorTolerance | Average error in of the mesh normal and computed normal on the level set. |
p.LevelSetAvgDistErrorTolerance | Error tolerance for average distance between the triangles and generated levelset. Note this is a fraction of the average bounding box dimensions. |
p.LevelSetFailureOnHighError | Set level sets with high error to null in the solver |
p.LevelsetGhostCells | Increase the level set grid by this many ghost cells |
p.LevelSetMaxDistErrorTolerance | Max error for the highest error triangle generated from a levelset. Note this is a fraction of the average bounding box dimensions. |
p.LevelSetOutputFailedDebugData | Output debug obj files for level set and mesh when error tolerances are too high |
p.LevelsetOverlapCapsuleSamples | Number of spiral points to generate for levelset-capsule overlaps |
p.LevelsetOverlapSphereSamples | Number of spiral points to generate for levelset-sphere overlaps |
p.LinearEtherDragOverride | Set an override linear ether drag value. -1.f to disable |
p.LinearVelocityCoefficient | |
p.LogCorruptMap | |
p.LogDirtyParticles | Logs out which particles are dirty every frame |
p.LogPhysicsReplicationHardSnaps | |
p.MaxBoundsForTree | The max bounds before moving object into a large objects structure. Only applies on object registration |
p.MaxChildrenInLeaf | |
p.MaxContactOffset | Max value of contact offset, which controls how close objects get before generating contacts. < 0 implies use project settings. Default: 1.0 |
p.MaxDirtyElements | The max number of dirty elements. This forces a flush which is very expensive |
p.MaxFallingCorrectionLeash | When airborne, some distance between the server and client locations may remain to avoid sudden corrections as clients jump from moving bases. This value is the maximum allowed distance. |
p.MaxFallingCorrectionLeashBuffer | To avoid constant corrections, when an airborne server and client are further than p.MaxFallingCorrectionLeash cm apart, they'll be pulled in to that distance minus this value. |
p.MaxLevelsetDimension | The maximum number of cells on a single level set axis |
p.MaxLinearHardSnapDistance | |
p.MaxPayloadSize | |
p.MaxRestoredStateError | |
p.MaxTreeDepth | |
p.MinCleanedPointsBeforeRemovingInternals | If we only have this many clean points, don't bother removing internal points as the object is likely very small |
p.MinLevelsetDimension | The minimum number of cells on a single level set axis |
p.MinLevelsetSize | The minimum size on the smallest axis to use a level set |
p.MoveIgnoreFirstBlockingOverlap | Whether to ignore the first blocking overlap in SafeMoveUpdatedComponent (if moving out from object and starting in penetration). The 'p.InitialOverlapTolerance' setting determines the 'move out' rules, but by default we always try to depenetrate first (not ignore the hit). 0: Disable (do not ignore), 1: Enable (ignore) |
p.net.ForceFault | Forces server side input fault |
p.net.ForceInputDrop | Forces client to drop inputs. Useful for simulating desync |
p.net.LerpTargetNumBufferedCmdsAggresively | Aggresively lerp towards TargetNumBufferedCmds. Reduces server side buffering but can cause more artifacts. |
p.net.MaxBufferedCmds | MaxNumber of buffered server side commands |
p.net.MaxTargetNumBufferedCmds | Maximum number of buffered inputs the server will target per client. |
p.net.MaxTimeDilationMag | Maximum time dilation that client will use to slow down / catch up with server |
p.net.TargetNumBufferedCmds | How much to increase TargetNumBufferedCmds when an input fault occurs |
p.net.TargetNumBufferedCmdsAlpha | Lerp strength for TargetNumBufferedCmds |
p.net.TargetNumBufferedCmdsDeltaOnFault | How much to increase TargetNumBufferedCmds when an input fault occurs |
p.net.TimeDilationAlpha | Lerp strength for sliding client time dilation |
p.net.TimeDilationEnabled | Enable clientside TimeDilation |
p.NetCorrectionLifetime | How long a visualized network correction persists. Time in seconds each visualized network correction persists. |
p.NetEnableListenServerSmoothing | Whether to enable mesh smoothing on listen servers for the local view of remote clients. 0: Disable, 1: Enable |
p.NetEnableMoveCombining | Whether to enable move combining on the client to reduce bandwidth by combining similar moves. 0: Disable, 1: Enable |
p.NetEnableMoveCombiningOnStaticBaseChange | Whether to allow combining client moves when moving between static geometry. 0: Disable, 1: Enable |
p.NetEnableSkipProxyPredictionOnNetUpdate | Whether to allow proxies to skip prediction on frames with a network position update, if bNetworkSkipProxyPredictionOnNetUpdate is also true on the movement component. 0: Disable, 1: Enable |
p.NetForceClientAdjustmentPercent | Percent of ServerCheckClientError checks to return true regardless of actual error. Useful for testing client correction code. <=0: Disable, 0.05: 5% of checks will return failed, 1.0: Always send client adjustments |
p.NetForceClientServerMoveLossDuration | Duration in seconds for client to drop ServerMove calls when NetForceClientServerMoveLossPercent check passes. Useful for testing server force correction code. Duration of zero means single frame loss. |
p.NetForceClientServerMoveLossPercent | Percent of ServerMove calls for client to not send. Useful for testing server force correction code. <=0: Disable, 0.05: 5% of checks will return failed, 1.0: never send server moves |
p.NetMoveCombiningAttachedLocationTolerance | Tolerance for relative location attachment change when combining moves. Small tolerances allow for very slight jitter due to transform updates. |
p.NetMoveCombiningAttachedRotationTolerance | Tolerance for relative rotation attachment change when combining moves. Small tolerances allow for very slight jitter due to transform updates. |
p.NetPackedMovementMaxBits | Max number of bits allowed in each packed movement RPC. Used to protect against bad data causing the server to allocate too much memory. |
p.NetPingExtrapolation | |
p.NetPingLimit | |
p.NetShowCorrections | Whether to draw client position corrections (red is incorrect, green is corrected). 0: Disable, 1: Enable |
p.NetStationaryRotationTolerance | Tolerance for GetClientNetSendDeltaTime() to remain throttled when small control rotation changes occur. |
p.NetUseBaseRelativeAcceleration | If enabled, character acceleration will be treated as relative to dynamic movement bases. |
p.NetUseBaseRelativeVelocity | If enabled, character velocity corrections will be treated as relative to dynamic movement bases. |
p.NetUseClientTimestampForReplicatedTransform | If enabled, use client timestamp changes to track the replicated transform timestamp, otherwise uses server tick time as the timestamp. Game session usually needs to be restarted if this is changed at runtime. 0: Disable, 1: Enable |
p.NetUsePackedMovementRPCs | Whether to use newer movement RPC parameter packed serialization. If disabled, old deprecated movement RPCs will be used instead. 0: Disable, 1: Enable |
p.NetVisualizeSimulatedCorrections | 0: Disable, 1: Enable |
p.NormalAveraging2 | |
p.NumActiveChannels | |
p.PenetrationOverlapCheckInflation | Inflation added to object when checking if a location is free of blocking collision. Distance added to inflation in penetration overlap check. |
p.PenetrationPullbackDistance | Pull out from penetration of an object by this extra distance. Distance added to penetration fix-ups. |
p.PhysDrawing.SkinnedLatticeBoneWeight | Draw skinned lattice bone weight. -1 = all lattice points |
p.PhysicsAnimBlendUpdatesPhysX | Whether to update the physx simulation with the results of physics animation blending |
p.PhysicsRunsOnGT | If true the physics thread runs on the game thread, but will still go wide on tasks like collision detection |
p.PositionLerp | |
p.PredictiveInterpolation.AlwaysHardSnap | When true, predictive interpolation replication mode will always hard snap. Used as a backup measure |
p.PreventNonVerticalOrientationBlock | When enabled, this allows a character that's supposed to remain vertical to snap to a vertical orientation even if RotationRate settings would block it. See @ShouldRemainVertical and @RotationRate. |
p.PrimitiveComponent.ReplicatePhysicsObject | When a primitive component has no BodyInstance, allow replication based on PhysicsObject |
p.RagdollPhysics | If 1, ragdoll physics will be used. Otherwise just root body is simulated |
p.RemoveFarBodiesFromBVH | Removes bodies far from the scene from the bvh 0: Kept, 1: Removed |
p.RenderInterp.DebugDraw | Draw debug lines for physics render interpolation, also needs p.Chaos.DebugDraw.Enabled set |
p.RenderInterp.ErrorCorrectionDuration | How long in seconds to apply error correction over. |
p.RenderInterp.ErrorVelocitySmoothingDuration | How long in seconds to apply error velocity smoothing correction over, should be smaller than or equal to p.RenderInterp.ErrorCorrectionDuration. RENDERINTERPOLATION_VELOCITYSMOOTHING needs to be defined. |
p.ReplayLerpAcceleration | |
p.ReplaySQs | If enabled, we rerun the sq against chaos |
p.ReportTooManyChildrenNum | Issue warning if more than this many children exist in a single cluster |
p.RestoreBreakingMomentumPercent | When a rigid cluster is broken, objects that its in contact with will receive an impulse to restore this percent of their momentum prior to the break. |
p.RigidBodyLODThreshold | Max LOD that rigid body node is allowed to run on. Provides a global threshold that overrides per-node the LODThreshold property. -1 means no override. |
p.RigidBodyNode | Enables/disables the whole rigid body node system. When disabled, avoids all allocations and runtime costs. Can be used to disable RB Nodes on low-end platforms. |
p.RigidBodyNode.DebugDraw | Whether to debug draw the rigid body simulation state. Requires p.Chaos.DebugDraw.Enabled 1 to function as well. |
p.RigidBodyNode.DeferredSimulationDefault | Whether rigid body simulations are deferred one frame for assets that don't opt into a specific simulation timing |
p.RigidBodyNode.EnableComponentAcceleration | Enable/Disable the simple acceleration transfer system for component- or bone-space simulation |
p.RigidBodyNode.EnableSimulation | Runtime Enable/Disable RB Node Simulation for debugging and testing (node is initialized and bodies and constraints are created, even when disabled.) |
p.RigidBodyNode.EnableTimeBasedReset | If true, Rigid Body nodes are reset when they have not been updated for a while (default true) |
p.RigidBodyNode.IncludeClothColliders | Include cloth colliders as kinematic bodies in the immediate physics simulation. |
p.RigidBodyNode.InitializeBoneReferencesRangeCheckEnabled | |
p.RigidBodyNode.MaxSubSteps | Set the maximum number of simulation steps in the update loop |
p.RigidBodyNode.Space.MaxAngularAcceleration | RBAN SimSpaceSettings overrides |
p.RigidBodyNode.Space.MaxAngularVelocity | RBAN SimSpaceSettings overrides |
p.RigidBodyNode.Space.MaxLinearAcceleration | RBAN SimSpaceSettings overrides |
p.RigidBodyNode.Space.MaxLinearVelocity | RBAN SimSpaceSettings overrides |
p.RigidBodyNode.Space.Override | Force-enable the advanced simulation space movement forces |
p.RigidBodyNode.Space.VelocityScaleZ | RBAN SimSpaceSettings overrides |
p.RigidBodyNode.Space.WorldAlpha | RBAN SimSpaceSettings overrides |
p.RigidBodyNode.TaskPriority.Simulation | Task priority for running the rigid body node simulation task (0 = foreground/high, 1 = foreground/normal, 2 = background/high, 3 = background/normal, 4 = background/low). |
p.RigidBodyNode.WorldObjectExpiry | World objects are removed from the simulation if not detected after this many tests |
p.RK4SpringInterpolator.MaxIter | RK4 Spring Interpolator's max number of iterations |
p.RK4SpringInterpolator.UpdateRate | RK4 Spring Interpolator's rate of update |
p.RootMotion.Debug | Whether to draw root motion source debug information. 0: Disable, 1: Enable |
p.RootMotion.DebugSourceLifeTime | How long a visualized root motion source persists. Time in seconds each visualized root motion source persists. |
p.SampleMinParticlesForAcceleration | The minimum number of particles needed before using an acceleration structure when sampling |
p.SecondChannelDelay | |
p.SerializeBadSQs | If enabled, we create a sq capture whenever chaos and physx diverge |
p.SerializeEvolution | |
p.SerializeSQs | If enabled, we create a sq capture per sq that takes more than provided value in microseconds. This can be very expensive as the entire scene is saved out |
p.SerializeSQSampleCount | If Query exceeds duration threshold, we will re-measure SQ this many times before serializing. Larger values cause hitching. |
p.SerializeSQsOverlapEnabled | If disabled, p.SerializeSQs will not consider overlaps |
p.SerializeSQsRaycastEnabled | If disabled, p.SerializeSQs will not consider raycasts |
p.SerializeSQsSweepEnabled | If disabled, p.SerializeSQs will not consider sweeps |
p.ShowInitialOverlaps | Show initial overlaps when moving a component, including estimated 'exit' direction. 0:off, otherwise on |
p.SimCollisionEnabled | If 0 no sim collision will be used |
p.simDelay | |
p.SkipDesyncTest | Skips hard desync test, this means all particles will assume to be clean except spawning at different times. This is useful for a perf lower bound, not actually correct |
p.SkipPhysicsReplication | |
p.SkipSkeletalRepOptimization | If true, we don't move the skeletal mesh component during replication. This is ok because the skeletal mesh already polls physx after its results |
p.SkipUpdateOverlapsOptimEnabled | If enabled, we cache whether we need to call UpdateOverlaps on certain components |
p.SQHitchDetection | Whether to detect scene query hitches. 0 is off. 1 repeats a slow scene query once and prints extra information. 2+ repeat slow query n times without recording (useful when profiling) |
p.SQHitchDetectionForceNames | Whether name resolution is forced off the game thread. This is not 100% safe, but can be useful when looking at hitches off GT |
p.SQHitchDetectionThreshold | Determines the threshold in milliseconds for a scene query hitch. |
p.ToleranceScale_Length | The approximate size of objects in the simulation. Default: 100 |
p.ToleranceScale_Speed | The typical magnitude of velocities of objects in simulation. Default: 1000 |
p.UnionsHaveCollisionParticles | |
p.UseAccumulationArray | |
p.UseAsyncInterpolation | Whether to interpolate when async mode is enabled |
p.UseBoundingBoxForConnectionGraphFiltering | when on, use bounding box overlaps to filter connection during the connection graph generation [def: 0] |
p.UseConnectivity | Whether to use connectivity graph when breaking up clusters |
p.UseDeprecatedBehaviorUpdateMassScaleChanges | Allows FBodyInstanceCore::bUpdateMassWhenScaleChanges to default to false. This has potential issues, but allows existing projects to retain old behavior |
p.UseLastGoodRotationDuringCorrection | When enabled, during a correction, restore the last good rotation before re-simulating saved moves if the server didn't specify one. This improves visual quality with options like bOrientToMovement or bUseControllerDesiredRotation that rotate over time. |
p.UseLevelsetCollision | Whether unioned objects use levelsets |
p.UseTargetVelocityOnImpact | When disabled, we recalculate velocity after impact by comparing our position before we moved to our position after we moved. This doesn't work correctly when colliding with physics objects, so setting this to 1 fixes this one the hit object is moving. |
p.VisualizeMovement | Whether to draw in-world debug information for character movement. 0: Disable, 1: Enable |
p4.AlwaysBranchFilesOnCopy | Use legacy behavior of always branching a file in perforce when copying. |
Package.Relocation | Define when we should run the relocation logic for the dependencies of a package. Note changing this value at runtime won't update the cached depencencies in the asset registry. 0: Off (never apply relocation. References to other relocated packages will give errors and fail to resolve.) 1: Relocate any asset saved after EUnrealEngineObjectUE5Version::ADD_SOFTOBJECTPATH_LIST (5.1). Default value for the new projects. |
PackageName.ConvertFilenameToLongPackageName | Prints the corresponding packagename for a filename at a given localpath, according to the current registered mount points. Prints empty string if not mounted. |
PackageName.ConvertLongPackageNameToFilename | Prints the corresponding local filename for a given packagename, according to the current registered mount points. Prints empty string if not mounted. |
PackageName.DumpMountPoints | Print registered LongPackagePath mount points |
PackageName.RegisterMountPoint | // Register a LongPackagePath mount point |
PackageName.UnregisterMountPoint | // Remove a LongPackagePath mount point |
PackageReload.EnableFastPath | When 'true', an optimized codepath is used to speed up reloading packages (experimental). |
PackageTools.ReloadPackage | Force a reload of the named package, e.g. PackageTools.ReloadPackage /Game/MyAsset |
pak.AsyncFileTest | Read a block of data from a file using an AsyncFileHandle. params: |
pak.ReaderReleaseDelay | If > 0, then synchronous pak readers older than this will be deleted. |
pak.TestRegisterEncryptionKey | Test dynamic encryption key registration. params: |
PakCorrupt | Sorry: Exec commands have no help |
PakFileTest | Tests the low level filesystem by mounting a pak file and doing multithreaded loads on it forever. Arg should be a full path to a pak file. |
PakList | Sorry: Exec commands have no help |
Paper2d.DisableSyncLoadInEditor | Don't attempt to load the source texture synchronous if we are inside the AsyncLoading thread alreayd. |
PARTICLE | Sorry: Exec commands have no help |
PARTICLEMESHUSAGE | Sorry: Exec commands have no help |
PauseRenderAssetStreaming | Sorry: Exec commands have no help |
PauseTextureStreaming | Sorry: Exec commands have no help |
PerfWarn.CoarseMinFPS | The FPS threshold below which we warn about for coarse-grained sampling. |
PerfWarn.CoarsePercentThreshold | The percentage of samples that fall below min FPS above which we warn for. |
PerfWarn.CoarseSampleTime | How many seconds we sample the percentage for the coarse-grained minimum FPS. |
PerfWarn.FineMinFPS | The FPS threshold below which we warn about for fine-grained sampling. |
PerfWarn.FinePercentThreshold | The percentage of samples that fall below min FPS above which we warn for. |
PerfWarn.FineSampleTime | How many seconds we sample the percentage for the fine-grained minimum FPS. |
PersistentStorageCategoryStats | Get the stat of each persistent storage stats |
PIVOT | Sorry: Exec commands have no help |
PlacementMode.ItemInternalsInTooltip | Shows placeable item internal information in its tooltip |
PlayAllPIEAudio | Sorry: Exec commands have no help |
PlayerController.LevelVisibilityDontSerializeFileName | When true, we'll always skip serializing FileName with FUpdateLevelVisibilityLevelInfo's. This will save bandwidth when games don't need both. |
PlayerController.NetResetServerPredictionDataOnPawnAck | Whether to reset server prediction data for the possessed Pawn when the pawn ack handshake completes. 0: Disable, 1: Enable |
POLY | Sorry: Exec commands have no help |
PROFILE | Sorry: Exec commands have no help |
PROFILEGPU | Sorry: Exec commands have no help |
PROFILEGPUHITCHES | Sorry: Exec commands have no help |
PurgeOldLightmaps | If non-zero, purge old lightmap data when rebuilding lighting. |
PY | Sorry: Exec commands have no help |
QUIT_EDITOR | Sorry: Exec commands have no help |
r.AllowCachedUniformExpressions | Allow uniform expressions to be cached. |
r.AllowClearLightSceneExtentsOnly | |
r.AllowDepthBoundsTest | If true, use enable depth bounds test when rendering deferred lights. |
r.AllowGlobalClipPlane | Enables mesh shaders to support a global clip plane, needed for planar reflections, which adds about 15% BasePass GPU cost on PS4. |
r.AllowHDR | Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default) 1: Allow HDR, if supported by the platform and display |
r.AllowLandscapeShadows | Allow Landscape Shadows |
r.AllowOcclusionQueries | Enables hardware occlusion culling. |
r.AllowPointLightCubemapShadows | When 0, will prevent point light cube map shadows from being used and the light will be unshadowed. |
r.AllowPrecomputedVisibility | If zero, precomputed visibility will not be used to cull primitives. |
r.AllowRHITriggerThread | In low latency mode, use the rhi thread to trigger the frame sync. true (default). false. |
r.AllowSimpleLights | If true, we allow simple (ie particle) lights |
r.AllowStaticLighting | Whether to allow any static lighting to be generated and used, like lightmaps and shadowmaps. Games that only use dynamic lighting should set this to 0 to save some static lighting overhead. |
r.AllowSubPrimitiveQueries | Enables sub primitive queries, currently only used by hierarchical instanced static meshes. 1: Enable, 0 Disabled. When disabled, one query is used for the entire proxy. |
r.AllowTexture2DArrayCreation | Enable UTexture2DArray assets |
r.AmbientOcclusion.AsyncComputeBudget | Defines which level of EAsyncComputeBudget to use for balancing AsyncCompute work against Gfx work. Only matters if the compute version of SSAO is active (requires CS support, enabled by cvar, single pass, no normals) This is a low level developer tweak to get best performance on hardware that supports AsyncCompute. 0: least AsyncCompute 1: .. (default) 2: .. 3: .. 4: most AsyncCompute |
r.AmbientOcclusion.Compute | If SSAO should use ComputeShader (not available on all platforms) or PixelShader. The [Async] Compute Shader version is WIP, not optimized, requires hardware support (not mobile/DX10/OpenGL3), does not use normals which allows it to run right after EarlyZPass (better performance when used with AyncCompute) AyncCompute is currently only functional on PS4. 0: PixelShader (default) 1: (WIP) Use ComputeShader if possible, otherwise fall back to '0' 2: (WIP) Use AsyncCompute if efficient, otherwise fall back to '1' 3: (WIP) Use AsyncCompute if possible, otherwise fall back to '1' |
r.AmbientOcclusion.Compute.Smooth | Whether to smooth SSAO output when TAA is disabled |
r.AmbientOcclusion.Denoiser | Choose the denoising algorithm. 0: Disabled; 1: Forces the default denoiser of the renderer; 2: GScreenSpaceDenoiser witch may be overriden by a third party plugin (default). |
r.AmbientOcclusion.Denoiser.HistoryConvolution.KernelSpreadFactor | Multiplication factor applied on the kernel sample offset (default = 7). |
r.AmbientOcclusion.Denoiser.HistoryConvolution.SampleCount | Number of samples to use for history post filter (default = 16). |
r.AmbientOcclusion.Denoiser.KernelSpreadFactor | Spread factor of the preconvolution passes. |
r.AmbientOcclusion.Denoiser.PreConvolution | Number of pre-convolution passes (default = 1). |
r.AmbientOcclusion.Denoiser.ReconstructionSamples | Maximum number of samples for the reconstruction pass (default = 16). |
r.AmbientOcclusion.Denoiser.TemporalAccumulation | Accumulates the samples over multiple frames. |
r.AmbientOcclusion.DepthBoundsTest | Whether to use depth bounds test to cull distant pixels during AO pass. This option is only valid when pixel shader path is used (r.AmbientOcclusion.Compute=0), without upsampling. |
r.AmbientOcclusion.FadeRadiusScale | Allows to scale the ambient occlusion fade radius (SSAO). 0.01:smallest .. 1.0:normal (default), <1:smaller, >1:larger |
r.AmbientOcclusion.Method | Select between SSAO methods 0: SSAO (default) 1: GTAO |
r.AmbientOcclusionLevels | Defines how many mip levels are using during the ambient occlusion calculation. This is useful when tweaking the algorithm. <0: decide based on the quality setting in the postprocess settings/volume and r.AmbientOcclusionMaxQuality (default) 0: none (disable AmbientOcclusion) 1: one 2: two (costs extra performance, soft addition) 3: three (larger radius cost less but can flicker) |
r.AmbientOcclusionMaxQuality | Defines the max clamping value from the post process volume's quality level for ScreenSpace Ambient Occlusion 100: don't override quality level from the post process volume (default) 0..99: clamp down quality level from the post process volume to the maximum set by this cvar -100..0: Enforces a different quality (the absolute value) even if the postprocessvolume asks for a lower quality. |
r.AmbientOcclusionMipLevelFactor | Controls mipmap level according to the SSAO step id 0: always look into the HZB mipmap level 0 (memory cache trashing) 0.5: sample count depends on post process settings (default) 1: Go into higher mipmap level (quality loss) |
r.AmbientOcclusionRadiusScale | Allows to scale the ambient occlusion radius (SSAO). 0:off, 1.0:normal, <1:smaller, >1:larger |
r.AmbientOcclusionStaticFraction | Allows to override the Ambient Occlusion Static Fraction (see post process volume). Fractions are between 0 and 1. <0: use default setting (default -1) 0: no effect on static lighting, 0 is free meaning no extra rendering pass 1: AO affects the stat lighting |
r.Android.DisableASTCSupport | Disable support for ASTC Texture compression if OpenGL driver supports it. (Android Only) 0 = ASTC texture compression will be used if driver supports it [default] 1 = ASTC texture compression will not be used. |
r.Android.DisableOpenGLES31Support | Disable support for OpenGLES 3.1 API. (Android Only) 0 = OpenGLES 3.1 API will be used (providing device and project supports it) [default] 1 = OpenGLES 3.1 will be disabled, Vulkan will be used. |
r.Android.DisableVulkanSM5Support | Disable support for vulkan API. (Android Only) 0 = Vulkan SM5 API will be used (providing device and project supports it) [default] 1 = Vulkan SM5 will be disabled, Vulkan or OpenGL fall back will be used. |
r.Android.DisableVulkanSupport | Disable support for vulkan API. (Android Only) 0 = vulkan API will be used (providing device and project supports it) [default] 1 = vulkan will be disabled, opengl fall back will be used. |
r.Android.OverrideExternalTextureSupport | Override external texture support for OpenGLES API. (Android Only) 0 = normal detection used [default] 1 = disable external texture support 2 = force ImageExternal100 (version #100 with GL_OES_EGL_image_external) 3 = force ImageExternal300 (version #300 with GL_OES_EGL_image_external) 4 = force ImageExternalESSL300 (version #300 with GL_OES_EGL_image_external_essl3) |
r.AndroidDisableThreadedRendering | Sets whether or not to allow threaded rendering for a particular Android device profile. 0 = Allow threaded rendering [default] 1 = Disable creation of render thread on startup |
r.AndroidDisableThreadedRenderingFirstLoad | Sets whether or not to allow threaded rendering for a particular Android device profile on the initial load. 0 = Allow threaded rendering on the initial load [default] 1 = Disable threaded rendering on the initial load |
r.AnisotropicMaterials | Whether anisotropic BRDF is used for material with anisotropy. |
r.AntiAliasingMethod | Engine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override) 0: off (no anti-aliasing) 1: Fast Approximate Anti-Aliasing (FXAA) 2: Temporal Anti-Aliasing (TAA) 3: Multisample Anti-Aliasing (MSAA, Only available on the desktop forward renderer) 4: Temporal Super-Resolution (TSR, Default) |
r.AOApplyToStaticIndirect | Whether to apply DFAO as indirect shadowing even to static indirect sources (lightmaps + stationary skylight + reflection captures) |
r.AOAsyncBuildQueue | Whether to asynchronously build distance field volume data from meshes. |
r.AOAverageObjectsPerCullTile | Determines how much memory should be allocated in distance field object culling data structures. Too much = memory waste, too little = flickering due to buffer overflow. |
r.AOClearHistory | |
r.AOComputeShaderNormalCalculation | Whether to use the compute shader version of the distance field normal computation. |
r.AOGlobalDFClipmapDistanceExponent | Exponent used to derive each clipmap's size, together with r.AOInnerGlobalDFClipmapDistance. |
r.AOGlobalDFResolution | Resolution of the global distance field. Higher values increase fidelity but also increase memory and composition cost. |
r.AOGlobalDFStartDistance | World space distance along a cone trace to switch to using the global distance field instead of the object distance fields. This has to be large enough to hide the low res nature of the global distance field, but smaller values result in faster cone tracing. |
r.AOGlobalDistanceField | Whether to use a global distance field to optimize occlusion cone traces. The global distance field is created by compositing object distance fields into clipmaps as the viewer moves through the level. |
r.AOGlobalDistanceField.AverageCulledObjectsPerCell | Average expected number of objects per cull grid cell, used to preallocate memory for the cull grid. |
r.AOGlobalDistanceField.CameraPositionVelocityOffsetDecay | |
r.AOGlobalDistanceField.FastCameraMode | Whether to update the Global SDF for fast camera movement - lower quality, faster updates so lighting can keep up with the camera. |
r.AOGlobalDistanceField.ForceRecacheForStreaming | Useful for debugging or profiling full clipmap updates that happen when a clipmap is detected to have pending streaming. |
r.AOGlobalDistanceField.Heightfield | Whether to voxelize Heightfield into the global distance field. |
r.AOGlobalDistanceField.MinMeshSDFRadius | Meshes with a smaller world space radius than this are culled from the global SDF. |
r.AOGlobalDistanceField.MinMeshSDFRadiusInVoxels | Meshes with a smaller radius than this number of voxels are culled from the global SDF. |
r.AOGlobalDistanceField.MipFactor | Resolution divider for the mip map of a distance field clipmap. |
r.AOGlobalDistanceField.NumClipmaps | Num clipmaps in the global distance field. Setting this to anything other than 4 is currently only supported by Lumen. |
r.AOGlobalDistanceField.OccupancyRatio | Expected sparse global distacne field occupancy for the page atlas allocation. 0.25 means 25% - filled and 75% - empty. |
r.AOGlobalDistanceField.RecacheClipmapsWithPendingStreaming | Whether to readback clipmaps cached with incomplete Mesh SDFs due to streaming and reache them on subsequent frames. Fixes innaccurate Global SDF around the camera after teleporting or loading a new level. |
r.AOGlobalDistanceFieldCacheMostlyStaticSeparately | Whether to cache mostly static primitives separately from movable primitives, which reduces global DF update cost when a movable primitive is modified. Adds another 12Mb of volume textures. |
r.AOGlobalDistanceFieldClipmapUpdatesPerFrame | How many clipmaps to update each frame. With values less than 2, the first clipmap is only updated every other frame, which can cause incorrect self occlusion during movement. |
r.AOGlobalDistanceFieldDrawModifiedPrimitives | Whether to draw primitive modifications (add, remove, updatetransform) that caused an update of the global distance field. This can be useful for tracking down why updating the global distance field is always costing a lot, since it should be mostly cached. |
r.AOGlobalDistanceFieldForceFullUpdate | Whether to force full global distance field update every frame. |
r.AOGlobalDistanceFieldForceMovementUpdate | Whether to force N texel border on X, Y and Z update each frame. |
r.AOGlobalDistanceFieldForceUpdateOnce | Whether to force full global distance field once. |
r.AOGlobalDistanceFieldLogModifiedPrimitives | Whether to log primitive modifications (add, remove, updatetransform) that caused an update of the global distance field. This can be useful for tracking down why updating the global distance field is always costing a lot, since it should be mostly cached. Pass 2 to log only non movable object updates. |
r.AOGlobalDistanceFieldPartialUpdates | Whether to allow partial updates of the global distance field. When profiling it's useful to disable this and get the worst case composition time that happens on camera cuts. |
r.AOGlobalDistanceFieldRepresentHeightfields | Whether to put landscape in the global distance field. Changing this won't propagate until the global distance field gets recached (fly away and back). |
r.AOGlobalDistanceFieldStaggeredUpdates | Whether to allow the larger clipmaps to be updated less frequently. |
r.AOHistoryDistanceThreshold | World space distance threshold needed to discard last frame's DFAO results. Lower values reduce ghosting from characters when near a wall but increase flickering artifacts. |
r.AOHistoryStabilityPass | Whether to gather stable results to fill in holes in the temporal reprojection. Adds some GPU cost but improves temporal stability with foliage. |
r.AOHistoryWeight | Amount of last frame's AO to lerp into the final result. Higher values increase stability, lower values have less streaking under occluder movement. |
r.AOJitterConeDirections | |
r.AOListMemory | |
r.AOListMeshDistanceFields | |
r.AOMaxViewDistance | The maximum distance that AO will be computed at. |
r.AOObjectDistanceField | Determines whether object distance fields are used to compute ambient occlusion. Only global distance field will be used when this option is disabled. |
r.AOOverwriteSceneColor | |
r.AOQuality | Defines the distance field AO method which allows to adjust for quality or performance. 0:off, 1:medium, 2:high (default) |
r.AOSampleSet | 0 = Original set, 1 = Relaxed set |
r.AOScatterTileCulling | Whether to use the rasterizer for binning occluder objects into screenspace tiles. |
r.AOSpecularOcclusionMode | Determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. |
r.AOStepExponentScale | Exponent used to distribute AO samples along a cone direction. |
r.AOUpdateGlobalDistanceField | Whether to update the global distance field, useful for debugging. |
r.AOUseHistory | Whether to apply a temporal filter to the distance field AO, which reduces flickering but also adds trails when occluders are moving. |
r.AOUseJitter | Whether to use 4x temporal supersampling with Screen Grid DFAO. When jitter is disabled, a shorter history can be used but there will be more spatial aliasing. |
r.AOViewFadeDistanceScale | Distance over which AO will fade out as it approaches r.AOMaxViewDistance, as a fraction of r.AOMaxViewDistance. |
r.ApproximateOcclusionQueries | Batch occlusion for a static and skeletal mesh even if there are movable.In general it's more beneficial to batch occlusion queires for all meshes |
r.AsyncCacheMeshDrawCommands | Mesh draw command caching is offloaded to an async task. |
r.AsyncCreateLightPrimitiveInteractions | Light primitive interactions are created off the render thread in an async task. |
r.AsyncPipelineCompile | 0 to Create PSOs at the moment they are requested 1 to Create Pipeline State Objects asynchronously(default) 2 to Create Only precompile PSOs asynchronously 3 to Create Only non-precompile PSOs asynchronously |
r.AutoExposure.IgnoreMaterials | (Experimental) Whether to calculate auto exposure assuming every surface uses a perfectly diffuse white material. (default: false) |
r.AutoExposure.IgnoreMaterials.Debug | |
r.AutoExposure.IgnoreMaterials.DownscaleFactor | |
r.AutoExposure.IgnoreMaterials.EvaluationPositionBias | |
r.AutoExposure.IgnoreMaterials.LuminanceScale | |
r.AutoExposure.IgnoreMaterials.MinBaseColorLuminance | |
r.AutoExposure.IgnoreMaterials.ReconstructFromSceneColor | |
r.AutoExposure.IgnoreMaterials.UsePrecalculatedIlluminance | |
r.BackbufferQuantizationDitheringOverride | Override the bitdepth in bits of each channel of the backbuffer targeted by the quantization dithering. Disabled by default. Instead is automatically found out by FSceneViewFamily::RenderTarget's pixel format of the backbuffer. |
r.BadDriverWarningIsFatal | If non-zero, trigger a fatal error when warning of bad drivers. For the fatal error to occur, r.WarnOfBadDrivers must be non-zero. 0: off (default) 1: a fatal error occurs after the out of date driver message is dismissed |
r.BasePassOutputsVelocity | Deprecated CVar. Use r.VelocityOutputPass instead. |
r.BasePassWriteDepthEvenWithFullPrepass | 0 to allow a readonly base pass, which skips an MSAA depth resolve, and allows masked materials to get EarlyZ (writing to depth while doing clip() disables EarlyZ) (default) 1 to force depth writes in the base pass. Useful for debugging when the prepass and base pass don't match what they render. |
r.bFlushRenderTargetsOnWorldCleanup | |
r.BlackBorders | To draw black borders around the rendered image (prevents artifacts from post processing passes that read outside of the image e.g. PostProcessAA) in pixels, 0:off |
r.Bloom.ApplyLocalExposure | Whether to apply local exposure when calculating bloom, default: true |
r.Bloom.AsyncCompute | Whether to run FFT bloom on async compute. |
r.Bloom.CacheKernel | Whether to cache the kernel in spectral domain. |
r.Bloom.ScreenPercentage | Controles the axis resolution of the FFT convolution for bloom. |
r.Bloom.WarnKernelResolution | Whether to emit a warning when the resolution of the kernel is unecessary to high. 0: Disabled; 1: Emit the warning on consoles (default); 2: Emit the warning on all platforms; |
r.BloomQuality | 0: off, no performance impact. 1: average quality, least performance impact. 2: average quality, least performance impact. 3: good quality. 4: good quality. 5: Best quality, most significant performance impact. (default) >5: force experimental higher quality on mobile (can be quite slow on some hardware) |
r.BufferVisualizationDumpFrames | When screenshots or movies dumps are requested, also save out dumps of the current buffer visualization materials 0:off (default) 1:on |
r.BufferVisualizationDumpFramesAsHDR | When saving out buffer visualization materials in a HDR capable format 0: Do not override default save format. 1: Force HDR format for buffer visualization materials. |
r.BufferVisualizationOverviewTargets | Specify the list of post process materials that can be used in the buffer visualization overview. Put nothing between the commas to leave a gap. Choose from: BaseColor CustomDepth CustomStencil FinalImage ShadingModel MaterialAO Metallic Opacity Roughness Anisotropy SceneColor SceneDepth SeparateTranslucencyRGB SeparateTranslucencyA Specular SubsurfaceColor WorldNormal WorldTangent AmbientOcclusion CustomDepthWorldUnits SceneDepthWorldUnits Velocity PreTonemapHDRColor PostTonemapHDRColor |
r.BufferVisualizationTarget | When the viewport view-mode is set to 'Buffer Visualization', this command specifies which of the various channels to display. Values entered other than the allowed values shown below will be ignored. BaseColor CustomDepth CustomStencil FinalImage ShadingModel MaterialAO Metallic Opacity Roughness Anisotropy SceneColor SceneDepth SeparateTranslucencyRGB SeparateTranslucencyA Specular SubsurfaceColor WorldNormal WorldTangent AmbientOcclusion CustomDepthWorldUnits SceneDepthWorldUnits Velocity PreTonemapHDRColor PostTonemapHDRColor |
r.Cache.DrawDirectionalShadowing | Whether to draw direct shadowing sample points as generated by Lightmass. 0 is off (default), 1 is on |
r.Cache.DrawInterpolationPoints | Whether to draw positions that indirect lighting is interpolated at when they are updated, which are stored in the cache. Probably need 'r.CacheUpdateEveryFrame 1' as well to be useful, otherwise points will flicker as they update. 0 is off (default), 1 is on |
r.Cache.DrawLightingSamples | Whether to draw indirect lighting sample points as generated by Lightmass. 0 is off (default), 1 is on |
r.Cache.LightingCacheDimension | Dimensions of the lighting cache. This should be a multiple of r.LightingCacheMovableObjectAllocationSize for least waste. |
r.Cache.LightingCacheMovableObjectAllocationSize | Resolution of the interpolation sample volume used to light a dynamic object. Values of 1 or 2 will result in a single interpolation sample per object which does not provide continuous lighting under movement, so interpolation is done over time. Values of 3 or more support the necessary padding to provide continuous results under movement. |
r.Cache.LimitQuerySize | 0 is off, 1 is on (default) |
r.Cache.QueryNodeLevel | Level of the lighting sample octree whose node's extents should be the target size for queries into the octree. Primitive blocks will be broken up into multiple octree queries if they are larger than this.0 is the root, 12 is the leaf level |
r.Cache.ReduceSHRinging | Whether to modify indirect lighting cache SH samples to reduce ringing. 0 is off, 1 is on (default) |
r.Cache.SampleTransitionSpeed | When using single sample lighting, controls the speed of the transition between two point samples (fade over time). |
r.Cache.UpdateEveryFrame | Whether to update indirect lighting cache allocations every frame, even if they would have been cached. 0 is off (default), 1 is on |
r.Cache.UpdatePrimsTaskEnabled | Enable threading for ILC primitive update. Will overlap with the rest the end of InitViews. |
r.CalcLocalPlayerCachedLODDistanceFactor | Should we calculate a LOD Distance Factor based on the current FOV. Should not be necessary since LOD is already based on screen size. |
r.CameraAnimation.LegacyPostProcessBlending | Blend camera animation post process settings under the main camera instead of over it |
r.CameraCutTranslationThreshold | The maximum camera translation disatance in centimeters allowed between two frames before a camera cut is automatically inserted. |
r.CameraShake.LegacyPostProcessBlending | Blend camera shake post process settings under the main camera instead of over it |
r.CameraShakeDebug | Show extra debug info for camera shakes (requires `showdebug CAMERA`) |
r.CameraShakeDebug.InfoRecordLimit | How many seconds to keep while recording camera shake debug info (defaults to 2 seconds) |
r.CameraShakeDebug.LargeGraph | Draws larger graphs for camera shake debug info |
r.CameraShakeDebug.Location | Whether to show camera shakes' location modifications (defaults to true) |
r.CameraShakeDebug.Rotation | Whether to show camera shakes' rotation modifications (defaults to true) |
r.CapsuleDirectShadows | Whether to allow capsule direct shadowing on skinned components with bCastCapsuleDirectShadow enabled. |
r.CapsuleIndirectConeAngle | Light source angle used when the indirect shadow direction is derived from precomputed indirect lighting (no stationary skylight present) |
r.CapsuleIndirectShadows | Whether to allow capsule indirect shadowing on skinned components with bCastCapsuleIndirectShadow enabled. |
r.CapsuleMaxDirectOcclusionDistance | Maximum cast distance for direct shadows from capsules. This has a big impact on performance. |
r.CapsuleMaxIndirectOcclusionDistance | Maximum cast distance for indirect shadows from capsules. This has a big impact on performance. |
r.CapsuleMinSkyAngle | Minimum light source angle derived from the precomputed unoccluded sky vector (stationary skylight present) |
r.CapsuleShadowFadeAngleFromVertical | Angle from vertical up to start fading out the indirect shadow, to avoid self shadowing artifacts. |
r.CapsuleShadows | Whether to allow capsule shadowing on skinned components with bCastCapsuleDirectShadow or bCastCapsuleIndirectShadow enabled. |
r.CapsuleShadowsFullResolution | Whether to compute capsule shadows at full resolution. |
r.CapsuleSkyAngleScale | Scales the light source angle derived from the precomputed unoccluded sky vector (stationary skylight present) |
r.CaptureNextDeferredShadingRendererFrame | 0 to capture the immideately next frame using e.g. RenderDoc or PIX. > 0: N frames delay < 0: disabled |
r.CatmullRomEndParamOffset | The parameter offset for catmul rom end points. |
r.CEFGPUAcceleration | Enables GPU acceleration in CEF |
r.chaos.ReflectionCaptureStaticSceneOnly | 0 is off, 1 is on (default) |
r.CheckSRVTransitions | Tests that render targets are properly transitioned to SRV when SRVs are set. |
r.ClearCoatNormal | 0 to disable clear coat normal. 0: off 1: on |
r.ClearGBufferDBeforeBasePass | Whether to clear GBuffer D before basepass |
r.ClearSceneMethod | Select how the g-buffer is cleared in game mode (only affects deferred shading). 0: No clear 1: RHIClear (default) 2: Quad at max z |
r.CloudDefaultTexturesNoFastClear | Remove fast clear on default cloud textures |
r.Color.Grading | Controls whether post process settings's color grading settings should be applied. |
r.Color.Max | Allows to define where the value 1.0 in the color channels is mapped to after color grading. Value should be around 1, smaller values darken the highlights, larger values move more colors towards white, Default: 1 |
r.Color.Mid | Allows to define where the value 0.5 in the color channels is mapped to after color grading (This is similar to a gamma correction). Value should be around 0.5, smaller values darken the mid tones, larger values brighten the mid tones, Default: 0.5 |
r.Color.Min | Allows to define where the value 0 in the color channels is mapped to after color grading. The value should be around 0, positive: a gray scale is added to the darks, negative: more dark values become black, Default: 0 |
r.CompileMaterialsForShaderFormat | When enabled, compile materials for this shader format in addition to those for the running platform. Note that these shaders are compiled and immediately tossed. This is only useful when directly inspecting output via r.DebugDumpShaderInfo. |
r.CompileShadersForDevelopment | Setting this to 0 allows to ship a game with more optimized shaders as some editor and development features are not longer compiled into the shaders. Note: This should be done when shipping but it's not done automatically yet (feature need to mature and shaders will compile slower as shader caching from development isn't shared). Cannot be changed at runtime - can be put into BaseEngine.ini 0: off, shader can run a bit faster 1: on (Default) |
r.Composite.TemporalUpsampleDepth | Temporal upsample factor of the depth buffer for depth testing editor primitives against. |
r.ContactShadows | 0: disabled. 1: enabled. |
r.ContactShadows.NonShadowCastingIntensity | DEPRECATED. Please use the parameters on the Light Component directly instead. |
r.CookOutUnusedDetailModeComponents | If set, components which are not relevant for the current detail mode will be cooked out. 0: keep components even if not relevant for the current detail mode. 1: cook out components not relevant for the current detail mode. |
r.CopyLockedViews | Copies all locked views in to a string that r.LockView will accept to reload them. |
r.CreateShadersOnLoad | Whether to create shaders on load, which can reduce hitching, but use more memory. Otherwise they will be created as needed. |
r.CullBeforeFetch | Enable Cull-Before-Fetch optimization for platforms that support it. 0: Disable (default) 1: Enable |
r.CullInstances | CullInstances. |
r.CustomDepth | 0: feature is disabled 1: feature is enabled, texture is created on demand 2: feature is enabled, texture is not released until required (should be the project setting if the feature should not stall) 3: feature is enabled, stencil writes are enabled, texture is not released until required (should be the project setting if the feature should not stall) |
r.CustomDepth.Order | When CustomDepth (and CustomStencil) is getting rendered 0: Before Base Pass (Allows samping in DBuffer pass. Can be more efficient with AsyncCompute.) 1: After Base Pass 2: Default (Before Base Pass if DBuffer enabled.) |
r.CustomDepthEnableFastClear | Enable HTile on the custom depth buffer (default:false). |
r.CustomDepthTemporalAAJitter | If disabled the Engine will remove the TemporalAA Jitter from the Custom Depth Pass. Only has effect when TemporalAA is used. |
r.CustomUnsafeZones | Allows you to set custom unsafe zones. Define them based on Portrait (P) or Landscape (L) for a device oriented 'upright'.Unsafe zones may be either fixed or free, depending on if they move along with the rotation of the device.Format is (P:fixed[x1, y1][width, height]), semicolon-separated for each custom unsafe zone. +Values add from 0, -Values subtract from Height or Width |
r.D3D.CheckedForTypedUAVs | Whether to disallow usage of typed UAV loads, as they are unavailable in Windows 7 D3D 11.0. 0: Allow usage of typed UAV loads. 1: Disallow usage of typed UAV loads. (default) |
r.D3D.ForceDXC | Forces DirectX Shader Compiler (DXC) to be used for all D3D shaders. Shaders compiled with this option are only compatible with D3D12. 0: Disable (default) 1: Force new compiler for all shaders |
r.D3D12.AllowAsyncCompute | Allow usage of async compute |
r.D3D12.AllowPayloadMerge | Whether to attempt to merge command lists into a single payload, saving perf. Mainly applies to QueueAsyncCommandListSubmit. (Default = 1) |
r.D3D12.AutoAttachPIX | Automatically attach PIX on startup |
r.D3D12.BreadCrumbs | Enable minimal overhead GPU Breadcrumbs to track the current GPU state and logs information what operations the GPU executed last. |
r.D3D12.Depth24Bit | 0: Use 32-bit float depth buffer 1: Use 24-bit fixed point depth buffer(default) |
r.D3D12.DRED | Enable DRED GPU Crash debugging mode to track the current GPU state and logs information what operations the GPU executed last.Has GPU overhead but gives the most information on the current GPU state when it crashes or hangs. |
r.D3D12.DXR.MinimumDriverVersionAMD | Sets the minimum driver version required to enable ray tracing on AMD GPUs. |
r.D3D12.DXR.MinimumDriverVersionNVIDIA | Sets the minimum driver version required to enable ray tracing on NVIDIA GPUs. |
r.D3D12.DXR.MinimumWindowsBuildVersion | Sets the minimum Windows build version required to enable ray tracing. |
r.D3D12.EnableD3DDebug | 0 to disable d3ddebug layer (default) 1 to enable error logging (-d3ddebug) 2 to enable error & warning logging (-d3dlogwarnings) 3 to enable breaking on errors & warnings (-d3dbreakonwarning) 4 to enable CONTINUING on errors (-d3dcontinueonerrors) |
r.D3D12.ExperimentalShaderModels | Controls whether D3D12 experimental shader models should be allowed. Not available in shipping builds. (default = 0). |
r.D3D12.GPUTimeFromTimestamps | Prefer timestamps instead of GetHardwareGPUFrameTime to compute GPU frame time |
r.D3D12.GPUTimeout | 0: Disable GPU Timeout; use with care as it could freeze your PC! 1: Enable GPU Timeout; operation taking long on the GPU will fail(default) |
r.D3D12.LightweightDRED | Enable Lightweight DRED GPU Crash debugging mode to track the current GPU state and logs information what operations the GPU executed last.Gives the basic information on the current GPU state when it crashes or hangs on all PC hardware. |
r.D3D12.NvAfterMath | Enable NvAftermath to track the current GPU state and logs information what operations the GPU executed last. Only works on nVidia hardware and will dump GPU crashdumps as well. |
r.D3D12.RayTracing.AllowCompaction | Whether to automatically perform compaction for static acceleration structures to save GPU memory. (default = 1) |
r.D3D12.RayTracing.AllowSpecializedStateObjects | Whether to use specialized RTPSOs if they have been created. This is intended for performance testingand has no effect if r.D3D12.RayTracing.SpecializeStateObjects is 0. (default = 1) |
r.D3D12.RayTracing.CacheShaderRecords | Automatically cache and re-use SBT hit group records. This significantly improves CPU performance in large scenes with many identical mesh instances. (default = 1) This mode assumes that contents of uniform buffers does not change during ray tracing resource binding. |
r.D3D12.RayTracing.DebugForceBuildMode | Forces specific acceleration structure build mode (not runtime-tweakable). 0: Use build mode requested by high-level code (Default) 1: Force fast build mode 2: Force fast trace mode |
r.D3D12.RayTracing.DeduplicateSamplers | Use an exhaustive search to deduplicate sampler descriptors when generating shader binding tables. Reduces sampler heap usage at the cost of some CPU time. (default = 1) |
r.D3D12.RayTracing.GPUValidation | Whether to perform validation of ray tracing geometry and other structures on the GPU. Requires Shader Model 6. (default = 0) |
r.D3D12.RayTracing.MaxBatchedCompaction | Maximum of amount of compaction requests and rebuilds per frame. (default = 64) |
r.D3D12.RayTracing.SpecializeStateObjects | Whether to create specialized unique ray tracing pipeline state objects for each ray generation shader. (default = 0) This option can produce more more efficient PSOs for the GPU at the cost of longer creation times and more memory. Requires DXR 1.1. |
r.D3D12.RayTracing.ViewDescriptorHeapSize | Maximum number of descriptors per ray tracing view descriptor heap. (default = 250k, ~8MB per heap) Typical measured descriptor heap usage in large scenes is ~50k. An error is reported when this limit is reached and shader bindings for subsequent objects are skipped. |
r.D3D12.UseAllowTearing | Enable new dxgi flip mode with d3d12 |
r.DBuffer | Enables DBuffer decal material blend modes. DBuffer decals are rendered before the base pass, allowing them to affect static lighting and skylighting correctly. When enabled, a full prepass will be forced which adds CPU / GPU cost. Several texture lookups will be done in the base pass to fetch the decal properties, which adds pixel work. 0: off 1: on (default) |
r.DebugActionZone.ActionRatio | The action zone ratio that will be returned by FDisplayMetrics::GetDisplayMetrics on platforms that don't have a defined safe zone (0..1) default: 1.0 |
r.DebugLightDiscardProp | [0,1]: Proportion of lights to discard for debug/performance profiling purposes. |
r.DebugSafeZone.MaxDebugTextStringsPerActor | The maximum number of debug strings that can be attached to a given actor (<=0 : no limit) |
r.DebugSafeZone.Mode | The safe zone visualization mode (0..2) 0: Disabled (default) 1: Show Title Safe Zone 2: Show Action Safe Zone |
r.DebugSafeZone.OverlayAlpha | The alpha value of the safe zone overlay (0..1) default: 0.2 |
r.DebugSafeZone.TitleRatio | The safe zone ratio that will be returned by FDisplayMetrics::GetDisplayMetrics on platforms that don't have a defined safe zone (0..1) default: 1.0 |
r.Decal.FadeDurationScale | Scales the per decal fade durations. Lower values shortens lifetime and fade duration. Default is 1.0f. |
r.Decal.FadeScreenSizeMult | Control the per decal fade screen size. Multiplies with the per-decal screen size fade threshold. Smaller means decals fade less aggressively. |
r.Decal.NormalReprojectionEnabled | If true, normal reprojection from the previous frame is allowed in SceneTexture nodes on DBuffer decals, provided that motion in depth prepass is enabled as well (r.VelocityOutputPass=0). Otherwise the fallback is the normal extracted from the depth buffer. |
r.Decal.NormalReprojectionThresholdHigh | When reading the normal from a SceneTexture node in a DBuffer decal shader, the normal is a mix of the geometry normal (extracted from the depth buffer) and the normal from the reprojected previous frame. When the dot product of the geometry and reprojected normal is below the r.Decal.NormalReprojectionThresholdLow, the geometry normal is used. When that value is above r.Decal.NormalReprojectionThresholdHigh, the reprojected normal is used. Otherwise it uses a lerp between them. |
r.Decal.NormalReprojectionThresholdLow | When reading the normal from a SceneTexture node in a DBuffer decal shader, the normal is a mix of the geometry normal (extracted from the depth buffer) and the normal from the reprojected previous frame. When the dot product of the geometry and reprojected normal is below the r.Decal.NormalReprojectionThresholdLow, the geometry normal is used. When that value is above r.Decal.NormalReprojectionThresholdHigh, the reprojected normal is used. Otherwise it uses a lerp between them. |
r.Decal.StencilSizeThreshold | Control a per decal stencil pass that allows to large (screen space) decals faster. It adds more overhead per decals so this <0: optimization is disabled 0: optimization is enabled no matter how small (screen space) the decal is 0..1: optimization is enabled, value defines the minimum size (screen space) to trigger the optimization (default 0.1) |
r.DecalDepthBias | Global depth bias used by mesh decals. Default is 0.005 |
r.DefaultBackBufferPixelFormat | Defines the default back buffer pixel format. 0: 8bit RGBA 1: 16bit RGBA 2: Float RGB 3: Float RGBA 4: 10bit RGB, 2bit Alpha |
r.DefaultFeature.AmbientOcclusion | Engine default (project setting) for AmbientOcclusion is (postprocess volume/camera/game setting still can override) 0: off, sets AmbientOcclusionIntensity to 0 1: on (default) |
r.DefaultFeature.AmbientOcclusionStaticFraction | Engine default (project setting) for AmbientOcclusion is (postprocess volume/camera/game setting still can override) 0: off, sets AmbientOcclusionStaticFraction to 0 1: on (default, costs extra pass, only useful if there is some baked lighting) |
r.DefaultFeature.AutoExposure | Engine default (project setting) for AutoExposure is (postprocess volume/camera/game setting still can override) 0: off, sets AutoExposureMinBrightness and AutoExposureMaxBrightness to 1 1: on (default) |
r.DefaultFeature.AutoExposure.Bias | Engine default (project setting) for AutoExposure Exposure Bias (postprocess volume/camera/game setting still can override) |
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange | Whether the default values for AutoExposure should support an extended range of scene luminance. This also change the PostProcessSettings.Exposure.MinBrightness, MaxBrightness, HistogramLogMin and HisogramLogMax to be expressed in EV100 values instead of in Luminance and Log2 Luminance. 0: Legacy range (UE4 default) 1: Extended range (UE5 default) |
r.DefaultFeature.AutoExposure.Method | Engine default (project setting) for AutoExposure Method (postprocess volume/camera/game setting still can override) 0: Histogram based (requires compute shader, default) 1: Basic AutoExposure |
r.DefaultFeature.Bloom | Engine default (project setting) for Bloom is (postprocess volume/camera/game setting still can override) 0: off, set BloomIntensity to 0 1: on (default) |
r.DefaultFeature.LensFlare | Engine default (project setting) for LensFlare is (postprocess volume/camera/game setting still can override) 0: off, sets LensFlareIntensity to 0 1: on (default) |
r.DefaultFeature.LightUnits | Default units to use for point, spot and rect lights 0: unitless 1: candelas (default) 2: lumens |
r.DefaultFeature.LocalExposure.HighlightContrastScale | Engine default (project setting) for Local Exposure Highlight Contrast Scale (postprocess volume/camera/game setting still can override) |
r.DefaultFeature.LocalExposure.ShadowContrastScale | Engine default (project setting) for Local Exposure Shadow Contrast Scale (postprocess volume/camera/game setting still can override) |
r.DefaultFeature.MotionBlur | Engine default (project setting) for MotionBlur is (postprocess volume/camera/game setting still can override) 0: off, sets MotionBlurAmount to 0 1: on (default) |
r.DeferredMeshPassSetupTaskSync | If enabled, the sync point of the mesh pass setup task is deferred until RDG execute (from during RDG setup) significantly increasing the overlap possible. |
r.DeferSkeletalDynamicDataUpdateUntilGDME | If > 0, then do skeletal mesh dynamic data updates will be deferred until GDME. Experimental option. |
r.DeferUniformExpressionCaching | Whether to defer caching of uniform expressions until a rendering command needs them up to date. Deferring updates is more efficient because multiple SetVectorParameterValue calls in a frame will only result in one update. |
r.DeferUpdateRenderStates | Whether to defer updating the render states of material parameter collections when a paramter is changed until a rendering command needs them up to date. Deferring updates is more efficient because multiple SetVectorParameterValue and SetScalarParameterValue calls in a frame will only result in one update. |
r.DemosaicVposOffset | This offset is added to the rasterized position used for demosaic in the mobile tonemapping shader. It exists to workaround driver bugs on some Android devices that have a half-pixel offset. |
r.DemotedLocalMemoryWarning | If set to 1, a warning will be displayed when local memory has been demoted to system memory. |
r.DepthOfField.DepthBlur.Amount | This scale multiplier only affects the CircleDOF DepthBlur feature (value defines in how many km the radius goes to 50%). x: Multiply the existing Depth Blur Amount with x -x: Override the existing Depth Blur Amount with x (in km) 1: No adjustments (default) |
r.DepthOfField.DepthBlur.ResolutionScale | This scale multiplier only affects the CircleDOF DepthBlur feature. It's a temporary hack. It lineary scale the DepthBlur by the resolution increase over 1920 (in width), does only affect resolution larger than that. Actual math: float Factor = max(ViewWidth / 1920 - 1, 0); DepthBlurRadius *= 1 + Factor * (CVar - 1) 1: No adjustments (default) x: if the resolution is 1920 there is no change, if 2x larger than 1920 it scale the radius by x |
r.DepthOfField.DepthBlur.Scale | This scale multiplier only affects the CircleDOF DepthBlur feature. This is applied after r.DepthOfField.DepthBlur.ResolutionScale. 0: Disable Depth Blur x: Multiply the existing Depth Blur Radius with x -x: Override the existing Depth Blur Radius with x 1: No adjustments (default) |
r.DepthOfField.MaxSize | Allows to clamp the gaussian depth of field radius (for better performance), default: 100 |
r.DepthOfField.NearBlurSizeThreshold | Sets the minimum near blur size before the effect is forcably disabled. Currently only affects Gaussian DOF. (default: 0.01) |
r.DepthOfFieldQuality | Allows to adjust the depth of field quality. Currently only fully affects BokehDOF. GaussianDOF is either 0 for off, otherwise on. 0: Off 1: Low 2: high quality (default, adaptive, can be 4x slower) 3: very high quality, intended for non realtime cutscenes, CircleDOF only (slow) 4: extremely high quality, intended for non realtime cutscenes, CircleDOF only (very slow) |
r.DetailMode | Current detail mode; determines whether components of actors should be updated/ ticked. 0: low, show only object with DetailMode low or higher 1: medium, show all object with DetailMode medium or higher 2: high, show all objects (default) |
r.DFDistanceScale | Factor to scale directional light property 'DistanceField Shadows Distance', clamped to [0.0001, 10000]. I.e.: DistanceFieldShadowsDistance *= r.DFDistanceScale. [0.0001,1): shorter distance 1: normal (default) (1,10000]: larger distance.) |
r.DFFarTransitionScale | Use to modify the length of the far transition (fade out) of the distance field shadows. 1.0: (default) Calculate in the same way as other cascades.0.0: Disable fade out. |
r.DFFullResolution | 1 = full resolution distance field shadowing, 0 = half resolution with bilateral upsample. |
r.DFShadow.TwoSidedMeshDistanceBiasScale | Scale applied to distance bias when calculating distance field shadows of two sided meshes. This is useful to get tree shadows to match up with standard shadow mapping. |
r.DFShadowAsyncCompute | Whether render distance field shadows using async compute if possible |
r.DFShadowAverageObjectsPerCullTile | Determines how much memory should be allocated in distance field object culling data structures. Too much = memory waste, too little = flickering due to buffer overflow. |
r.DFShadowCompactCulledObjects | Whether to compact culled object indices when using scattered tile culling. Note that each tile can only hold up to r.DFShadowAverageObjectsPerCullTile number of objects when compaction is not used. |
r.DFShadowCullTileWorldSize | World space size of a tile used for culling for directional lights. |
r.DFShadowQuality | Defines the distance field shadow method which allows to adjust for quality or performance. 0:off, 1:low (20 steps, no SSS), 2:medium (32 steps, no SSS), 3:high (64 steps, SSS, default) |
r.DFShadowScatterTileCulling | Whether to use the rasterizer to scatter objects onto the tile grid for culling. |
r.DiffuseColor.Max | Allows quick material test by remapping the diffuse color at 1 to a new value (0..1), Only for non shipping built! 1: (default) |
r.DiffuseColor.Min | Allows quick material test by remapping the diffuse color at 1 to a new value (0..1), Only for non shipping built! 1: (default) |
r.DiffuseIndirect.Denoiser | Denoising options (default = 1) |
r.DiffuseIndirect.HalfRes | TODO(Guillaume) |
r.DiffuseIndirect.RayPerPixel | TODO(Guillaume) |
r.DiffuseIndirectForceCopyPass | Forces use of copy pass instead of dual source blend. (for debugging) |
r.DiffuseIndirectOffUseDepthBoundsAO | Use depth bounds when we apply the AO when DiffuseIndirect is disabled. |
r.DisableDistortion | Prevents distortion effects from rendering. Saves a full-screen framebuffer's worth of memory. |
r.DisableDriverWarningPopupIfGFN | If non-zero, disable driver version warning popup if running on a GFN cloud machine. |
r.DisableEngineAndAppRegistration | If true, disables engine and app registration, to disable GPU driver optimizations during debugging and development Changes will only take effect in new game/editor instances - can't be changed at runtime. |
r.DisableLandscapeNaniteGI | Disable Landscape Nanite GI |
r.DisableLODFade | Disable fading for distance culling |
r.DiscardUnusedQuality | Whether to keep or discard unused quality level shadermaps in memory. 0: keep all quality levels in memory. (default) 1: Discard unused quality levels on load. |
r.DisplayInternals | Allows to enable screen printouts that show the internals on the engine/renderer This is mostly useful to be able to reason why a screenshots looks different. 0: off (default) 1: enabled |
r.DistanceFadeMaxTravel | Max distance that the player can travel during the fade time. |
r.DistanceFieldAO | Whether the distance field AO feature is allowed, which is used to implement shadows of Movable sky lights from static meshes. |
r.DistanceFieldAO.TraverseMips | Whether to traverse mips while tracing AO cones against object SDFs. |
r.DistanceFields | Enables distance fields rendering. 0: Disabled. 1: Enabled. |
r.DistanceFields.BlockAllocatorSizeInBricks | Allocation granularity of the distance field block allocator. Higher number may cause more memory wasted on padding but allocation may be faster. |
r.DistanceFields.BrickAtlasMaxSizeZ | Target for maximum depth of the Mesh Distance Field atlas, in 8^3 bricks. 32 => 128 * 128 * 32 * 8^3 = 256Mb. Actual atlas size can go over since mip2 is always loaded. |
r.DistanceFields.BrickAtlasSizeXYInBricks | Controls the allocation granularity of the atlas, which grows in Z. |
r.DistanceFields.Debug.ForceNumMips | When set to > 0, overrides the requested number of mips for streaming. 1 = only lowest resolution mip loaded, 3 = all mips loaded. Mips will still be clamped by available space in the atlas. |
r.DistanceFields.Debug.ResizeAtlasEveryFrame | Whether to resize the Distance Field atlas every frame, which is useful for debugging. |
r.DistanceFields.DefaultVoxelDensity | Determines how the default scale of a mesh converts into distance field voxel dimensions. Changing this will cause all distance fields to be rebuilt. Large values can consume memory very quickly! |
r.DistanceFields.DefragmentIndirectionAtlas | Whether to defragment the Distance Field indirection atlas when it requires resizing. |
r.DistanceFields.LogAtlasStats | Set to 1 to dump atlas stats, set to 2 to dump atlas and SDF asset stats. |
r.DistanceFields.MaxIndirectionAtlasSizeXYZ | Maximum size of indirection atlas texture |
r.DistanceFields.MaxObjectBoundingRadius | Objects larger than this will not be included in the Mesh Distance Field scene, to improve performance. |
r.DistanceFields.MaxPerMeshResolution | Highest resolution (in one dimension) allowed for a single static mesh asset, used to cap the memory usage of meshes with a large scale. Changing this will cause all distance fields to be rebuilt. Large values such as 512 can consume memory very quickly! (64Mb for one asset at 512) |
r.DistanceFields.MinIndirectionAtlasSizeXYZ | Minimum size of indirection atlas texture |
r.DistanceFields.OffsetDataStructure | Which data structure to store offset in, 0 - base, 1 - buffer, 2 - texture |
r.DistanceFields.ParallelUpdate | |
r.DistanceFields.ReverseAtlasAllocationOrder | |
r.DistanceFields.SupportEvenIfHardwareRayTracingSupported | Whether to support distance fields when hardware ray tracing is supported. Setting it to 0 will skip distance field overhead when hardware ray tracing is supported. |
r.DistanceFields.SurfaceBiasExpand | Fraction of a Mesh SDF voxel to expand the surface during intersection. Expanding the surface improves representation quality, at the cost of over-occlusion. |
r.DistanceFields.TextureUploadLimitKBytes | Max KB of distance field texture data to upload per frame from streaming requests. |
r.DistanceFields.UseNewAtlasUploadBufferShrink | |
r.DistanceFieldShadowing | Whether the distance field shadowing feature is allowed. |
r.DOF.Gather.AccumulatorQuality | Controles the quality of the gathering accumulator. |
r.DOF.Gather.EnableBokehSettings | Whether to applies bokeh settings on foreground and background gathering. 0: Disable; 1: Enable (default). |
r.DOF.Gather.PostfilterMethod | Method to use to post filter a gather pass. 0: None; 1: Per RGB channel median 3x3 (default); 2: Per RGB channel max 3x3. |
r.DOF.Gather.ResolutionDivisor | Selects the resolution divisor of the gather pass. 1: Do gathering pass at full resolution; 2: Do gathering pass at half resolution (default). |
r.DOF.Gather.RingCount | Number of rings for gathering kernels [[3; 5]]. Default to 5. |
r.DOF.Kernel.MaxBackgroundRadius | Maximum size of the background bluring radius in screen space (default=0.025). |
r.DOF.Kernel.MaxForegroundRadius | Maximum size of the foreground bluring radius in screen space (default=0.025). |
r.DOF.Recombine.EnableBokehSettings | Whether to applies bokeh settings on slight out of focus done in recombine pass. 0: Disable; 1: Enable (default). |
r.DOF.Recombine.MinFullresBlurRadius | Minimal blurring radius used in full resolution pixel width to actually do DOF when slight out of focus is enabled (default = 0.1). |
r.DOF.Recombine.Quality | Configures the quality of the recombine pass. 0: No slight out of focus; 1: Slight out of focus 24spp; 2: Slight out of focus 32spp (default). |
r.DOF.Scatter.BackgroundCompositing | Compositing mode of the background hybrid scattering. 0: Disabled; 1: Additive; 2: Gather occlusion (default). |
r.DOF.Scatter.EnableBokehSettings | Whether to enable bokeh settings on scattering. 0: Disable; 1: Enable (default). |
r.DOF.Scatter.ForegroundCompositing | Compositing mode of the foreground hybrid scattering. 0: Disabled; 1: Additive (default). |
r.DOF.Scatter.MaxSpriteRatio | Maximum ratio of scattered pixel quad as sprite, usefull to control DOF's scattering upperbound. 1 will allow to scatter 100% pixel quads, whereas 0.2 will only allow 20% (default = 0.1). |
r.DOF.Scatter.MinCocRadius | Minimal Coc radius required to be scattered (default = 3). |
r.DOF.Scatter.NeighborCompareMaxColor | Controles the linear color clamping upperbound applied before color of pixel and neighbors are compared. To low, and you may not scatter enough; to high you may scatter unnecessarily too much in highlights (Default: 10). |
r.DOF.TemporalAAQuality | Quality of temporal AA pass done in DOF. 0: Faster but lower quality; 1: Higher quality pass (default). |
r.DontLimitOnBattery | 0: Limit performance on devices with a battery.(default) 1: Do not limit performance due to device having a battery. |
r.DoTiledReflections | Compute Reflection Environment with Tiled compute shader.. 0: off 1: on (default) |
r.DownsampledOcclusionQueries | Whether to issue occlusion queries to a downsampled depth buffer |
r.DrawRectangleOptimization | Controls an optimization for DrawRectangle(). When enabled a triangle can be used to draw a quad in certain situations (viewport sized quad). Using a triangle allows for slightly faster post processing in lower resolutions but can not always be used. 0: Optimization is disabled, DrawDenormalizedQuad always render with quad 1: Optimization is enabled, a triangle can be rendered where specified (default) |
r.DriverDetectionMethod | Defines which implementation is used to detect the GPU driver (to check for old drivers, logs and statistics) 0: Iterate available drivers in registry and choose the one with the same name, if in question use next method (happens) 1: Get the driver of the primary adapter (might not be correct when dealing with multiple adapters) 2: Use DirectX LUID (would be the best, not yet implemented) 3: Use Windows functions, use the primary device (might be wrong when API is using another adapter) 4: Use Windows functions, use names such as DirectX Device (newest, most promising) 5: Use Windows SetupAPI functions |
r.DumpBufferPoolMemory | Dump allocation information for the buffer pool. |
r.DumpGPU.Buffer | Whether to dump buffer. 0: Ignores all buffers 1: Dump only buffers' descriptors 2: Dump buffers' descriptors and binaries (default) |
r.DumpGPU.ConsoleVariables | Whether to dump rendering console variables (enabled by default). |
r.DumpGPU.Delay | Delay in seconds before dumping the frame. |
r.DumpGPU.Directory | Directory to dump to. |
r.DumpGPU.Draws | Whether to dump resource after each individual draw call (disabled by default). |
r.DumpGPU.DumpOnScreenshotTest | Allows to filter the tree when using r.DumpGPU command, the pattern match is case sensitive. |
r.DumpGPU.Explore | Whether to open file explorer to where the GPU dump on completion (enabled by default). |
r.DumpGPU.FixedTickRate | Override the engine's tick rate to be fixed for every dumped frames (default=0). |
r.DumpGPU.FrameCount | Number of consecutive frames to dump (default=1). |
r.DumpGPU.Mask | Whether to include GPU mask in the name of each Pass (has no effect unless system has multiple GPUs). |
r.DumpGPU.MaxStagingSize | Maximum size of stating resource in MB (default=64). |
r.DumpGPU.PassParameters | Whether to dump the pass parameters. |
r.DumpGPU.Root | Allows to filter the tree when using r.DumpGPU command, the pattern match is case sensitive. |
r.DumpGPU.Screenshot | Whether to take a final screenshot. |
r.DumpGPU.Stream | Asynchronously readback from GPU to disk. 0: Synchronously copy from GPU to disk with extra carefulness to avoid OOM (default); 1: Asynchronously copy from GPU to disk with dedicated staging resources pool. May run OOM. Please consider using r.DumpGPU.Root to minimise amount of passes to stream and r.Test.SecondaryUpscaleOverride to reduce resource size to minimise OOM and disk bandwidth bottleneck per frame. |
r.DumpGPU.Test.EnableDiskWrite | Main switch whether any files should be written to disk, used for r.DumpGPU automation tests to not fill up workers' hard drive. |
r.DumpGPU.Test.PrettifyResourceFileNames | Whether the resource file names should include resource name. May increase the likelyness of running into Windows' filepath limit. |
r.DumpGPU.Texture | Whether to dump textures. 0: Ignores all textures 1: Dump only textures' descriptors 2: Dump textures' descriptors and binaries (default) |
r.DumpGPU.Upload | Allows to upload the GPU dump automatically if set-up. |
r.DumpGPU.Upload.CompressResources | Whether to compress resource binary. 0: Disabled (default) 1: Zlib 2: GZip |
r.DumpGPU.Viewer.Visualize | Name of RDG output resource to automatically open in the dump viewer. |
r.DumpingMovie | Allows to dump each rendered frame to disk (slow fps, names MovieFrame..). <=0:off (default), <0:remains on, >0:remains on for n frames (n is the number specified) |
r.DumpPipelineCache | Dump current cache stats. |
r.DumpRenderTargetPoolMemory | Dump allocation information for the render target pool. |
r.DumpShaderDebugInfo | Dumps debug info for compiled shaders to GameName/Saved/ShaderDebugInfo When set to 1, debug info is dumped for all compiled shader When set to 2, it is restricted to shaders with compilation errors When set to 3, it is restricted to shaders with compilation errors or warnings The debug info is platform dependent, but usually includes a preprocessed version of the shader source. Global shaders automatically dump debug info if r.ShaderDevelopmentMode is enabled, this cvar is not necessary. On iOS, if the PowerVR graphics SDK is installed to the default path, the PowerVR shader compiler will be called and errors will be reported during the cook. |
r.DumpShaderDebugShortNames | Only valid when r.DumpShaderDebugInfo > 0. When set to 1, will shorten names factory and shader type folder names to avoid issues with long paths. |
r.DumpShaderDebugWorkerCommandLine | Only valid when r.DumpShaderDebugInfo > 0. When set to 1, it will generate a file that can be used with ShaderCompileWorker's -directcompile. |
r.DumpShaderOutputCacheHits | Dumps shader output bytecode and cache hits with reference to original output. Dumping shader output bytecode for all compile shaders also requires CVar r.DumpShaderDebugInfo=1. |
r.DumpShadows | Dump shadow setup (for developer only, only for non shiping build) |
r.DumpTransitionsForResource | Prints callstack when the given resource is transitioned. Only implemented for DX11 at the moment.Name of the resource to dump |
r.DX12NVAfterMathDumpWaitTime | Amount of time to wait for NV Aftermath to finish processing GPU crash dumps. |
r.DX12NVAfterMathEnabled | Use NV Aftermath for GPU crash analysis in D3D12 |
r.DX12NVAfterMathTrackResources | Enable NV Aftermath resource tracing in D3D12 |
r.DynamicGlobalIlluminationMethod | 0 - None. Global Illumination can be baked into Lightmaps but no technique will be used for Dynamic Global Illumination. 1 - Lumen. Use Lumen Global Illumination for all lights, emissive materials casting light and SkyLight Occlusion. Requires 'Generate Mesh Distance Fields' enabled for Software Ray Tracing and 'Support Hardware Ray Tracing' enabled for Hardware Ray Tracing. 2 - SSGI. Standalone Screen Space Global Illumination. Low cost, but limited by screen space information. 3 - RTGI. Ray Traced Global Illumination technique. Deprecated, use Lumen Global Illumination instead. 4 - Plugin. Use a plugin for Global Illumination. |
r.DynamicRes.ChangePercentageThreshold | Minimal increase percentage threshold to alow when changing resolution. |
r.DynamicRes.DynamicFrameTime | Whether the r.DynamicRes.FrameTimeBudget should automatically increases when frame rate is bound by CPU. |
r.DynamicRes.DynamicFrameTime.ErrorMarginPercent | How much headroom should be left between CPU and GPU. |
r.DynamicRes.DynamicFrameTime.RoundUpToVSyncError | Error to use to round up the dynamic frame time to vsync boundaries (default=10%). |
r.DynamicRes.DynamicFrameTime.Track | What to track to control the budget 0: Frametime (but can create feedback loop when GPU bound and VSync); 1: Threads time (default); |
r.DynamicRes.FrameTimeBudget | Frame's time budget in milliseconds. |
r.DynamicRes.FrameWeightExponent | Recursive weight of frame N-1 against frame N. |
r.DynamicRes.GPUTimingMeasureMethod | Selects the method to use to measure GPU timings. 0: Same as stat unit (default); 1: Timestamp queries. |
r.DynamicRes.HistorySize | Number of frames keept in the history. |
r.DynamicRes.IncreaseAmortizationBlendFactor | Amortization blend factor when scale resolution back up to reduce resolution fraction oscillations. |
r.DynamicRes.MaxConsecutiveOverBudgetGPUFrameCount | Maximum number of consecutive frames tolerated over GPU budget. |
r.DynamicRes.MaxScreenPercentage | Maximal primary screen percentage. Importantly this setting controls the preallocated video memory needed by the renderer to render. |
r.DynamicRes.MinResolutionChangePeriod | Minimal number of frames between resolution changes, important to avoid input sample position interferences in TAA upsample. |
r.DynamicRes.MinScreenPercentage | Minimal primary screen percentage. |
r.DynamicRes.OperationMode | Select the operation mode for dynamic resolution. 0: Disabled (default); 1: Enable according to the game user settings; 2: Enable regardless of the game user settings. |
r.DynamicRes.OverBudgetGPUHeadRoomPercentage | Amount of GPU headroom needed from which the frame is considered over budget. This is for platform not supporting controllable tearing with VSync (in percent from r.DynamicRes.FrameTimeBudget). |
r.DynamicRes.TargetedGPUHeadRoomPercentage | Targeted GPU headroom (in percent from r.DynamicRes.FrameTimeBudget). |
r.DynamicRes.TestScreenPercentage | Forces the screen percentage to a particular value with dynamic res. 0: Disabled (default); > 0: Screen percentage is enabled. |
r.DynamicRes.ThrottlingMaxScreenPercentage | Throttle the primary screen percentage allowed by the heuristic to this max value when enabled. This has no effect on preallocated video memory. This is for instance useful when the video game wants to trottle power consumption when inactive without resizing internal renderer's render targets (which can result in popping) |
r.DynamicRes.UpperBoundQuantization | Quantization step count to use for upper bound screen percentage. If non-zero, rendertargets will be resized based on the dynamic resolution fraction, saving GPU time during clears and resolves. Only recommended for use with the transient allocator (on supported platforms) with a large transient texture cache (e.g RHI.TransientAllocator.TextureCacheSize=512) |
r.EarlyInitDynamicShadows | Starts shadow culling tasks earlier in the frame. |
r.EarlyZPass | Whether to use a depth only pass to initialize Z culling for the base pass. Cannot be changed at runtime. Note: also look at r.EarlyZPassMovable 0: off 1: good occluders only: not masked, and large on screen 2: all opaque (including masked) x: use built in heuristic (default is 3) |
r.EarlyZPassOnlyMaterialMasking | Whether to compute materials' mask opacity only in early Z pass. Changing this setting requires restarting the editor. Note: Needs r.EarlyZPass == 2 && r.EarlyZPassMovable == 1 |
r.EarlyZSortMasked | Sort EarlyZ masked draws to the end of the draw order. |
r.Editor.2DGridFade | Tweak to define the grid rendering in 2D viewports. |
r.Editor.2DSnapFade | Tweak to define the grid rendering in 2D viewports. |
r.Editor.2DSnapMin | Tweak to define the grid rendering in 2D viewports. |
r.Editor.2DSnapScale | Tweak to define the grid rendering in 2D viewports. |
r.Editor.3DGridFade | Tweak to define the grid rendering in 3D viewports. |
r.Editor.3DSnapFade | Tweak to define the grid rendering in 3D viewports. |
r.Editor.AlignedOrthoZoom | Only affects the editor ortho viewports. 0: Each ortho viewport zoom in defined by the viewport width 1: All ortho viewport zoom are locked to each other to allow axis lines to be aligned with each other. |
r.Editor.ArcballDragLimit | For how long the arcball rotates until it switches to a screens space rotate, default of 1.0 equals the size of the arcball |
r.Editor.ArcballSize | DEPRECRATED in 5.1) |
r.Editor.HideLightStaticMobilityWhenStaticLightingDisabled | Hide Static mobility on Light components when project has Static Lighting disabled. |
r.Editor.MaxNumInstancesDetails | Maximum number of instances shown in the details panel. Above this value, instances are hidden by default. < 0 : No maximum |
r.Editor.NewLevelGrid | Wether to show the new editor level grid 0: off 1: Analytical Antialiasing 2: Texture based(default) |
r.Editor.SkipSourceControlCheckForEditablePackages | Whether to skip the revision control status check for editable packages, 0: Disable (Default), 1: Enable |
r.Editor.Viewport.HighDPI | Controls whether editor & PIE viewports can be displayed at high DPI. |
r.Editor.Viewport.MaxRenderingResolution | Controls the absolute maximum number of rendered pixel in editor viewports. |
r.Editor.Viewport.MinRenderingResolution | Controls the minimum number of rendered pixel by default in editor viewports. |
r.Editor.Viewport.OverridePIEScreenPercentage | Apply editor viewports' default screen percentage settings to game viewport clients in PIE. |
r.Editor.Viewport.ScreenPercentage | Controls the editor viewports' default screen percentage when using r.Editor.Viewport.ScreenPercentageMode=0. |
r.Editor.Viewport.ScreenPercentageMode.Mobile | Controls the default screen percentage mode for realtime editor viewports using mobile renderer. |
r.Editor.Viewport.ScreenPercentageMode.NonRealTime | Controls the default screen percentage mode for non-realtime editor viewports. |
r.Editor.Viewport.ScreenPercentageMode.PathTracer | Controls the default screen percentage mode for path-traced viewports. |
r.Editor.Viewport.ScreenPercentageMode.RealTime | Controls the default screen percentage mode for realtime editor viewports using desktop renderer. |
r.Editor.Viewport.ScreenPercentageMode.VR | Controls the default screen percentage mode for VR editor viewports. |
r.EmitMeshDrawEvents | Emits a GPU event around each drawing policy draw call. /nUseful for seeing stats about each draw call, however it greatly distorts total time and time per draw call. |
r.Emitter.FastPoolEnable | Should we use fast pools for emitters. 0: Don't pool anything 1: Pool the emitters bro (default) |
r.Emitter.FastPoolMaxFreeSize | Max free pool size to keep around without cleaning up. |
r.Emitter.SkipRibbonSpawnInterp | Ignore velocity based offsets when interpolating. This prevents ribbon quads from overlapping eachother (default=1) |
r.EmitterSpawnRateScale | A global scale upon the spawn rate of emitters. Emitters can choose to apply or ignore it via their bApplyGlobalSpawnRateScale property. |
r.EnableAsyncComputeTranslucencyLightingVolumeClear | Whether to clear the translucency lighting volume using async compute. |
r.EnableComputeBuildHZB | If zero, build HZB using graphics pipeline. |
r.EnableDebugSpam_GetObjectPositionAndScale | Enables or disables debug log spam for a bug in FParticleSystemSceneProxy::GetObjectPositionAndScale() |
r.EnableMorphTargets | Enable Morph Targets |
r.EnableMultiGPUForkAndJoin | Whether to allow unused GPUs to speedup rendering by sharing work. |
r.EnableStereoEmulation | Emulate stereo rendering |
r.ExpandAllOcclusionTestedBBoxesAmount | Amount to expand all occlusion test bounds by. |
r.ExpandNewlyOcclusionTestedBBoxesAmount | If we don't occlusion test a primitive for r.GFramesNotOcclusionTestedToExpandBBoxes frames, then we expand the BBox when we do occlusion test it for a few frames by this amount. See also r.FramesToExpandNewlyOcclusionTestedBBoxes, r.GFramesNotOcclusionTestedToExpandBBoxes. |
r.ExposureOffset | For adjusting the exposure on top of post process settings and eye adaptation. 0: default |
r.ExrReadAndProcessOnGPU | Allows reading of Large Uncompressed EXR files directly into Structured Buffer. and be processed on GPU |
r.ExrReaderGPU.ForceTileDescBuffer | Calculates tile description and offsets on CPU and provides a Structured buffer. to be used to access tile description on GPU |
r.ExrReaderGPU.UseUploadHeap | Utilizes upload heap and copies raw exr buffer asynchronously. Requires a restart of the engine. |
r.EyeAdaptation.BlackHistogramBucketInfluence | This parameter controls how much weight to apply to completely dark 0.0 values in the exposure histogram. When set to 1.0, fully dark pixels will accumulate normally, whereas when set to 0.0 fully dark pixels will have no influence. |
r.EyeAdaptation.ExponentialTransitionDistance | The auto exposure moves linearly, but when it gets ExponentialTransitionDistance F-stops away from the target exposure it switches to as slower exponential function. |
r.EyeAdaptation.LensAttenuation | The camera lens attenuation (q). Set this number to 0.78 for lighting to be unitless (1.0cd/m^2 becomes 1.0 at EV100) or 0.65 to match previous versions (1.0cd/m^2 becomes 1.2 at EV100). |
r.EyeAdaptation.MethodOverride | Override the camera metering method set in post processing volumes -2: override with custom settings (for testing Basic Mode) -1: no override 1: Auto Histogram-based 2: Auto Basic 3: Manual |
r.EyeAdaptation.PreExposureOverride | Overide the scene pre-exposure by a custom value. = 0 : No override > 0 : Override PreExposure |
r.EyeAdaptation.VisualizeDebugType | When enabling Show->Visualize->HDR (Eye Adaptation) is enabled, this flag controls the scene color. 0: Scene Color after tonemapping (default). 1: Histogram Debug |
r.EyeAdaptationQuality | Defines the eye adaptation quality which allows to adjust for quality or performance. <=0: off (fastest) 1: low quality (e.g. non histogram based, not yet implemented) 2: normal quality (default) 3: high quality (e.g. screen position localized, not yet implemented) |
r.FastBlurThreshold | Defines at what radius the Gaussian blur optimization kicks in (estimated 25% - 40% faster). The optimization uses slightly less memory and has a quality loss on smallblur radius. 0: use the optimization always (fastest, lowest quality) 3: use the optimization starting at a 3 pixel radius (quite fast) 7: use the optimization starting at a 7 pixel radius (default) >15: barely ever use the optimization (high quality) |
r.FASTBuild.JobProcessor.MaxTimeWithPendingJobs | Specifies how much time in seconds we will wait to have the min amount of pending jobs. Past this time, the build will start anyways. Default = 10 |
r.FASTBuild.JobProcessor.MinBatchSize | Minimum number of shaders to compile with FASTBuild. Default = 100 |
r.FASTBuild.JobProcessor.SleepTimeBetweenActions | How much time the job processor thread should sleep between actions . |
r.FASTBuildController.Enabled | Enables or disables the use of FASTBuild to build shaders. 0: Controller will not be used (shaders will be built locally or using other controllers). 1: Distribute builds using FASTBuild. |
r.FASTBuildController.SendAllPossibleShaderDependencies | Send all possible dependencies of the shaders to the remote machines.0: Use dependencies array reported in the task structure. 1: Brute-force discover all possible dependencies. |
r.FASTBuildController.SendSCWDebugSymbols | Enable when distributed shader compiler workers crash. 0: Do not send along debug information in FASTBuild. 1: Send along debug information in FASTBuild. |
r.FastVRam.Bloom | |
r.FastVRam.BokehDOF | |
r.FastVRam.CircleDOF | |
r.FastVRam.CombineLUTs | |
r.FastVRam.CustomDepth | |
r.FastVRam.DBufferA | |
r.FastVRam.DBufferB | |
r.FastVRam.DBufferC | |
r.FastVRam.DBufferMask | |
r.FastVRam.DistanceFieldAOBentNormal | |
r.FastVRam.DistanceFieldAODownsampledBentNormal | |
r.FastVRam.DistanceFieldAOHistory | |
r.FastVRam.DistanceFieldAOScreenGridResources | |
r.FastVRam.DistanceFieldCulledObjectBuffers | |
r.FastVRam.DistanceFieldIrradiance | |
r.FastVRam.DistanceFieldNormal | |
r.FastVRam.DistanceFieldShadows | |
r.FastVRam.DistanceFieldTileIntersectionResources | |
r.FastVRam.Distortion | |
r.FastVRam.DOFPostfilter | |
r.FastVRam.DOFReduce | |
r.FastVRam.DOFSetup | |
r.FastVRam.Downsample | |
r.FastVRam.EyeAdaptation | |
r.FastVRam.ForwardLightingCullingResources | |
r.FastVRam.GBufferA | |
r.FastVRam.GBufferB | |
r.FastVRam.GBufferC | |
r.FastVRam.GBufferD | |
r.FastVRam.GBufferE | |
r.FastVRam.GBufferF | |
r.FastVRam.GBufferVelocity | |
r.FastVRam.GlobalDistanceFieldCullGridBuffers | |
r.FastVRam.Histogram | |
r.FastVRam.HistogramReduce | |
r.FastVRam.HZB | |
r.FastVRam.MotionBlur | |
r.FastVRam.PostProcessMaterial | |
r.FastVRam.SceneColor | |
r.FastVRam.SceneDepth | |
r.FastVRam.ScreenSpaceAO | |
r.FastVRam.ScreenSpaceShadowMask | |
r.FastVRam.SeparateTranslucency | |
r.FastVRam.SeparateTranslucencyModulate | |
r.FastVRam.ShadowCSM | |
r.FastVRam.ShadowPerObject | |
r.FastVRam.ShadowPointLight | |
r.FastVRam.SSR | |
r.FastVRam.Tonemap | |
r.FastVRam.Upscale | |
r.FastVRam.VelocityFlat | |
r.FastVRam.VelocityMax | |
r.FastVRam.VolumetricFog | |
r.FBlueprintContext.VirtualStackAllocator.DecommitMode | Specifies DecommitMode for FVirtualStackAllocator when used through its ThreadSingleton. Values are from EVirtualStackAllocatorDecommitMode. |
r.FBlueprintContext.VirtualStackAllocatorStackSize | Default size for FBlueprintContext's FVirtualStackAllocator |
r.FeatureLevelPreview | If 1 the quick settings menu will contain an option to enable feature level preview modes |
r.FilmGrain | Whether to enable film grain. |
r.FilmGrain.CacheTextureConstants | Wether the constants related to the film grain should be cached. |
r.FilmGrain.SequenceLength | Length of the random sequence for film grain (preferably a prime number, default=97). |
r.Filter.LoopMode | Controls when to use either dynamic or unrolled loops to iterates over the Gaussian filtering. This passes is used for Gaussian Blur, Bloom and Depth of Field. The dynamic loop allows up to 128 samples versus the 32 samples of unrolled loops, but add an additional cost for the loop's stop test at every iterations. 0: Unrolled loop only (default; limited to 32 samples). 1: Fall back to dynamic loop if needs more than 32 samples. 2: Dynamic loop only. |
r.Filter.SizeScale | Allows to scale down or up the sample count used for bloom and Gaussian depth of field (scale is clamped to give reasonable results). Values down to 0.6 are hard to notice 1 full quality (default) >1 more samples (slower) <1 less samples (faster, artifacts with HDR content or boxy results with GaussianDOF) |
r.FinishCurrentFrame | If on, the current frame will be forced to finish and render to the screen instead of being buffered. This will improve latency, but slow down overall performance. |
r.FlushMaterialUniforms | |
r.FlushRHIThreadOnSTreamingTextureLocks | If set to 0, we won't do any flushes for streaming textures. This is safe because the texture streamer deals with these hazards explicitly. |
r.Fog | 0: disabled 1: enabled (default) |
r.FogUseDepthBounds | Allows enable depth bounds optimization on fog full screen pass. false: disabled true: enabled (default) |
r.ForceAllCoresForShaderCompiling | When set to 1, it will ignore INI settings and launch as many ShaderCompileWorker instances as cores are available. Improves shader throughput but for big projects it can make the machine run OOM |
r.ForceDebugViewModes | 0: Setting has no effect. 1: Forces debug view modes to be available, even on cooked builds.2: Forces debug view modes to be unavailable, even on editor builds. Removes many shader permutations for faster shader iteration. |
r.ForceHighestMipOnUITextures | If set to 1, texutres in the UI Group will have their highest mip level forced. |
r.ForceLOD | LOD level to force, -1 is off. |
r.ForceLODShadow | LOD level to force for the shadow map generation only, -1 is off. |
r.ForceRetileTextures | If Shared Linear Texture Encoding is enabled in project settings, this will force the tiling build step to rebuild,however the linear texture is allowed to fetch from cache. |
r.ForceSceneHasDecals | Whether to always assume that scene has decals, so we don't switch depth state conditionally. This can significantly reduce total number of PSOs at a minor GPU cost. |
r.Forward.LightGridDebug | Whether to display on screen culledlight per tile. 0: off (default) 1: on - showing light count onto the depth buffer 2: on - showing max light count per tile accoung for each slice but the last one (culling there is too conservative) 3: on - showing max light count per tile accoung for each slice and the last one |
r.Forward.LightGridPixelSize | Size of a cell in the light grid, in pixels. |
r.Forward.LightGridSizeZ | Number of Z slices in the light grid. |
r.Forward.LightLinkedListCulling | Uses a reverse linked list to store culled lights, removing the fixed limit on how many lights can affect a cell - it becomes a global limit instead. |
r.Forward.MaxCulledLightsPerCell | 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. |
r.ForwardShading | Whether to use forward shading on desktop platforms - requires Shader Model 5 hardware. Forward shading has lower constant cost, but fewer features supported. 0:off, 1:on This rendering path is a work in progress with many unimplemented features, notably only a single reflection capture is applied per object and no translucency dynamic shadow receiving. |
r.FramesToExpandNewlyOcclusionTestedBBoxes | If we don't occlusion test a primitive for r.GFramesNotOcclusionTestedToExpandBBoxes frames, then we expand the BBox when we do occlusion test it for this number of frames. See also r.GFramesNotOcclusionTestedToExpandBBoxes, r.ExpandNewlyOcclusionTestedBBoxesAmount |
r.FreeSkeletalMeshBuffers | Controls whether skeletal mesh buffers are kept in CPU memory to support merging of skeletal meshes. 0: Keep buffers(default) 1: Free buffers |
r.FreeStructuresOnRHIBufferCreation | Toggles experimental method for freeing helper structures that own the resource arrays after submitting to RHI instead of in the callback sink. |
r.FreezeMouseCursor | Free the mouse cursor position, for passes which use it to display debug information. 0: default 1: freeze mouse cursor position at current location |
r.FullScreenMode | Defines how we do full screen when requested (e.g. command line option -fullscreen or in ini [SystemSettings] fullscreen=true) 0: normal full screen (renders faster, more control over vsync, less GPU memory, 10bit color if possible) 1: windowed full screen (quick switch between applications and window mode, slight performance loss) any other number behaves like 0 |
r.FXAA.Quality | Selects the quality permutation of FXAA. 0: Console 1: PC medium-dither 3-sample 2: PC medium-dither 5-sample 3: PC medium-dither 8-sample 4: PC low-dither 12-sample (Default) 5: PC extrem quality 12-samples |
r.Gamma | Gamma on output |
r.GaussianBloom.Cross | Experimental feature to give bloom kernel a more bright center sample (values between 1 and 3 work without causing aliasing) Existing bloom get lowered to match the same brightness <0 for a anisomorphic lens flare look (X only) 0 off (default) >0 for a cross look (X and Y) |
r.GBufferDiffuseSampleOcclusion | Whether the gbuffer contain occlusion information for individual diffuse samples. |
r.GBufferFormat | Defines the memory layout used for the GBuffer. (affects performance, mostly through bandwidth, quality of normals and material attributes). 0: lower precision (8bit per component, for profiling) 1: low precision (default) 3: high precision normals encoding 5: high precision |
r.GeneralPurposeTweak | Useful for low level shader development to get quick iteration time without having to change any c++ code. Value maps to Frame.GeneralPurposeTweak inside the shaders. Example usage: Multiplier on some value to tweak, toggle to switch between different algorithms (Default: 1.0) DON'T USE THIS FOR ANYTHING THAT IS CHECKED IN. Compiled out in SHIPPING to make cheating a bit harder. |
r.GeneralPurposeTweak2 | Useful for low level shader development to get quick iteration time without having to change any c++ code. Value maps to Frame.GeneralPurposeTweak2 inside the shaders. Example usage: Multiplier on some value to tweak, toggle to switch between different algorithms (Default: 1.0) DON'T USE THIS FOR ANYTHING THAT IS CHECKED IN. Compiled out in SHIPPING to make cheating a bit harder. |
r.GenerateMeshDistanceFields | Whether to build distance fields of static meshes, needed for Lumen Software Ray Tracing and Distance Field AO, which is used to implement Movable SkyLight shadows. Enabling will increase mesh build times and memory usage. Changing this value will cause a rebuild of all static meshes. |
r.GeometryCollection.Nanite | Render geometry collections using Nanite. |
r.GeometryCollectionOptimizedTransforms | Whether to optimize transform update by skipping automatic updates in GPUScene. |
r.GeometryCollectionSetDynamicData.ISPC | Whether to use ISPC optimizations to set dynamic data in geometry collections |
r.GeometryCollectionTripleBufferUploads | Whether to triple buffer geometry collection uploads, which allows Lock_NoOverwrite uploads which are much faster on the GPU with large amounts of data. |
r.GFramesNotOcclusionTestedToExpandBBoxes | If we don't occlusion test a primitive for this many frames, then we expand the BBox when we do occlusion test it for a few frames. See also r.ExpandNewlyOcclusionTestedBBoxesAmount, r.FramesToExpandNewlyOcclusionTestedBBoxes |
r.GlobalDistanceField.Debug | Debug drawing for the Global Distance Field. |
r.GlobalDistanceFieldHeightFieldThicknessScale | Thickness of the height field when it's entered into the global distance field, measured in distance field voxels. Defaults to 4 which means 4x the voxel size as thickness. |
r.GlobalIllumination.Denoiser.HistoryConvolution.KernelSpreadFactor | Multiplication factor applied on the kernel sample offset (default=3). |
r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount | Number of samples to use for history post filter (default = 1). |
r.GlobalIllumination.Denoiser.PreConvolution | Number of pre-convolution passes (default = 1). |
r.GlobalIllumination.Denoiser.ReconstructionSamples | Maximum number of samples for the reconstruction pass (default = 16). |
r.GlobalIllumination.Denoiser.TemporalAccumulation | Accumulates the samples over multiple frames. |
r.gpucrash.collectionenable | Stores GPU crash data from scoped events when a applicable crash debugging system is available. |
r.gpucrash.datadepth | Limits the amount of marker scope depth we record for GPU crash debugging to the given scope depth. |
r.GPUCrashDebugging | Enable vendor specific GPU crash analysis tools |
r.GPUCrashDebugging.Aftermath.Callstack | Enable callstack capture in Aftermath dumps |
r.GPUCrashDebugging.Aftermath.Markers | Enable draw event markers in Aftermath dumps |
r.GPUCrashDebugging.Aftermath.ResourceTracking | Enable resource tracking for Aftermath dumps |
r.GPUCrashDebugging.Aftermath.TrackAll | Enable maximum tracking for Aftermath dumps |
r.GPUCrashDump | Enable vendor specific GPU crash dumps |
r.GPUCrashOnOutOfMemory | Enable crash reporting on GPU OOM |
r.GPUCsvStatsEnabled | Enables or disables GPU stat recording to CSVs |
r.GPUDefrag.AllowOverlappedMoves | Allows defrag relocations that partially overlap themselves. |
r.GPUDefrag.EnableTimeLimits | Limits CPU time spent doing GPU defragmentation. |
r.GPUDefrag.MaxRelocations | Limits the number of total relocations in a frame regardless of number of bytes moved.. |
r.GPUMessage.LogAllMessages | Log all messages to the console. 0: Disabled 1: Enabled |
r.GPUMessage.MaxBufferSize | Specifies the maximum size of the GPU message buffer, in KiB. default: 64 |
r.GPUParticle.FixDeltaSeconds | GPU particle fix delta seconds. |
r.GPUParticle.FixTolerance | Delta second tolerance before switching to a fix delta seconds. |
r.GPUParticle.MaxNumIterations | Max number of iteration when using a fix delta seconds. |
r.GPUParticle.Simulate | Enable or disable GPU particle simulation |
r.GpuProfilerMaxEventBufferSizeKB | Size of the scratch buffer in kB. |
r.GPUScene.DebugDrawRange | Maximum distance the to draw instance bounds, the default is -1.0 <=> infinite range. |
r.GPUScene.DebugMode | Debug Rendering Mode: 0 - (show nothing, decault) 1 - Draw All 2 - Draw Selected (in the editor) 3 - Draw Updated (updated this frame) You can use r.GPUScene.DebugDrawRange to limit the range |
r.GPUScene.InstanceBVH | Add instances to BVH. (WIP) |
r.GPUScene.MaxPooledUploadBufferSize | Maximum size of GPU Scene upload buffer size to pool. |
r.GPUScene.ParallelUpdate | |
r.GPUScene.UploadEveryFrame | Whether to upload the entire scene's primitive data every frame. Useful for debugging. |
r.GPUScene.UseGrowOnlyAllocationPolicy | Deprecated 5.3. If set to 1 the allocators used for GPU-scene instances and similar will use a grow-only allocation policy to mimic the behavior in 5.2 and earlier. Disabled by default, which means that the buffers can shrink as well as grow. |
r.GPUSkin.CopyBones.ISPC | Whether to use ISPC optimizations when copying bones for GPU skinning |
r.GPUSkin.Limit2BoneInfluences | Whether to use 2 bones influence instead of default 4/8 for GPU skinning. Cannot be changed at runtime. |
r.GpuSkin.Pool | Should we pool gpu skins. 0: Don't pool anything 1: Pool gpu skins bro (default) |
r.GPUSkin.Support16BitBoneIndex | If enabled, a new mesh imported will use 8 bit (if <=256 bones) or 16 bit (if > 256 bones) bone indices for rendering. |
r.GPUSkin.UnlimitedBoneInfluences | Whether to use unlimited bone influences instead of default 4/8 for GPU skinning. Cannot be changed at runtime. |
r.GPUSkin.UnlimitedBoneInfluencesThreshold | Unlimited Bone Influences Threshold to use unlimited bone influences buffer if r.GPUSkin.UnlimitedBoneInfluences is enabled. Should be unsigned int. Cannot be changed at runtime. |
r.GPUStatsChildTimesIncluded | If this is enabled, the child stat timings will be included in their parents' times. This presents problems for non-hierarchical stats if we're expecting them to add up to the total GPU time, so we probably want this disabled. |
r.GPUStatsEnabled | Enables or disables GPU stat recording |
r.GPUStatsMaxQueriesPerFrame | Limits the number of timestamps allocated per frame. -1 = no limit |
r.GPUTracingStatsEnabled | Enables or disables GPU stat recording to tracing profiler |
r.GraphicsAdapter | User request to pick a specific graphics adapter (e.g. when using a integrated graphics card with a discrete one) For Windows D3D, unless a specific adapter is chosen we reject Microsoft adapters because we don't want the software emulation. This takes precedence over -prefer{AMD|NVidia|Intel} when the value is >= 0. -2: Take the first one that fulfills the criteria -1: Favour non integrated because there are usually faster (default) 0: Adapter #0 1: Adapter #1, ... |
r.grass.DensityQualityLevel | The quality level for grass (low, medium, high, epic). |
r.grass.ShowBothPerQualityAndPerPlaformProperties | Show both per platform and per quality properties in the editor. |
r.GTAO.Combined | Enable Spatial Filter for GTAO 0: Off 1: On (default) |
r.GTAO.Downsample | Perform GTAO at Halfres 0: Off 1: On (default) |
r.GTAO.FalloffEnd | Distance at when the occlusion completes the fall off. |
r.GTAO.FalloffStartRatio | Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off. Must be Between 0 and 1. |
r.GTAO.FilterWidth | Size of the noise pattern and filter width 5: 5x5 Pattern (default) 4: 4x4 Pattern |
r.GTAO.NumAngles | How Many Angles we choose per pixel Must be Between 1 and 16. |
r.GTAO.PauseJitter | Whether to pause Jitter when Temporal filter is off |
r.GTAO.SpatialFilter | Enable Spatial Filter for GTAO 0: Off 1: On (default) |
r.GTAO.TemporalFilter | Enable Temporal Filter for GTAO 0: Off 1: On (default) |
r.GTAO.ThicknessBlend | A heuristic to bias occlusion for thin or thick objects. 0 : Off >0 : On - Bigger values lead to reduced occlusion 0.5: On (default) |
r.GTAO.Upsample | Enable Simple or Depth aware upsample filter for GTAO 0: Simple 1: DepthAware (default) |
r.GTAO.UseNormals | Whether to use GBuffer Normals or Depth Derived normals 0: Off 1: On (default) |
r.GTSyncType | Determines how the game thread syncs with the render thread, RHI thread and GPU. Syncing to the GPU swap chain flip allows for lower frame latency. 0 - Sync the game thread with the render thread (default). 1 - Sync the game thread with the RHI thread. 2 - Sync the game thread with the GPU swap chain flip (only on supported platforms). |
r.HairStrands.Binding | Enable/Disable hair binding, i.e., hair attached to skeletal meshes. |
r.HairStrands.Cards | Enable/Disable hair cards rendering. This variable needs to be turned on when the engine starts. |
r.HairStrands.Components.GlobalScattering | Enable/disable hair BSDF component global scattering |
r.HairStrands.Components.LocalScattering | Enable/disable hair BSDF component local scattering |
r.HairStrands.Components.R | Enable/disable hair BSDF component R |
r.HairStrands.Components.TRT | Enable/disable hair BSDF component TRT |
r.HairStrands.Components.TT | Enable/disable hair BSDF component TT |
r.HairStrands.Components.TTModel | Select hair TT model |
r.HairStrands.ComposeAfterTranslucency | 0: Compose hair before translucent objects. 1: Compose hair after translucent objects, but before separate translucent objects. 2: Compose hair after all/seperate translucent objects, 3: Compose hair after translucent objects but before translucent render after DOF (which allows depth testing against hair depth) |
r.HairStrands.ContinuousDecimationReordering | Enable strand reordering to allow Continuous LOD. Experimental |
r.HairStrands.DeepShadow.AABBScale | Scaling value for loosing/tighting deep shadow bounding volume |
r.HairStrands.DeepShadow.DebugDOMIndex | Index of the DOM texture to draw |
r.HairStrands.DeepShadow.DebugDOMScale | Scaling value for the DeepOpacityMap when drawing the deep shadow stats |
r.HairStrands.DeepShadow.DebugMode | Color debug mode for deep shadow |
r.HairStrands.DeepShadow.DensityScale | Set density scale for compensating the lack of hair fiber in an asset |
r.HairStrands.DeepShadow.DepthBiasScale | Set depth bias scale for transmittance computation |
r.HairStrands.DeepShadow.GPUDriven | Enable deep shadow to be driven by GPU bounding box, rather CPU ones. This allows more robust behavior |
r.HairStrands.DeepShadow.InjectVoxelDepth | Inject voxel content to generate the deep shadow map instead of rasterizing groom. This is an experimental path |
r.HairStrands.DeepShadow.KernelAperture | Set the aperture angle, in degree, used by the kernel for evaluating the hair transmittance when using PCSS kernel |
r.HairStrands.DeepShadow.KernelType | Set the type of kernel used for evaluating hair transmittance, 0:linear, 1:PCF_2x2, 2: PCF_6x4, 3:PCSS, 4:PCF_6x6_Accurate |
r.HairStrands.DeepShadow.MaxFrustumAngle | Max deep shadow frustum angle to avoid strong deformation. Default:90 |
r.HairStrands.DeepShadow.MinResolution | Minimum shadow resolution for shadow atlas tiles for Deep Opacity Map rendering. (default = 64) |
r.HairStrands.DeepShadow.MipTraversal | Evaluate transmittance using mip-map traversal (faster). |
r.HairStrands.DeepShadow.RandomType | Change how traversal jittering is initialized. Valid value are 0, 1, and 2. Each type makes different type of tradeoff. |
r.HairStrands.DeepShadow.Resolution | Shadow resolution for Deep Opacity Map rendering. (default = 2048) |
r.HairStrands.DeepShadow.ShadowMaskKernelType | Set the kernel type for filtering shadow cast by hair on opaque geometry (0:2x2, 1:4x4, 2:Gaussian8, 3:Gaussian16, 4:Gaussian8 with transmittance. Default is 4 |
r.HairStrands.DeepShadow.ShadowMaskPassType | Change how shadow mask from hair onto opaque geometry is generated. 0: one pass per hair group, 1: one pass for all groups. |
r.HairStrands.DeepShadow.SuperSampling | Evaluate transmittance with supersampling. This is expensive and intended to be used only in cine mode. |
r.HairStrands.DOFDepth | Compose hair with DOF by lerping hair depth based on its opacity. |
r.HairStrands.DualScatteringRoughness | Override all roughness for the dual scattering evaluation. 0 means no override. Default:0 |
r.HairStrands.Enable | Enable/Disable the entire hair strands system. This affects all geometric representations (i.e., strands, cards, and meshes). |
r.HairStrands.HairLUT.AbsorptionCount | Change the number of slices of the hair LUT for the absorption axis |
r.HairStrands.HairLUT.IncidentAngleCount | Change the number of slices of the hair LUT for the incident angle axis |
r.HairStrands.HairLUT.RoughnessCount | Change the number of slices of the hair LUT for the roughness axis |
r.HairStrands.HairLUT.SampleCountScale | Change the number of sample used for computing the hair LUT. This is a multiplier, default is 1. |
r.HairStrands.LightFunction | Enables Light function on hair |
r.HairStrands.LightSampleFormat | Define the format used for storing the lighting of hair samples (0: RGBA-16bits, 1: RGB-11.11.10bits) |
r.HairStrands.MaterialCompaction.DepthThreshold | Compaction threshold for depth value for material compaction (in centimeters). Default 1 cm. |
r.HairStrands.MaterialCompaction.TangentThreshold | Compaciton threshold for tangent value for material compaction (in degrees). Default 10 deg. |
r.HairStrands.Meshes | Enable/Disable hair meshes rendering. This variable needs to be turned on when the engine starts. |
r.HairStrands.PathTracing.InvalidationDebug | Enable bounding box drawing for groom element causing path tracer invalidation |
r.HairStrands.PathTracing.InvalidationThreshold | Define the minimal distance to invalidate path tracer output when groom changes (in cm, default: 0.5mm) Set to a negative value to disable this feature |
r.HairStrands.PlotBsdf | Debug view for visualizing hair BSDF. |
r.HairStrands.PlotBsdf.BaseColor | Change the base color / absorption of the debug BSDF plot. |
r.HairStrands.PlotBsdf.Exposure | Change the exposure of the plot. |
r.HairStrands.PlotBsdf.Roughness | Change the roughness of the debug BSDF plot. |
r.HairStrands.RasterizationScale | Rasterization scale to snap strand to pixel |
r.HairStrands.Raytracing | Enable/Disable hair strands raytracing geometry. This is anopt-in option per groom asset/groom instance. |
r.HairStrands.RectLightingOptim | Hair Visibility use projected view rect to light only relevant pixels |
r.HairStrands.ScatterSceneLighting | Enable scene color lighting scattering into hair (valid for short hair only). |
r.HairStrands.Selection.CoverageThreshold | Coverage threshold for making hair strands outline selection finer |
r.HairStrands.Shadow.CastShadowWhenNonVisible | Enable shadow casting for hair strands even when culled out from the primary view |
r.HairStrands.Shadow.CullPerObjectShadowCaster | Enable CPU culling of object casting per-object shadow (stationnary object) |
r.HairStrands.ShadowRasterizationScale | Rasterization scale to snap strand to pixel in shadow view |
r.HairStrands.Simulation | Enable/disable hair simulation |
r.HairStrands.SkyAO | Enable (sky) AO on hair. |
r.HairStrands.SkyAO.DistanceThreshold | Max distance for occlusion search. |
r.HairStrands.SkyAO.SampleCount | Number of samples used for evaluating hair AO (default is set to 16). |
r.HairStrands.SkyLighting | Enable sky lighting on hair. |
r.HairStrands.SkyLighting.ConeAngle | Cone angle for tracing sky lighting on hair. |
r.HairStrands.SkyLighting.DebugSample | Enable debug view for visualizing sample used for the sky integration |
r.HairStrands.SkyLighting.DistanceThreshold | Max distance for occlusion search. |
r.HairStrands.SkyLighting.IntegrationType | Hair env. lighting integration type (0:Adhoc, 1:Uniform. |
r.HairStrands.SkyLighting.SampleCount | Number of samples used for evaluating multiple scattering and visible area (default is set to 16). |
r.HairStrands.SkyLighting.TransmissionDensityScale | Density scale for controlling how much sky lighting is transmitted. |
r.HairStrands.SkyLighting.UseViewHairCount | Use the view hair count texture for estimating background transmitted light (enabled by default). |
r.HairStrands.StableRasterizationScale | Rasterization scale to snap strand to pixel for 'stable' hair option. This value can't go below 1. |
r.HairStrands.Strands | Enable/Disable hair strands rendering |
r.HairStrands.VelocityMagnitudeScale | Velocity magnitude (in pixel) at which a hair will reach its pic velocity-rasterization-scale under motion to reduce aliasing. Default is 100. |
r.HairStrands.VelocityRasterizationScale | Rasterization scale to snap strand to pixel under high velocity |
r.HairStrands.VelocityThreshold | Threshold value (in pixel) above which a pixel is forced to be resolve with responsive AA (in order to avoid smearing). Default is 3. |
r.HairStrands.VelocityType | Type of velocity filtering (0:avg, 1:closest, 2:max). Default is 1. |
r.HairStrands.Visibility.Clear | Clear hair strands visibility buffer |
r.HairStrands.Visibility.Compute.MeanSamplePerPixel | Scale the numer of sampler per pixel for limiting memory allocation (0..1, default 0.5f) |
r.HairStrands.Visibility.Compute.SamplePerPixel | Hair strands visibility sample count (2, 4, or 8) |
r.HairStrands.Visibility.ComputeRaster | Hair Visiblity uses raster compute. Experimental |
r.HairStrands.Visibility.ComputeRaster.ContinuousLOD | Enable Continuos LOD when using compute rasterization. Experimental |
r.HairStrands.Visibility.ComputeRaster.Culling | Use culling buffers with compute rasterization. |
r.HairStrands.Visibility.ComputeRaster.Debug | Debug compute raster output |
r.HairStrands.Visibility.ComputeRaster.MaxTiles | Maximum number of tiles used for compute rasterization. 8192 is default |
r.HairStrands.Visibility.ComputeRaster.NumBinners | Number of Binners used in Binning compute rasterization pass. 32 is default |
r.HairStrands.Visibility.ComputeRaster.NumRasterizers | Number of Rasterizers used compute rasterization. 256 is default |
r.HairStrands.Visibility.ComputeRaster.NumRasterizersNaive | Number of Rasterizers used in naive compute rasterization. 256 is default |
r.HairStrands.Visibility.ComputeRaster.TileSize | Tile size used for compute rasterization. Experimental - only size of 32 currently supported |
r.HairStrands.Visibility.FullCoverageThreshold | Define the coverage threshold at which a pixel is considered fully covered. |
r.HairStrands.Visibility.HairCount.DistanceThreshold | Distance threshold defining if opaque depth get injected into the 'view-hair-count' buffer. |
r.HairStrands.Visibility.HWSWClassifaction | Enables classifying hair segments to be rasterized with a hardware rasterizer or a software rasterizer. |
r.HairStrands.Visibility.MSAA.MeanSamplePerPixel | Scale the numer of sampler per pixel for limiting memory allocation (0..1, default 0.5f) |
r.HairStrands.Visibility.MSAA.SamplePerPixel | Hair strands visibility sample count (2, 4, or 8) |
r.HairStrands.Visibility.NonVisibleShadowCasting.CullDistance | Cull distance at which shadow casting starts to be disabled for non-visible hair strands instances. |
r.HairStrands.Visibility.NonVisibleShadowCasting.Debug | Enable debug rendering for non-visible hair strands instance, casting shadow. |
r.HairStrands.Visibility.NumClassifiers | Number of workgroups used in hair segment classification pass. 32 is default |
r.HairStrands.Visibility.PPLL | Hair Visibility uses per pixel linked list |
r.HairStrands.Visibility.PPLL.Debug | Draw debug per pixel light list rendering. |
r.HairStrands.Visibility.PPLL.MeanSamplePerPixel | Scale the maximum number of node allowed for all linked list element (0..1, default 1). It will be width*height*SamplerPerPixel*Scale. |
r.HairStrands.Visibility.PPLL.SamplePerPixel | The maximum number of node allowed to be independently shaded and composited per pixel. Total amount of node will be width*height*VisibilityPPLLMaxRenderNodePerPixel. The last node is used to aggregate all furthest strands to shade into a single one. |
r.HairStrands.Visibility.SortByDepth | Sort hair fragment by depth and update their coverage based on ordered transmittance. |
r.HairStrands.Visibility.TileCompaction | Enables a compaction pass to run on the output of the binning pass of the hair software rasterizer. |
r.HairStrands.Visibility.UseCoverageMappping | Use hair count to coverage transfer function. |
r.HairStrands.Visibility.UseHWRaster | Toggles the hardware rasterizer for hair strands visibility rendering. |
r.HairStrands.Visibility.UseNaiveSWRaster | Toggles a naive version of the software rasterizer for hair strands visibility rendering. |
r.HairStrands.Visibility.WriteVelocityCoverageThreshold | Define the coverage threshold at which a pixel write its hair velocity (default: 0, i.e., write for all pixel) |
r.HairStrands.Voxelization | Enable hair voxelization for transmittance evaluation |
r.HairStrands.Voxelization.AABBScale | Scale the hair macro group bounding box |
r.HairStrands.Voxelization.DensityScale | Scale the hair density when computing voxel transmittance. Default value is 2 (arbitraty) |
r.HairStrands.Voxelization.DensityScale.AO | Scale the hair density when computing voxel AO. (Default:-1, it will use the global density scale |
r.HairStrands.Voxelization.DensityScale.Environment | Scale the hair density when computing voxel environment. (Default:-1, it will use the global density scale |
r.HairStrands.Voxelization.DensityScale.Raytracing | Scale the hair density when computing voxel raytracing. (Default:-1, it will use the global density scale |
r.HairStrands.Voxelization.DensityScale.Shadow | Scale the hair density when computing voxel shadow. (Default:-1, it will use the global density scale |
r.HairStrands.Voxelization.DensityScale.Transmittance | Scale the hair density when computing voxel transmittance. (Default:-1, it will use the global density scale |
r.HairStrands.Voxelization.DepthBiasScale.Environment | Set depth bias for voxel ray marching for environement lights. Offset the origin position towards the light |
r.HairStrands.Voxelization.DepthBiasScale.Light | Set depth bias for voxel ray marching for analyticaly light. Offset the origin position towards the light for transmittance computation |
r.HairStrands.Voxelization.DepthBiasScale.Shadow | Set depth bias for voxel ray marching for analyticaly light. Offset the origin position towards the light for shadow computation |
r.HairStrands.Voxelization.DepthBiasScale.Transmittance | Set depth bias for voxel ray marching for analyticaly light. Offset the origin position towards the light for transmittance computation |
r.HairStrands.Voxelization.ForceTransmittanceAndShadow | For transmittance and shadow to be computed with density volume. This requires voxelization is enabled. |
r.HairStrands.Voxelization.GPUDriven | Enable GPU driven voxelization. |
r.HairStrands.Voxelization.GPUDriven.MaxPageIndexResolution | Max resolution of the page index. This is used for allocating a conservative page index buffer when GPU driven allocation is enabled. |
r.HairStrands.Voxelization.InjectOpaque.BiasCount | Bias, in number of voxel, at which opaque depth is injected. |
r.HairStrands.Voxelization.InjectOpaque.MarkCount | Number of voxel marked as opaque starting along the view direction beneath the opaque surface. |
r.HairStrands.Voxelization.InjectOpaqueDepth | Inject opaque geometry depth into the voxel volume for acting as occluder. |
r.HairStrands.Voxelization.Raymarching.SteppingScale | Stepping scale used for raymarching the voxel structure for shadow. |
r.HairStrands.Voxelization.Raymarching.SteppingScale.Environment | Stepping scale used for raymarching the voxel structure, override scale for env. lighting (default -1). |
r.HairStrands.Voxelization.Raymarching.SteppingScale.Raytracing | Stepping scale used for raymarching the voxel structure, override scale for raytracing (default -1). |
r.HairStrands.Voxelization.Raymarching.SteppingScale.Shadow | Stepping scale used for raymarching the voxel structure, override scale for shadow (default -1). |
r.HairStrands.Voxelization.Raymarching.SteppingScale.Transmission | Stepping scale used for raymarching the voxel structure, override scale for transmittance (default -1). |
r.HairStrands.Voxelization.Virtual | Enable the two voxel hierachy. |
r.HairStrands.Voxelization.Virtual.Adaptive | Enable adaptive voxel allocation (default = 1) |
r.HairStrands.Voxelization.Virtual.Adaptive.CorrectionSpeed | Define the speed at which allocation adaption runs (value in 0..1, default = 0.25). A higher number means faster adaptation, but with a risk of oscillation i.e. over and under allocation |
r.HairStrands.Voxelization.Virtual.Adaptive.CorrectionThreshold | Define the allocation margin to limit over allocation (value in 0..1, default = 0.95) |
r.HairStrands.Voxelization.Virtual.ComputeRasterMaxVoxelCount | Max number of voxel which are rasterized for a given hair segment. This is for debug purpose only. |
r.HairStrands.Voxelization.Virtual.DebugTraversalType | Traversal mode (0:linear, 1:mip) for debug voxel visualization. |
r.HairStrands.Voxelization.Virtual.InvalidateEmptyPageIndex | Invalid voxel page index which does not contain any voxelized data. |
r.HairStrands.Voxelization.Virtual.Jitter | Change jittered for voxelization/traversal. 0: No jitter 1: Regular randomized jitter: 2: Constant Jitter (default = 1) |
r.HairStrands.Voxelization.Virtual.VoxelPageCountPerDim | Number of voxel pages per texture dimension. The voxel page memory is allocated with a 3D texture. This value provide the resolution of this texture. |
r.HairStrands.Voxelization.Virtual.VoxelPageResolution | Resolution of a voxel page. |
r.HairStrands.Voxelization.Virtual.VoxelWorldSize | World size of a voxel in cm. |
r.HairStrands.Voxelization.VoxelSizeInPixel | Target size of voxel size in pixels |
r.HairStrands.WriteGBufferData | Write hair hair material data into GBuffer before post processing run. 0: no write, 1: dummy write into GBuffer A/B (Normal/ShadingModel), 2: write into GBuffer A/B (Normal/ShadingModel). 2: Write entire GBuffer data. (default 1). |
r.HalfResDepthNoFastClear | Remove fast clear on half resolution depth buffer (checkerboard and minmax) |
r.HDR.Aces.SceneColorMultiplier | Multiplier applied to scene color. Helps to |
r.HDR.Display.ColorGamut | Color gamut of the output display: 0: Rec709 / sRGB, D65 (default) 1: DCI-P3, D65 2: Rec2020 / BT2020, D65 3: ACES, D60 4: ACEScg, D60 |
r.HDR.Display.MaxLuminance | The configured display output nit level, assuming HDR output is enabled. |
r.HDR.Display.MidLuminance | The configured display output nit level for 18% gray |
r.HDR.Display.MinLuminanceLog10 | The configured minimum display output nit level (log10 value) |
r.HDR.Display.OutputDevice | Device format of the output display: 0: sRGB (LDR) 1: Rec709 (LDR) 2: Explicit gamma mapping (LDR) 3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR) 4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR) 5: ACES 1000 nit ScRGB (HDR) 6: ACES 2000 nit ScRGB (HDR) 7: Linear EXR (HDR) 8: Linear final color, no tone curve (HDR) 9: Linear final color with tone curve |
r.HDR.EnableHDROutput | Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default) 1: Enable hardware-specific implementation |
r.HDR.UI.CompositeMode | Mode used when compositing the UI layer: 0: Standard compositing 1: Shader pass to improve HDR blending |
r.HDR.UI.Level | Luminance level for UI elements when compositing into HDR framebuffer (default: 1.0). |
r.HDR.UI.Luminance | Base Luminance in nits for UI elements when compositing into HDR framebuffer. Gets multiplied by r.HDR.UI.Level |
r.HeightFields.AtlasDimInTiles | Number of tiles the atlas has in one dimension |
r.HeightFields.AtlasDownSampleLevel | Max number of times a suballocation can be down-sampled |
r.HeightFields.AtlasTileSize | Suballocation granularity |
r.HeightFields.VisibilityAtlasDimInTiles | Number of tiles the atlas has in one dimension |
r.HeightFields.VisibilityAtlasDownSampleLevel | Max number of times a suballocation can be down-sampled |
r.HeightFields.VisibilityAtlasTileSize | Suballocation granularity |
r.HeightFieldShadowing | Whether the height field shadowing feature is allowed. |
r.HeterogeneousVolumes | Enables the Heterogeneous volume integrator (Default = 1) |
r.HeterogeneousVolumes.Debug | Creates auxillary output buffers for debugging (Default = 0) |
r.HeterogeneousVolumes.Debug.MarchingMode | The marching mode (Default = 0) 0: Ray Marching (dt=StepSize) 1: Naive DDA 2: Optimized DDA 3: Optimized DDA w/ bitmask |
r.HeterogeneousVolumes.DepthSort | Iterates over volumes in depth-sorted order, based on its centroid (Default = 1) |
r.HeterogeneousVolumes.FrustumGrid | Enables a frustum voxel grid (Default = 1) |
r.HeterogeneousVolumes.FrustumGrid.DepthSliceCount | The number of depth slices (Default = 512) |
r.HeterogeneousVolumes.FrustumGrid.FarPlaneDistance | Sets far-plane distance for the frustum grid (Default = -1.0) |
r.HeterogeneousVolumes.FrustumGrid.MaxBottomLevelMemoryInMegabytes | The minimum voxel size (Default = 128) |
r.HeterogeneousVolumes.FrustumGrid.NearPlaneDistance | Sets near-plane distance for the frustum grid (Default = 1.0) |
r.HeterogeneousVolumes.FrustumGrid.ShadingRate | The voxel tessellation rate, in pixel-space (Default = 4.0) |
r.HeterogeneousVolumes.HardwareRayTracing | Enables hardware ray tracing acceleration (Default = 0) |
r.HeterogeneousVolumes.IndirectLighting | Enables indirect lighting (Default = 0) |
r.HeterogeneousVolumes.Jitter | Enables jitter when ray marching (Default = 1) |
r.HeterogeneousVolumes.LightingCache | Enables an optimized pre-pass, caching certain volumetric rendering lighting quantities (Default = 2) 0: Disabled 1: Cache transmittance 2: Cache in-scattering |
r.HeterogeneousVolumes.LightingCache.DownsampleFactor | Overrides the lighting-cache downsample factor, relative to the preshading volume resolution (Default = 0) 0: Disabled, uses per-volume attribute >0: Overrides the lighting-cache downsample factor |
r.HeterogeneousVolumes.MaxShadowTraceDistance | The maximum shadow-trace distance (Default = 30000) |
r.HeterogeneousVolumes.MaxStepCount | The maximum ray-marching step count (Default = 512) |
r.HeterogeneousVolumes.MaxTraceDistance | The maximum trace view-distance for direct volume rendering (Default = 30000) |
r.HeterogeneousVolumes.OrthoGrid | Enables an ortho voxel grid (Default = 1) |
r.HeterogeneousVolumes.OrthoGrid.MaxBottomLevelMemoryInMegabytes | The minimum voxel size (Default = 128) |
r.HeterogeneousVolumes.OrthoGrid.ShadingRate | The voxel tessellation rate, in pixel-space (Default = 4.0) |
r.HeterogeneousVolumes.Preshading | Evaluates the material into a canonical preshaded volume before rendering the result (Default = 0) |
r.HeterogeneousVolumes.Preshading.MipLevel | Statically determines the MIP-level when evaluating preshaded volume data (Default = 0) |
r.HeterogeneousVolumes.ShadowStepSize | The ray-marching step-size override for shadow rays (Default = -1.0, disabled) |
r.HeterogeneousVolumes.SparseVoxel | Uses sparse-voxel rendering algorithms (Default = 0) |
r.HeterogeneousVolumes.SparseVoxel.GenerationMipBias | Determines MIP bias for sparse voxel generation (Default = 3) |
r.HeterogeneousVolumes.SparseVoxel.PerTileCulling | Enables sparse-voxel culling when using tiled rendering (Default = 1) |
r.HeterogeneousVolumes.SparseVoxel.Refinement | Uses hierarchical refinement to coalesce neighboring sparse-voxels (Default = 1) |
r.HeterogeneousVolumes.StepSize | The ray-marching step-size override (Default = -1.0, disabled) |
r.HeterogeneousVolumes.Tessellation.BottomLevelGrid.HomogeneousAggregation | Enables bottom-level voxel homogeneous aggregation (Default = 1) |
r.HeterogeneousVolumes.Tessellation.BottomLevelGrid.HomogeneousAggregationThreshold | Threshold for bottom-level voxel homogeneous aggregation (Default = 1.0e-3) |
r.HeterogeneousVolumes.Tessellation.BottomLevelGrid.Resolution | Determines intra-tile bottom-level grid resolution (Default = 4) |
r.HeterogeneousVolumes.Tessellation.BottomLevelGrid.VoxelHashing | Enables bottom-level voxel hashing for deduplication (Default = 0) |
r.HeterogeneousVolumes.Tessellation.BottomLevelGrid.VoxelHashingMemoryInMegabytes | Enables bottom-level voxel hashing for deduplication (Default = 64) |
r.HeterogeneousVolumes.Tessellation.FarPlaneAutoTransition | Enables auto transitioning of far-plane distance, based on projected minimum voxel size (Default = 1) |
r.HeterogeneousVolumes.Tessellation.IndirectionGrid | Enables lazy allocation of bottom-level memory (Default = 1) |
r.HeterogeneousVolumes.Tessellation.IndirectionGrid.Resolution | Determines intra-tile indirection grid resolution (Default = 4) |
r.HeterogeneousVolumes.Tessellation.MajorantGrid | Enables building majorant grids to accelerate volume tracking (Default = 0) |
r.HeterogeneousVolumes.Tessellation.MajorantGrid.Max | Enables building majorant grids to accelerate volume tracking (Default = 0) |
r.HeterogeneousVolumes.Tessellation.MinimumVoxelSizeInFrustum | The minimum voxel size (Default = 1.0) |
r.HeterogeneousVolumes.Tessellation.MinimumVoxelSizeOutsideFrustum | The minimum voxel size (Default = 100.0) |
r.HeterogeneousVolumes.Tessellation.TopLevelBitmask | Enables top-level bitmask to accelerate grid traversal (Default = 0) |
r.HeterogeneousVolumes.VolumeResolution.X | Overrides the preshading and lighting volume resolution in X (Default = 0)0: Disabled, uses per-volume attribute >0: Overrides resolution in X |
r.HeterogeneousVolumes.VolumeResolution.Y | Overrides the preshading and lighting volume resolution in X (Default = 0)0: Disabled, uses per-volume attribute >0: Overrides resolution in Y |
r.HeterogeneousVolumes.VolumeResolution.Z | Overrides the preshading and lighting volume resolution in X (Default = 0)0: Disabled, uses per-volume attribute >0: Overrides resolution in Z |
r.HFShadowAverageObjectsPerCullTile | Determines how much memory should be allocated in height field object culling data structures. Too much = memory waste, too little = flickering due to buffer overflow. |
r.HFShadowQuality | Defines the height field shadow method which allows to adjust for quality or performance. 0:off, 1:low (8 steps), 2:medium (16 steps, default), 3:high (32 steps, hole aware) |
r.HighQualityLightMaps | If set to 1, allow high quality lightmaps which don't bake in direct lighting of stationary lights |
r.HighResScreenshot.AdditionalCmds | Additional command to execute when a high res screenshot is requested. |
r.HighResScreenshotDelay | When high-res screenshots are requested there is a small delay to allow temporal effects to converge. Default: 4. Using a value below the default will disable TemporalAA for improved image quality. |
r.Histogram.UseAtomic | Uses atomic to speed up the generation of the histogram. |
r.HitProxy.CaptureNextUpdate | Enables GPU capture of hit proxy rendering on the next update. |
r.HLOD | Single argument: 0 or 1 to Disable/Enable HLOD System Multiple arguments: force X where X is the HLOD level that should be forced into view |
r.HLOD.DistanceOverride | If non-zero, overrides the distance that HLOD transitions will take place for all objects at the HLOD level index, formatting is as follows: 'r.HLOD.DistanceOverride 5000, 10000, 20000' would result in HLOD levels 0, 1 and 2 transitioning at 5000, 1000 and 20000 respectively. |
r.HLOD.DistanceOverrideScale | Scales the value in r.HLOD.DistanceOverride, Default off. This is an optional scale intended to allow game logic to dynamically modify without impacting scalability. |
r.HLOD.DitherPauseTime | HLOD dither pause time in seconds |
r.HLOD.ForceDisableCastDynamicShadow | If non-zero, will set bCastDynamicShadow to false for all LODActors, regardless of the shadowing setting of their subactors. |
r.HLOD.ListUnbuilt | Lists all unbuilt HLOD actors in the world |
r.HLOD.MaximumLevel | How far down the LOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings) -1: No maximum level (default) 0: Prevent ever showing a HLOD cluster instead of individual meshes 1: Allow only the first level of HLOD clusters to be shown 2+: Allow up to the Nth level of HLOD clusters to be shown |
r.HZB.BuildUseCompute | Selects whether HZB should be built with compute. |
r.HZBOcclusion | Defines which occlusion system is used. 0: Hardware occlusion queries 1: Use HZB occlusion system (default, less GPU and CPU cost, more conservative results) 2: Force HZB occlusion system (overrides rendering platform preferences) |
r.IESAtlas.Debug | Enable IES atlas debug information. |
r.IESAtlas.ForceUpdate | Force IES atlas to update very frame. |
r.IESAtlas.MaxProfileCount | The maximum number of IES profiles which can be stored. |
r.IESAtlas.Resolution | Resolution for storing IES textures. |
r.IgnorePerformanceModeCheck | Ignore performance mode check |
r.IncludeNonVirtualTexturedLightmaps | If 'r.VirtualTexturedLightmaps' is enabled, controls whether non-VT lightmaps are generated/saved as well. Including non-VT lightmaps will constrain lightmap atlas size, which removes some of the benefit of VT lightmaps. 0: Not included. 1: Included. |
r.IndirectLightingCache | Whether to use the indirect lighting cache on dynamic objects. 0 is off, 1 is on (default) |
r.InstanceCulling.AllowBatchedBuildRenderingCommands | Whether to allow batching BuildRenderingCommands for GPU instance culling |
r.InstanceCulling.AllowInstanceOrderPreservation | Whether or not to allow instances to preserve instance draw order using GPU compaction. |
r.InstanceCulling.OcclusionCull | Whether to do per instance occlusion culling for GPU instance culling. |
r.InstancedStaticMeshes.ForceRemoveAtSwap | Force the RemoveAtSwap optimization when removing instances from an ISM. |
r.InvalidateCachedShaders | Invalidate shader cache by making a unique change to ShaderVersion.ush which is included in common.usf.To initiate actual the recompile of all shaders use "recompileshaders changed" or press "Ctrl Shift .". The ShaderVersion.ush file should be automatically checked out but it needs to be checked in to have effect on other machines. |
r.IrisNormal | 0 to disable iris normal. 0: off 1: on |
r.ISMPool.UseComponentFreeList | Recycle ISM components in the Pool. |
r.KeepOverrideVertexColorsOnCPU | Keeps a CPU copy of override vertex colors. May be required for some blueprints / object spawning. |
r.KeepPreCulledIndicesThreshold | |
r.LandscapeLOD0DistributionScale | Multiplier for the landscape LOD0DistributionSetting property |
r.LandscapeLODDistributionScale | Multiplier for the landscape LODDistributionSetting property |
r.LandscapeUseAsyncTasksForLODComputation | Use async tasks for computing per-landscape component LOD biases. |
r.LensFlareQuality | 0: off but best for performance 1: low quality with good performance 2: good quality (default) 3: very good quality but bad performance |
r.LightCulling.MaxDistanceOverrideKilometers | Used to override the maximum far distance at which we can store data in the light grid. If this is increase, you might want to update r.Forward.LightGridSizeZ to a reasonable value according to your use case light count and distribution. <=0: off >0: the far distance in kilometers. |
r.LightCulling.Quality | Whether to run compute light culling pass. 0: off 1: on (default) |
r.LightFunctionQuality | Defines the light function quality which allows to adjust for quality or performance. <=0: off (fastest) 1: low quality (e.g. half res with blurring, not yet implemented) 2: normal quality (default) 3: high quality (e.g. super-sampled or colored, not yet implemented) |
r.LightMaxDrawDistanceScale | Scale applied to the MaxDrawDistance of lights. Useful for fading out local lights more aggressively on some platforms. |
r.LightShaftAllowTAA | Allows temporal filtering for lightshafts. 0: off 1: on (default) |
r.LightShaftBlurPasses | Number of light shaft blur passes. |
r.LightShaftDownSampleFactor | Downsample factor for light shafts. range: 1..8 |
r.LightShaftFirstPassDistance | Fraction of the distance to the light to blur on the first radial blur pass. |
r.LightShaftNumSamples | Number of samples per light shaft radial blur pass. Also affects how quickly the blur distance increases with each pass. |
r.LightShaftQuality | Defines the light shaft quality (mobile and non mobile). 0: off 1: on (default) |
r.LightShaftRenderToSeparateTranslucency | If enabled, light shafts will be rendered to the separate translucency buffer. This ensures postprocess materials with BL_BeforeTranslucnecy are applied before light shafts |
r.LimitRenderingFeatures | Allows to quickly reduce render feature to increase render performance. This is just a quick way to alter multiple show flags and console variables in the game Disabled more feature the higher the number <=0:off, order is defined in code (can be documented here when we settled on an order) |
r.ListSceneColorMaterials | Lists all materials that read from scene color. |
r.LocalExposure | Whether to support local exposure |
r.LocalExposure.VisualizeDebugMode | When enabling Show->Visualize->Local Exposure is enabled, this flag controls which mode to use. 0: Local Exposure 1: Base Luminance 2: Detail Luminance 3: Valid Bilateral Grid Lookup |
r.LocalHeightFog | LocalHeightFog components are rendered when this is not 0, otherwise ignored. |
r.LODFadeTime | How long LOD takes to fade (in seconds). |
r.LogShaderCompilerStats | When set to 1, Log detailed shader compiler stats. |
r.Lumen.AsyncCompute | Whether Lumen should use async compute if supported. |
r.Lumen.DiffuseIndirect.Allow | Whether to allow Lumen Global Illumination. Lumen GI is enabled in the project settings, this cvar can only disable it. |
r.Lumen.DiffuseIndirect.AsyncCompute | Whether to run Lumen diffuse indirect passes on the compute pipe if possible. |
r.Lumen.DiffuseIndirect.CardInterpolateInfluenceRadius | . |
r.Lumen.DiffuseIndirect.CardTraceEndDistanceFromCamera | |
r.Lumen.DiffuseIndirect.CullGridDistributionLogZOffset | |
r.Lumen.DiffuseIndirect.CullGridDistributionLogZScale | |
r.Lumen.DiffuseIndirect.CullGridDistributionZScale | |
r.Lumen.DiffuseIndirect.CullGridPixelSize | Size of a cell in the card grid, in pixels. |
r.Lumen.DiffuseIndirect.MeshSDF.AverageCulledCount | |
r.Lumen.DiffuseIndirect.MeshSDF.DitheredTransparencyStepThreshold | Per-step stochastic semi-transparency threshold, for tracing users that have dithered transparency enabled, for Mesh SDFs that contain mostly two sided materials (foliage) |
r.Lumen.DiffuseIndirect.MeshSDF.NotCoveredExpandSurfaceScale | Scales the surface expand used for Mesh SDFs that contain mostly two sided materials (foliage) |
r.Lumen.DiffuseIndirect.MeshSDF.NotCoveredMinStepScale | Scales the min step size to improve performance, for Mesh SDFs that contain mostly two sided materials (foliage) |
r.Lumen.DiffuseIndirect.MeshSDF.RadiusThreshold | |
r.Lumen.DiffuseIndirect.MinSampleRadius | . |
r.Lumen.DiffuseIndirect.MinTraceDistance | . |
r.Lumen.DiffuseIndirect.SSAO | Whether to render and apply SSAO to Lumen GI, only when r.Lumen.ScreenProbeGather.ShortRangeAO is disabled. This is useful for providing short range occlusion when Lumen's Screen Bent Normal is disabled due to scalability, however SSAO settings like screen radius come from the user's post process settings. |
r.Lumen.DiffuseIndirect.SurfaceBias | . |
r.Lumen.DiffuseIndirect.TraceStepFactor | . |
r.Lumen.HardwareRayTracing | Uses Hardware Ray Tracing for Lumen features, when available. Lumen will fall back to Software Ray Tracing otherwise. Note: Hardware ray tracing has significant scene update costs for scenes with more than 100k instances. |
r.Lumen.HardwareRayTracing.FarFieldBias | Determines bias for the far field traces. Default = 200 |
r.Lumen.HardwareRayTracing.HitLighting.ReflectionCaptures | Whether to apply Reflection Captures to ray hits when using Hit Lighting. |
r.Lumen.HardwareRayTracing.Inline | Uses Hardware Inline Ray Tracing for selected Lumen passes, when available. |
r.Lumen.HardwareRayTracing.LightingMode | Determines the lighting mode (Default = 0) 0: interpolate final lighting from the surface cache 1: evaluate material, and interpolate irradiance and indirect irradiance from the surface cache 2: evaluate material and direct lighting, and interpolate indirect irradiance from the surface cache 3: evaluate material, direct lighting, and unshadowed skylighting at the hit point |
r.Lumen.HardwareRayTracing.MaxIterations | Limit number of ray tracing traversal iterations on supported platfoms. Incomplete misses will be treated as hitting a black surface (can cause overocculsion). Incomplete hits will be treated as a hit (can cause leaking). |
r.Lumen.HardwareRayTracing.MinTraceDistanceToSampleSurfaceCache | Ray hit distance from which we can start sampling surface cache in order to fix feedback loop where surface cache texel hits itself and propagates lighting. |
r.Lumen.HardwareRayTracing.PullbackBias | Determines the pull-back bias when resuming a screen-trace ray (default = 8.0) |
r.Lumen.HardwareRayTracing.SkipBackFaceHitDistance | Distance to trace with backface culling enabled, useful when the Ray Tracing geometry doesn't match the GBuffer (Nanite Proxy geometry). |
r.Lumen.HardwareRayTracing.SkipTwoSidedHitDistance | When the SkipBackFaceHitDistance is enabled, the first two-sided material hit within this distance will be skipped. This is useful for avoiding self-intersections with the Nanite fallback mesh on foliage, as SkipBackFaceHitDistance doesn't work on two sided materials. |
r.Lumen.IrradianceFieldGather | Whether to use the Irradiance Field Final Gather, an experimental opaque final gather that interpolates from pre-calculated irradiance in probes for cheaper, but lower quality GI. |
r.Lumen.IrradianceFieldGather.ClipmapDistributionBase | Base of the Pow() that controls the size of each successive clipmap relative to the first. |
r.Lumen.IrradianceFieldGather.ClipmapWorldExtent | World space extent of the first clipmap |
r.Lumen.IrradianceFieldGather.GridResolution | Resolution of the probe placement grid within each clipmap |
r.Lumen.IrradianceFieldGather.IrradianceProbeResolution | Resolution of the probe's 2d irradiance layout. |
r.Lumen.IrradianceFieldGather.NumClipmaps | Number of radiance cache clipmaps. |
r.Lumen.IrradianceFieldGather.NumMipmaps | Number of radiance cache mipmaps. |
r.Lumen.IrradianceFieldGather.NumProbesToTraceBudget | Number of probes that can be updated in a frame before downsampling. |
r.Lumen.IrradianceFieldGather.OcclusionProbeResolution | Resolution of the probe's 2d occlusion layout. |
r.Lumen.IrradianceFieldGather.ProbeAtlasResolutionInProbes | Number of probes along one dimension of the probe atlas cache texture. This controls the memory usage of the cache. Overflow currently results in incorrect rendering. |
r.Lumen.IrradianceFieldGather.ProbeOcclusionNormalBias | Bias along the normal to reduce self-occlusion artifacts from Probe Occlusion |
r.Lumen.IrradianceFieldGather.ProbeOcclusionViewBias | Bias along the view direction to reduce self-occlusion artifacts from Probe Occlusion |
r.Lumen.IrradianceFieldGather.ProbeResolution | Resolution of the probe's 2d radiance layout. The number of rays traced for the probe will be ProbeResolution ^ 2 |
r.Lumen.IrradianceFieldGather.RadianceCache.Stats | GPU print out Radiance Cache update stats. |
r.Lumen.ProbeHierarchy.SamplePerPixel | Number of sample to do per full res pixel. |
r.Lumen.RadianceCache.DownsampleDistanceFromCamera | Probes further than this distance from the camera are always downsampled. |
r.Lumen.RadianceCache.ForceFullUpdate | |
r.Lumen.RadianceCache.ForceUniformTraceTileLevel | When set to >= 0, forces a uniform trace tile level for debugging, and overrides trace tile BRDF importance sampling. Valid range is [0, 2]. 0 = half res, 1 = full res, 2 = supersampled |
r.Lumen.RadianceCache.HardwareRayTracing | Enables hardware ray tracing for Lumen radiance cache (Default = 1) |
r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField | Determines whether a second trace will be fired for far-field contribution (Default = 1) |
r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor | Downsample factor on the temporary buffer used by Hardware Ray Tracing Radiance Cache. Higher downsample factors save more transient allocator memory, but may cause overflow and artifacts. |
r.Lumen.RadianceCache.NumFramesToKeepCachedProbes | Number of frames to keep unused probes in cache. Higher values enable more reuse between frames, but too high values will cause filtering from stale probes. |
r.Lumen.RadianceCache.OverrideCacheOcclusionLighting | |
r.Lumen.RadianceCache.ShowBlackRadianceCacheLighting | |
r.Lumen.RadianceCache.SortTraceTiles | Whether to sort Trace Tiles by direction before tracing to extract coherency |
r.Lumen.RadianceCache.SpatialFilterMaxRadianceHitAngle | In Degrees. Larger angles allow filtering of nearby features but more leaking. |
r.Lumen.RadianceCache.SpatialFilterProbes | Whether to filter probe radiance between neighbors |
r.Lumen.RadianceCache.SupersampleDistanceFromCamera | Only probes closer to the camera than this distance can be supersampled. |
r.Lumen.RadianceCache.SupersampleTileBRDFThreshold | Value of the BRDF [0-1] above which to trace more rays to supersample the probe radiance. |
r.Lumen.RadianceCache.Update | Whether to update radiance cache every frame |
r.Lumen.RadianceCache.Visualize | |
r.Lumen.RadianceCache.VisualizeClipmapIndex | Selects which radiance cache clipmap should be visualized. -1 visualizes all clipmaps at once. |
r.Lumen.RadianceCache.VisualizeProbeRadius | Whether to visualize radiance cache probe radius |
r.Lumen.RadianceCache.VisualizeRadiusScale | Scales the size of the spheres used to visualize radiance cache samples. |
r.Lumen.Reflections.Allow | Whether to allow Lumen Reflections. Lumen Reflections is enabled in the project settings, this cvar can only disable it. |
r.Lumen.Reflections.AsyncCompute | Whether to run Lumen reflection passes on the compute pipe if possible. |
r.Lumen.Reflections.BilateralFilter | Whether to do a bilateral filter as a last step in denoising Lumen Reflections. |
r.Lumen.Reflections.BilateralFilter.DepthWeightScale | Scales the depth weight of the bilateral filter |
r.Lumen.Reflections.BilateralFilter.NormalAngleThresholdScale | Scales the Normal angle threshold of the bilateral filter |
r.Lumen.Reflections.BilateralFilter.NumSamples | Number of bilateral filter samples. |
r.Lumen.Reflections.BilateralFilter.SpatialKernelRadius | Spatial kernel radius, as a fraction of the viewport size |
r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold | Pixels whose variance from the spatial resolve filter are higher than this value get a stronger bilateral blur. |
r.Lumen.Reflections.Contrast | Non-physically correct Lumen reflection contrast. Recommended to keep at 1. |
r.Lumen.Reflections.DistantScreenTraces | Whether to do a linear screen trace starting where Lumen Scene ends to handle distant reflections. |
r.Lumen.Reflections.DistantScreenTraces.DepthThreshold | Depth threshold for the linear screen traces done where other traces have missed. |
r.Lumen.Reflections.DistantScreenTraces.MaxTraceDistance | Trace distance of distant screen traces. |
r.Lumen.Reflections.DownsampleFactor | |
r.Lumen.Reflections.GGXSamplingBias | |
r.Lumen.Reflections.HairStrands.ScreenTrace | Whether to trace against hair depth for hair casting shadow onto opaques. |
r.Lumen.Reflections.HairStrands.VoxelTrace | Whether to trace against hair voxel structure for hair casting shadow onto opaques. |
r.Lumen.Reflections.HardwareRayTracing | Enables hardware ray tracing for Lumen reflections (Default = 1) |
r.Lumen.Reflections.HardwareRayTracing.BucketMaterials | Determines whether a secondary traces will be bucketed for coherent material access (default = 1 |
r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField | Determines whether a second trace will be fired for far-field contribution (Default = 1) |
r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting | Determines whether a second trace will be fired for hit-lighting for invalid surface-cache hits (Default = 0) |
r.Lumen.Reflections.HierarchicalScreenTraces.HistoryDepthTestRelativeThickness | Distance between HZB trace hit and previous frame scene depth from which to allow hits, as a relative depth threshold. |
r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations | Max iterations for HZB tracing. |
r.Lumen.Reflections.HierarchicalScreenTraces.MinimumOccupancy | Minimum number of threads still tracing before aborting the trace. Can be used for scalability to abandon traces that have a disproportionate cost. |
r.Lumen.Reflections.HierarchicalScreenTraces.RelativeDepthThickness | Determines depth thickness of objects hit by HZB tracing, as a relative depth threshold. |
r.Lumen.Reflections.HiResSurface | Whether reflections should sample highest available surface data or use lowest res always resident pages. |
r.Lumen.Reflections.MaxBounces | Sets the maximum number of recursive reflection bounces. Values above 0 override Post Process Volume settings. 1 means a single reflection ray (no secondary reflections in mirrors). Currently only supported by Hardware Ray Tracing with Hit Lighting. |
r.Lumen.Reflections.MaxRayIntensity | Clamps the maximum ray lighting intensity (with PreExposure) to reduce fireflies. |
r.Lumen.Reflections.MaxRoughnessToTrace | Max roughness value for which we still trace dedicated reflection rays. |
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage | Max roughness value for which we still tracededicated reflection rays from foliage pixels (two sided or subsurface shading model). |
r.Lumen.Reflections.RadianceCache | Whether to reuse Lumen's ScreenProbeGather Radiance Cache, when it is available. When enabled, reflection rays from rough surfaces are shortened and distant lighting comes from interpolating from the Radiance Cache, speeding up traces. |
r.Lumen.Reflections.RadianceCache.AngleThresholdScale | Controls when the Radiance Cache is used for distant lighting. A value of 1 means only use the Radiance Cache when appropriate for the reflection cone, lower values are more aggressive. |
r.Lumen.Reflections.RadianceCache.ReprojectionRadiusScale | Scales the radius of the sphere around each Radiance Cache probe that is intersected for parallax correction when interpolating from the Radiance Cache. |
r.Lumen.Reflections.RoughnessFadeLength | |
r.Lumen.Reflections.SampleSceneColorAtHit | Whether to sample SceneColor on reflection ray hits (both SWRT and HWRT). Useful for hiding areas where Screen Traces gave up when they went behind a foreground object. 0 - Disable. 1 - Enable only when screen space traces are enabled. 2 - Always enable. |
r.Lumen.Reflections.SampleSceneColorNormalTreshold | Normal threshold in degrees that controls how close ray hit normal and screen normal have to be, before sampling SceneColor is allowed. 0 - only exactly matching normals allowed. 180 - all normals allowed. |
r.Lumen.Reflections.SampleSceneColorRelativeDepthThickness | Depth threshold that controls how close ray hits have to be to the depth buffer, before sampling SceneColor is allowed. |
r.Lumen.Reflections.ScreenSpaceReconstruction | Whether to use the screen space BRDF reweighting reconstruction |
r.Lumen.Reflections.ScreenSpaceReconstruction.KernelRadius | Screen space reflection filter kernel radius in pixels |
r.Lumen.Reflections.ScreenSpaceReconstruction.NumSamples | Number of samples to use for the screen space BRDF reweighting reconstruction |
r.Lumen.Reflections.ScreenSpaceReconstruction.RoughnessScale | Values higher than 1 allow neighbor traces to be blurred together more aggressively, but is not physically correct. |
r.Lumen.Reflections.ScreenSpaceReconstruction.TonemapStrength | Whether to tonemap reflection radiance values when they are averaged together during the spatial resolve. This reduces noise but also removes bright interesting features in reflections. |
r.Lumen.Reflections.ScreenTraces | Whether to trace against the screen for reflections before falling back to other methods. |
r.Lumen.Reflections.SmoothBias | Values larger than 0 apply a global material roughness bias for Lumen Reflections, where 1 is fully mirror. |
r.Lumen.Reflections.SpecularScale | Non-physically correct Lumen specular reflection scale. Recommended to keep at 1. |
r.Lumen.Reflections.SurfaceCacheFeedback | Whether to allow writing into virtual surface cache feedback buffer from reflection rays. |
r.Lumen.Reflections.Temporal | Whether to use a temporal filter |
r.Lumen.Reflections.Temporal.DistanceThreshold | World space distance threshold needed to discard last frame's lighting results. Lower values reduce ghosting from characters when near a wall but increase flickering artifacts. |
r.Lumen.Reflections.Temporal.MaxFramesAccumulated | |
r.Lumen.Reflections.Temporal.NeighborhoodClampExpandWithResolveVariance | Fraction of the resolve variance to use to expand the neighborhood variance. This allows some ghosting in noisy areas to avoid flickering when the camera is still. Only works when the bilateral filter is enabled. |
r.Lumen.Reflections.TraceCompaction.GroupSizeInTraceTiles | Size of the trace compaction threadgroup. Larger group = better coherency in the compacted traces. Currently only supported by WaveOps path. |
r.Lumen.Reflections.TraceCompaction.WaveOps | Whether to use Wave Ops path for trace compaction. |
r.Lumen.Reflections.TraceMeshSDFs | |
r.Lumen.Reflections.VisualizeTraces | Whether to visualize reflection traces from cursor position, useful for debugging |
r.Lumen.Reflections.VisualizeTracingCoherency | Set to 1 to capture traces from a random wavefront and draw them on the screen. Set to 1 again to re-capture. Shaders must enable support first, see DEBUG_SUPPORT_VISUALIZE_TRACE_COHERENCY |
r.Lumen.SampleFog | Sample the fog contribution in Lumen tracing. Disabled by default. |
r.Lumen.ScreenProbeGather | Whether to use the Screen Probe Final Gather |
r.Lumen.ScreenProbeGather.AdaptiveProbeAllocationFraction | Fraction of uniform probes to allow for adaptive probe placement. |
r.Lumen.ScreenProbeGather.AdaptiveProbeMinDownsampleFactor | Screen probes will be placed where needed down to this downsample factor of the GBuffer. |
r.Lumen.ScreenProbeGather.DiffuseIntegralMethod | Spherical Harmonic = 0, Importance Sample BRDF = 1, Numerical Integral Reference = 2 |
r.Lumen.ScreenProbeGather.DirectLighting | Whether to render all local lights through Lumen's Final Gather, when enabled. This gives very cheap but low quality direct lighting. |
r.Lumen.ScreenProbeGather.DownsampleFactor | Pixel size of the screen tile that a screen probe will be placed on. |
r.Lumen.ScreenProbeGather.Filtering.WaveOps | Whether to use Wave Ops path for screen probe filtering. |
r.Lumen.ScreenProbeGather.FixedJitterIndex | If zero or greater, overrides the temporal jitter index with a fixed index. Useful for debugging and inspecting sampling patterns. |
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth | Size of the full resolution jitter applied to Screen Probe upsampling, as a fraction of a screen tile. A width of 1 results in jittering by DownsampleFactor number of pixels. |
r.Lumen.ScreenProbeGather.GatherNumMips | Number of mip maps to prepare for diffuse integration |
r.Lumen.ScreenProbeGather.GatherOctahedronResolutionScale | Resolution that probe filtering and integration will happen at, as a scale of TracingOctahedronResolution |
r.Lumen.ScreenProbeGather.HairStrands.ScreenTrace | Whether to trace against hair depth for hair casting shadow onto opaques. |
r.Lumen.ScreenProbeGather.HairStrands.VoxelTrace | Whether to trace against hair voxel structure for hair casting shadow onto opaques. |
r.Lumen.ScreenProbeGather.HardwareRayTracing | 0. Software raytracing of diffuse indirect from Lumen cubemap tree.1. Enable hardware ray tracing of diffuse indirect. (Default) |
r.Lumen.ScreenProbeGather.HardwareRayTracing.NormalBias | Bias along the shading normal, useful when the Ray Tracing geometry doesn't match the GBuffer (Nanite Proxy geometry) |
r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField | Determines whether a second trace will be fired for far-field contribution (Default = 1) |
r.Lumen.ScreenProbeGather.ImportanceSample | Whether to use Importance Sampling to generate probe trace directions. |
r.Lumen.ScreenProbeGather.ImportanceSample.BRDFOctahedronResolution | Resolution of the BRDF PDF octahedron per probe. |
r.Lumen.ScreenProbeGather.ImportanceSample.HistoryDistanceThreshold | |
r.Lumen.ScreenProbeGather.ImportanceSample.IncomingLighting | Whether to Importance Sample incoming lighting to generate probe trace directions. When disabled, only the BRDF will be importance sampled. |
r.Lumen.ScreenProbeGather.ImportanceSample.MinPDFToTrace | Minimum normalized BRDF PDF to trace rays for. Larger values cause black corners, but reduce noise as more rays are able to be reassigned to an important direction. |
r.Lumen.ScreenProbeGather.ImportanceSample.NumLevels | Number of refinement levels to use for screen probe importance sampling. Currently only supported by the serial reference path in ScreenProbeGenerateRaysCS. |
r.Lumen.ScreenProbeGather.ImportanceSample.ProbeRadianceHistory | Whether to Importance Sample incoming lighting from last frame's filtered traces to generate probe trace directions. When disabled, the Radiance Cache will be used instead. |
r.Lumen.ScreenProbeGather.InjectLightsToProbes | Whether to inject local lights into probes. Experimental - fast but causes wrap-around lighting due to lack of directionality and SH ringing. |
r.Lumen.ScreenProbeGather.IntegrationTileClassification | Whether to use tile classification during diffuse integration. Tile Classification splits compute dispatches by VGPRs for better occupancy, but can introduce errors if implemented incorrectly. |
r.Lumen.ScreenProbeGather.IrradianceFormat | Prefilter irradiance format 0 - SH3 slower 1 - Octahedral probe. Faster, but reverts to SH3 when ShortRangeAO.ApplyDuringIntegration is enabled |
r.Lumen.ScreenProbeGather.LightSampleResolutionXY | Number of light samples per screen probe, in one dimension. When the number of lights overlapping a pixel is larger, noise in the direct lighting will increase. |
r.Lumen.ScreenProbeGather.MaterialAO | Whether to apply Material Ambient Occlusion or Material Bent Normal to Lumen GI. |
r.Lumen.ScreenProbeGather.MaxRayIntensity | Clamps the maximum ray lighting intensity (with PreExposure) to reduce fireflies. |
r.Lumen.ScreenProbeGather.MaxRoughnessToEvaluateRoughSpecular | Maximum roughness value to evaluate rough specular in Screen Probe Gather. Lower values reduce GPU cost of integration, but also lose rough specular. |
r.Lumen.ScreenProbeGather.RadianceCache | Whether to enable the Persistent world space Radiance Cache |
r.Lumen.ScreenProbeGather.RadianceCache.ClipmapDistributionBase | Base of the Pow() that controls the size of each successive clipmap relative to the first. |
r.Lumen.ScreenProbeGather.RadianceCache.ClipmapWorldExtent | World space extent of the first clipmap |
r.Lumen.ScreenProbeGather.RadianceCache.GridResolution | Resolution of the probe placement grid within each clipmap |
r.Lumen.ScreenProbeGather.RadianceCache.NumClipmaps | Number of radiance cache clipmaps. |
r.Lumen.ScreenProbeGather.RadianceCache.NumMipmaps | Number of radiance cache mipmaps. |
r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget | |
r.Lumen.ScreenProbeGather.RadianceCache.ProbeAtlasResolutionInProbes | Number of probes along one dimension of the probe atlas cache texture. This controls the memory usage of the cache. Overflow currently results in incorrect rendering. |
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution | Resolution of the probe's 2d radiance layout. The number of rays traced for the probe will be ProbeResolution ^ 2 |
r.Lumen.ScreenProbeGather.RadianceCache.ReprojectionRadiusScale | |
r.Lumen.ScreenProbeGather.RadianceCache.Stats | GPU print out Radiance Cache update stats. |
r.Lumen.ScreenProbeGather.ReferenceMode | When enabled, traces 1024 uniform rays per probe with no filtering, Importance Sampling or Radiance Caching. |
r.Lumen.ScreenProbeGather.ScreenTraces | Whether to trace against the screen before falling back to other tracing methods. |
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal | Whether to use HZB tracing for SSGI instead of fixed step count intersection. HZB tracing is much more accurate, in particular not missing thin features, but is about ~3x slower. |
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth | Whether the HZB traversal should go all the way down to the full resolution depth, which is more accurate but adds incoherency to the inner loop. |
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.HistoryDepthTestRelativeThickness | Distance between HZB trace hit and previous frame scene depth from which to allow hits, as a relative depth threshold. |
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.MaxIterations | Max iterations for HZB tracing. |
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.NumThicknessStepsToDetermineCertainty | Number of linear search steps to determine if a hit feature is thin and should be ignored. |
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.RelativeDepthThickness | Determines depth thickness of objects hit by HZB tracing, as a relative depth threshold. |
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.SkipFoliageHits | Whether to allow screen traces to hit Subsurface and TwoSided Foliage shading models. Can be used to work around aliasing from high frequency grass geometry. |
r.Lumen.ScreenProbeGather.ScreenTraces.MinimumOccupancy | Minimum number of threads still tracing before aborting the trace. Can be used for scalability to abandon traces that have a disproportionate cost. |
r.Lumen.ScreenProbeGather.ScreenTraces.ThicknessScaleWhenNoFallback | Larger scales effectively treat depth buffer surfaces as thicker for screen traces when there is no Distance Field present to resume the occluded ray. |
r.Lumen.ScreenProbeGather.ShortRangeAO | Whether to compute a short range, full resolution AO to add high frequency occlusion (contact shadows) which Screen Probes lack due to downsampling. |
r.Lumen.ScreenProbeGather.ShortRangeAO.ApplyDuringIntegration | Whether Screen Space Bent Normal should be applied during BRDF integration, which has higher quality but is before the temporal filter so causes streaking on moving objects. |
r.Lumen.ScreenProbeGather.ShortRangeAO.HairScreenTrace | Whether to trace against hair depth for hair casting shadow onto opaques. |
r.Lumen.ScreenProbeGather.ShortRangeAO.HairVoxelTrace | Whether to trace against hair voxel structure for hair casting shadow onto opaques. |
r.Lumen.ScreenProbeGather.ShortRangeAO.HardwareRayTracing | 0. Screen space tracing for the full resolution Bent Normal (directional occlusion).1. Enable hardware ray tracing of the full resolution Bent Normal (directional occlusion). (Default) |
r.Lumen.ScreenProbeGather.ShortRangeAO.HardwareRayTracing.NormalBias | Bias for HWRT Bent Normal to avoid self intersection |
r.Lumen.ScreenProbeGather.ShortRangeAO.MaxMultibounceAlbedo | Maximum albedo used for the AO multi-bounce approximation. Useful for forcing near-white albedo to have some occlusion. |
r.Lumen.ScreenProbeGather.ShortRangeAO.ScreenSpace.FoliageOcclusionStrength | Maximum strength of ScreenSpaceBentNormal occlusion on foliage and subsurface pixels. Useful for reducing max occlusion to simulate subsurface scattering. |
r.Lumen.ScreenProbeGather.ShortRangeAO.ScreenSpace.SlopeCompareToleranceScale | Scales the slope threshold that screen space traces use to determine whether there was a hit. |
r.Lumen.ScreenProbeGather.SpatialFilterHalfKernelSize | Experimental |
r.Lumen.ScreenProbeGather.SpatialFilterMaxRadianceHitAngle | In Degrees. Larger angles allow more filtering but lose contact shadows. |
r.Lumen.ScreenProbeGather.SpatialFilterNumPasses | Number of spatial filter passes |
r.Lumen.ScreenProbeGather.SpatialFilterPositionWeightScale | Determines how far probes can be in world space while still filtering lighting |
r.Lumen.ScreenProbeGather.SpatialFilterProbes | Whether to spatially filter probe traces to reduce noise. |
r.Lumen.ScreenProbeGather.StochasticInterpolation | Where to interpolate screen probes stochastically (1 sample) or bilinearly (4 samples) |
r.Lumen.ScreenProbeGather.Temporal | Whether to use a temporal filter |
r.Lumen.ScreenProbeGather.Temporal.ClearHistoryEveryFrame | Whether to clear the history every frame for debugging |
r.Lumen.ScreenProbeGather.Temporal.DebugForceTracesMoving | |
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold | Relative distance threshold needed to discard last frame's lighting results. Lower values reduce ghosting from characters when near a wall but increase flickering artifacts. |
r.Lumen.ScreenProbeGather.Temporal.FastUpdateModeUseNeighborhoodClamp | Whether to clamp history values to the current frame's screen space neighborhood, in areas around moving objects. |
r.Lumen.ScreenProbeGather.Temporal.FractionOfLightingMovingForFastUpdateMode | |
r.Lumen.ScreenProbeGather.Temporal.MaxFastUpdateModeAmount | Maximum amount of fast-responding temporal filter to use when traces hit a moving object. Values closer to 1 cause more noise, but also faster reaction to scene changes. |
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated | Lower values cause the temporal filter to propagate lighting changes faster, but also increase flickering from noise. |
r.Lumen.ScreenProbeGather.Temporal.NormalThreshold | Maximum angle that the history texel's normal can be from the current pixel to accept it's history lighting, in degrees. |
r.Lumen.ScreenProbeGather.Temporal.RejectBasedOnNormal | Whether to reject history lighting based on their normal. Increases cost of the temporal filter but can reduce streaking especially around character feet. |
r.Lumen.ScreenProbeGather.Temporal.RelativeSpeedDifferenceToConsiderLightingMoving | |
r.Lumen.ScreenProbeGather.TemporalFilterProbes | Whether to temporally filter probe traces to reduce noise. |
r.Lumen.ScreenProbeGather.TemporalFilterProbes.HistoryDistanceThreshold | |
r.Lumen.ScreenProbeGather.TemporalFilterProbes.HistoryWeight | |
r.Lumen.ScreenProbeGather.TileDebugMode | Display Lumen screen probe tile classification. |
r.Lumen.ScreenProbeGather.TraceMeshSDFs | Whether to trace against Mesh Signed Distance fields for Lumen's Screen Probe Gather. |
r.Lumen.ScreenProbeGather.TracingOctahedronResolution | Resolution of the tracing octahedron. Determines how many traces are done per probe. |
r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse | Whether to gather lighting along the backface for the Two Sided Foliage shading model, which adds some GPU cost. The final lighting is then DiffuseColor * FrontfaceLighting + SubsurfaceColor * BackfaceLighting. When disabled, SubsurfaceColor will simply be added to DiffuseColor instead. |
r.Lumen.ScreenProbeGather.VisualizeTraces | Whether to visualize traces for the center screen probe, useful for debugging |
r.Lumen.ScreenProbeGather.VisualizeTracesFreeze | Whether to freeze updating the visualize trace data. Note that no changes to cvars or shaders will propagate until unfrozen. |
r.Lumen.SkylightLeaking.Roughness | Roughness used to sample the skylight leaking cubemap. A value of 0 gives no prefiltering of the skylight leaking, while larger values can be useful to hide sky features in the leaking. |
r.Lumen.StereoOptimizations | Whether to to share certain Lumen state between views during the instanced stereo rendering. |
r.Lumen.Supported | Whether Lumen is supported at all for the project, regardless of platform. This can be used to avoid compiling shaders and other load time overhead. |
r.Lumen.SurfaceCache.HeightfieldCaptureMargin | Amount to expand heightfield component bbox for card capture purposes. |
r.Lumen.ThreadGroupSize32 | Whether to prefer dispatches in groups of 32 threads on HW which supports it (instead of standard 64). |
r.Lumen.TraceDistanceScale | Scales the tracing distance for all tracing methods and Lumen features, used by scalability. |
r.Lumen.TraceMeshSDFs | Whether Lumen should trace against Mesh Signed Distance fields. When enabled, Lumen's Software Tracing will be more accurate, but scenes with high instance density (overlapping meshes) will have high tracing costs. When disabled, lower resolution Global Signed Distance Field will be used instead. |
r.Lumen.TraceMeshSDFs.Allow | Whether Lumen should trace against Mesh Signed Distance fields. When enabled, Lumen's Software Tracing will be more accurate, but scenes with high instance density (overlapping meshes) will have high tracing costs. When disabled, lower resolution Global Signed Distance Field will be used instead. |
r.Lumen.TraceMeshSDFs.TraceDistance | Max trace distance against Mesh Distance Fields and Heightfields. |
r.Lumen.TranslucencyReflections.ClipmapFadeSize | Size in Radiance Cache probes of the dithered transition region between clipmaps |
r.Lumen.TranslucencyReflections.FrontLayer.Allow | Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections. |
r.Lumen.TranslucencyReflections.FrontLayer.Enable | Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections. |
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject | Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections. |
r.Lumen.TranslucencyReflections.FrontLayer.RelativeDepthThreshold | Depth test threshold used to determine whether the fragments being rendered match the single layer that reflections were calculated for |
r.Lumen.TranslucencyReflections.MarkDownsampleFactor | Downsample factor for marking translucent surfaces in the Lumen Radiance Cache. Too low of factors will cause incorrect Radiance Cache coverage. Should be a power of 2. |
r.Lumen.TranslucencyReflections.RadianceCache | Whether to use the Radiance Cache to provide Lumen Reflections on Translucent Surfaces. |
r.Lumen.TranslucencyReflections.ReprojectionRadiusScale | Larger values treat the Radiance Cache lighting as more distant. |
r.Lumen.TranslucencyVolume.Enable | |
r.Lumen.TranslucencyVolume.EndDistanceFromCamera | |
r.Lumen.TranslucencyVolume.GridDistributionLogZOffset | |
r.Lumen.TranslucencyVolume.GridDistributionLogZScale | |
r.Lumen.TranslucencyVolume.GridDistributionZScale | |
r.Lumen.TranslucencyVolume.GridPixelSize | Size of a cell in the translucency grid, in pixels. |
r.Lumen.TranslucencyVolume.HardwareRayTracing | Enables hardware ray tracing for Lumen translucency volume (Default = 1) |
r.Lumen.TranslucencyVolume.MaxRayIntensity | . |
r.Lumen.TranslucencyVolume.RadianceCache | Whether to use the Radiance Cache for Translucency |
r.Lumen.TranslucencyVolume.RadianceCache.ClipmapDistributionBase | Base of the Pow() that controls the size of each successive clipmap relative to the first. |
r.Lumen.TranslucencyVolume.RadianceCache.ClipmapWorldExtent | World space extent of the first clipmap |
r.Lumen.TranslucencyVolume.RadianceCache.FarField | Whether to trace against the FarField representation |
r.Lumen.TranslucencyVolume.RadianceCache.GridResolution | Resolution of the probe placement grid within each clipmap |
r.Lumen.TranslucencyVolume.RadianceCache.NumMipmaps | Number of radiance cache mipmaps. |
r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget | |
r.Lumen.TranslucencyVolume.RadianceCache.ProbeAtlasResolutionInProbes | Number of probes along one dimension of the probe atlas cache texture. This controls the memory usage of the cache. Overflow currently results in incorrect rendering. |
r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution | Resolution of the probe's 2d radiance layout. The number of rays traced for the probe will be ProbeResolution ^ 2 |
r.Lumen.TranslucencyVolume.RadianceCache.ReprojectionRadiusScale | |
r.Lumen.TranslucencyVolume.RadianceCache.Stats | GPU print out Radiance Cache update stats. |
r.Lumen.TranslucencyVolume.RadianceCache.Visualize | |
r.Lumen.TranslucencyVolume.SpatialFilter | Whether to use a spatial filter on the volume traces. |
r.Lumen.TranslucencyVolume.SpatialFilter.NumPasses | How many passes of the spatial filter to do |
r.Lumen.TranslucencyVolume.Temporal.HistoryWeight | How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness. |
r.Lumen.TranslucencyVolume.Temporal.Jitter | Whether to apply jitter to each frame's translucency GI computation, achieving temporal super sampling. |
r.Lumen.TranslucencyVolume.TemporalReprojection | Whether to use temporal reprojection. |
r.Lumen.TranslucencyVolume.TraceFromVolume | Whether to ray trace from the translucency volume's voxels to gather indirect lighting. Only makes sense to disable if TranslucencyVolume.RadianceCache is enabled. |
r.Lumen.TranslucencyVolume.TraceStepFactor | . |
r.Lumen.TranslucencyVolume.TracingOctahedronResolution | Resolution of the tracing octahedron. Determines how many traces are done per voxel of the translucency lighting volume. |
r.Lumen.TranslucencyVolume.VoxelTraceStartDistanceScale | . |
r.Lumen.Visualize | Lumen scene visualization mode. 0 - Disable 1 - Final lighting 2 - Reflection View 3 - Surface Cache Coverage 4 - Overview 5 - Geometry normals 6 - Albedo 7 - Normals 8 - Emissive 9 - Opacity (disable alpha masking) 10 - Card weights 11 - Direct lighting 12 - Indirect lighting 13 - Local Position (hardware ray-tracing only) 14 - Velocity (hardware ray-tracing only) 15 - Direct lighting updates 16 - Indirect lighting updates 17 - Last used pages 18 - Last used high res pages |
r.Lumen.Visualize.CardGenerationCluster | |
r.Lumen.Visualize.CardGenerationClusterScale | |
r.Lumen.Visualize.CardGenerationMaxSurfel | |
r.Lumen.Visualize.CardGenerationSurfels | |
r.Lumen.Visualize.CardGenerationSurfelScale | |
r.Lumen.Visualize.CardInterpolateInfluenceRadius | |
r.Lumen.Visualize.CardPlacement | |
r.Lumen.Visualize.CardPlacementDirection | Visualize only a single card direction. |
r.Lumen.Visualize.CardPlacementDistance | |
r.Lumen.Visualize.CardPlacementIndex | Visualize only a single card per mesh. |
r.Lumen.Visualize.CardPlacementLOD | 0 - all 1 - only primitives 2 - only merged instances 3 - only merged components 4 - only far field |
r.Lumen.Visualize.CardPlacementPrimitives | Whether to visualize primitive bounding boxes. |
r.Lumen.Visualize.ConeAngle | Visualize cone angle, in degrees. |
r.Lumen.Visualize.ConeStepFactor | Cone step scale on sphere radius step size. |
r.Lumen.Visualize.GridPixelSize | |
r.Lumen.Visualize.HardwareRayTracing | Enables visualization of hardware ray tracing (Default = 1) |
r.Lumen.Visualize.HardwareRayTracing.BucketMaterials | Determines whether a secondary traces will be bucketed for coherent material access (default = 1 |
r.Lumen.Visualize.HardwareRayTracing.Compact | Determines whether a second trace will be compacted before traversal (default = 1 |
r.Lumen.Visualize.HardwareRayTracing.DeferredMaterial | Enables deferred material pipeline (Default = 1) |
r.Lumen.Visualize.HardwareRayTracing.DeferredMaterial.TileDimension | Determines the tile dimension for material sorting (Default = 64) |
r.Lumen.Visualize.HardwareRayTracing.GroupCount | Determines the active group count when dispatching raygen shader (default = 4096 |
r.Lumen.Visualize.HardwareRayTracing.Retrace.FarField | Determines whether a second trace will be fired for far-field contribution (default = 1 |
r.Lumen.Visualize.HardwareRayTracing.Retrace.HitLighting | Determines whether a second trace will be fired for hit-lighting for invalid surface-cache hits (default = 1 |
r.Lumen.Visualize.HardwareRayTracing.ThreadCount | Determines the active group count when dispatching raygen shader (default = 64 |
r.Lumen.Visualize.HiResSurface | Whether visualization should sample highest available surface data or use lowest res always resident pages. |
r.Lumen.Visualize.IndirectDiffuse | Visualize Lumen Indirect Diffuse. |
r.Lumen.Visualize.MaxMeshSDFTraceDistance | Max trace distance for Lumen scene visualization rays. Values below 0 will automatically derrive this from cone angle. |
r.Lumen.Visualize.MaxTraceDistance | |
r.Lumen.Visualize.MinTraceDistance | |
r.Lumen.Visualize.RayTracingGroups | Visualize bounds for ray tracing groups. Control visualization distance using r.Lumen.Visualize.CardPlacementDistance. 0 - disable 1 - all groups 2 - groups with a single instance |
r.Lumen.Visualize.SurfaceCacheFeedback | Whether visualization should write surface cache feedback requests into the feedback buffer. |
r.Lumen.Visualize.TraceMeshSDFs | Whether to use Mesh SDF tracing for lumen scene visualization. |
r.Lumen.Visualize.TraceRadianceCache | Whether to use radiance cache for Lumen scene visualization. |
r.Lumen.Visualize.ViewMode | When the viewport view-mode is set to 'Lumen Visualization', this command specifies which of the various channels to display. Values entered other than the allowed values shown below will be ignored. Overview LumenScene GeometryNormals ReflectionView SurfaceCache |
r.LumenScene.DirectLighting | Whether to compute direct ligshting for surface cache. |
r.LumenScene.DirectLighting.CloudTransmittance | Whether to sample cloud shadows when avaible. |
r.LumenScene.DirectLighting.GlobalSDF.ShadowRayBias | Bias for tracing global SDF shadow rays. |
r.LumenScene.DirectLighting.HardwareRayTracing | Enables hardware ray tracing for Lumen direct lighting (Default = 1) |
r.LumenScene.DirectLighting.HardwareRayTracing.HeightfieldProjectionBias | Applies a projection bias such that an occlusion ray starts on the ray-tracing heightfield representation. |
r.LumenScene.DirectLighting.HardwareRayTracing.HeightfieldProjectionBiasSearchRadius | Determines the search radius for heightfield projection bias. Larger search radius corresponds to increased traversal cost (default = 256). |
r.LumenScene.DirectLighting.HardwareRayTracing.ShadowRayBias | Bias for hardware ray tracing shadow rays. |
r.LumenScene.DirectLighting.Heightfield.ShadowRayBias | Bias for tracing heightfield shadow rays. |
r.LumenScene.DirectLighting.MaxLightsPerTile | Max number of lights to pick per tile based on their intenstiy and attenuation. Valid values are 4/8/16/32. Increasing this value will cause more memory usage and will slow down Lumen surface cache direct lighting pass. |
r.LumenScene.DirectLighting.MeshSDF.ShadowRayBias | Bias for tracing mesh SDF shadow rays. |
r.LumenScene.DirectLighting.OffscreenShadowing.TraceMeshSDFs | Whether to trace against Mesh Signed Distance Fields for offscreen shadowing, or to trace against the lower resolution Global SDF. |
r.LumenScene.DirectLighting.OffscreenShadowingTraceStepFactor | |
r.LumenScene.DirectLighting.UpdateFactor | Controls for how many texels direct lighting will be updated every frame. Texels = SurfaceCacheTexels / Factor. |
r.LumenScene.DumpStats | Whether to log Lumen scene stats on the next frame. 2 - dump mesh DF. 3 - dump LumenScene objects. |
r.LumenScene.FarField | Enable/Disable Lumen far-field ray tracing. |
r.LumenScene.FarField.FarFieldDitherScale | Dither region between near and far field in world space units. |
r.LumenScene.FarField.MaxTraceDistance | Maximum hit-distance for Lumen far-field ray tracing (Default = 1.0e6). |
r.LumenScene.FarField.ReferencePos.Z | Far-field reference position in Z (default = 100000.0) |
r.LumenScene.FastCameraMode | Whether to update the Lumen Scene for fast camera movement - lower quality, faster updates so lighting can keep up with the camera. |
r.LumenScene.GlobalSDF.ClipmapExtent | Global Distance Field first clipmap extent when Lumen is enabled. |
r.LumenScene.GlobalSDF.CoveredExpandSurfaceScale | Scales the half voxel SDF expand used by the Global SDF to reconstruct surfaces that are thinner than the distance between two voxels, erring on the side of over-occlusion. |
r.LumenScene.GlobalSDF.DitheredTransparencyStepThreshold | Per-step stochastic semi-transparency threshold, for tracing users that have dithered transparency enabled, for regions of space that only contain Two Sided Mesh SDFs. |
r.LumenScene.GlobalSDF.DitheredTransparencyTraceThreshold | Per-trace stochastic semi-transparency threshold, for tracing users that have dithered transparency enabled, for regions of space that only contain Two Sided Mesh SDFs. Anything less than 1 causes leaking. |
r.LumenScene.GlobalSDF.NotCoveredExpandSurfaceScale | Scales the half voxel SDF expand used by the Global SDF to reconstruct surfaces that are thinner than the distance between two voxels, for regions of space that only contain Two Sided Mesh SDFs. |
r.LumenScene.GlobalSDF.NotCoveredMinStepScale | Scales the min step size to improve performance, for regions of space that only contain Two Sided Mesh SDFs. |
r.LumenScene.GlobalSDF.Resolution | Global Distance Field resolution when Lumen is enabled. |
r.LumenScene.GlobalSDF.SimpleCoverageBasedExpand | Whether to use simple coverage based surface expansion. Less accurate but does not sample the coverage texture. |
r.LumenScene.GPUDrivenUpdate | Whether to use GPU to update Lumen Scene. Work in progress. |
r.LumenScene.Heightfield.CullForView | Enables Heightfield culling (default = 1) |
r.LumenScene.Heightfield.FroxelCulling | Enables Heightfield froxel view culling (default = 1) |
r.LumenScene.Heightfield.MaxTracingSteps | Sets the maximum steps for heightfield (Landscape) software ray tracing (default = 32) |
r.LumenScene.Heightfield.ReceiverBias | Extra bias for Landscape surface points. Helps to fix mismatching LOD artifacts between fixed LOD in Surface Cache and Landscape CLOD. |
r.LumenScene.Heightfield.Tracing | Enables heightfield (Landscape) software ray tracing (default = 1) |
r.LumenScene.Lighting.AsyncCompute | Whether to run LumenSceneLighting on the compute pipe if possible. |
r.LumenScene.Lighting.Feedback | Whether to prioritize surface cache lighting updates based on the feedback. |
r.LumenScene.Lighting.ForceLightingUpdate | |
r.LumenScene.Lighting.Stats | GPU print out Lumen lighting update stats. |
r.LumenScene.MeshCardsPerTask | How many mesh cards to process per single surface cache update task. |
r.LumenScene.ParallelUpdate | Whether to run the Lumen Scene update in parallel. |
r.LumenScene.PrimitivesPerTask | How many primitives to process per single surface cache update task. |
r.LumenScene.PropagateGlobalLightingChange | Whether to detect big scene lighting changes and speedup Lumen update for those frames. |
r.LumenScene.Radiosity | Whether to enable the Radiosity, which is an indirect lighting gather from the Surface Cache that provides multibounce diffuse. |
r.LumenScene.Radiosity.DistanceFieldSurfaceBias | . |
r.LumenScene.Radiosity.DistanceFieldSurfaceSlopeBias | . |
r.LumenScene.Radiosity.HardwareRayTracing | Enables hardware ray tracing for radiosity (default = 1). |
r.LumenScene.Radiosity.HardwareRayTracing.SlopeSurfaceBias | . |
r.LumenScene.Radiosity.HardwareRayTracing.SurfaceBias | . |
r.LumenScene.Radiosity.HemisphereProbeResolution | Number of traces along one dimension of the hemisphere probe layout. |
r.LumenScene.Radiosity.MaxRayIntensity | Clamps Radiosity trace intensity, relative to current view exposure. Useful for reducing artifacts from small bright emissive sources, but loses energy and adds view dependence. |
r.LumenScene.Radiosity.ProbeOcclusion | Whether to depth test against the probe hit depths during interpolation and filtering to reduce leaking. Not available with Software Ray Tracing due to imprecision. |
r.LumenScene.Radiosity.ProbePlaneWeighting | Whether to weight Radiosity probes by plane distance, useful to prevent leaking. |
r.LumenScene.Radiosity.ProbeSpacing | Distance between probes, in Surface Cache texels |
r.LumenScene.Radiosity.SpatialFilterProbes | Whether to spatially filter Radiosity probes. Filtering reduces noise but increases leaking. |
r.LumenScene.Radiosity.SpatialFilterProbes.KernelSize | Larger kernels reduce noise but increase leaking. |
r.LumenScene.Radiosity.SpatialFilterProbes.PlaneWeightingDepthScale | Controls the distance at which probes can be interpolated from. Higher values introduce leaking. |
r.LumenScene.Radiosity.Temporal | Whether to use temporal super sampling on Radiosity. Increases quality, but also adds latency to the speed that lighting changes propagate, and animated noise in the results. |
r.LumenScene.Radiosity.Temporal.FixedJitterIndex | If zero or greater, overrides the temporal jitter index with a fixed index. Useful for debugging and inspecting sampling patterns. |
r.LumenScene.Radiosity.Temporal.MaxFramesAccumulated | Lower values cause the temporal filter to propagate lighting changes faster, but also increase flickering from noise. |
r.LumenScene.Radiosity.UpdateFactor | Controls for how many texels radiosity will be updated every frame. Texels = SurfaceCacheTexels / Factor. |
r.LumenScene.Radiosity.VisualizeProbeRadius | Radius of a visualized radiosity probe. |
r.LumenScene.Radiosity.VisualizeProbes | Whether to visualize radiosity probes. |
r.LumenScene.Stats | Display various Lumen GPU Scene stats for debugging. |
r.LumenScene.SurfaceCache.AtlasSize | Surface cache card atlas size. |
r.LumenScene.SurfaceCache.CardCaptureEnableInvalidation | Whether to enable manual card recapture through InvalidateSurfaceCacheForPrimitive(). |
r.LumenScene.SurfaceCache.CardCaptureFactor | Controls how many texels can be captured per frame. Texels = SurfaceCacheTexels / Factor. |
r.LumenScene.SurfaceCache.CardCaptureMargin | How far from Lumen scene range start to capture cards. |
r.LumenScene.SurfaceCache.CardCaptureRefreshFraction | Fraction of card capture budget allowed to be spent on re-capturing existing pages in order to refresh surface cache materials. 0 disables card refresh. |
r.LumenScene.SurfaceCache.CardCapturesPerFrame | |
r.LumenScene.SurfaceCache.CardFixedDebugResolution | Lumen card resolution |
r.LumenScene.SurfaceCache.CardMaxResolution | Maximum card resolution in Lumen Scene |
r.LumenScene.SurfaceCache.CardMaxTexelDensity | Lumen card texels per world space distance |
r.LumenScene.SurfaceCache.CardMinResolution | Minimum mesh card size resolution to be visible in Lumen Scene |
r.LumenScene.SurfaceCache.CardTexelDensityScale | Lumen card texels per world space distance |
r.LumenScene.SurfaceCache.Compress | Whether to use run time compression for surface cache. 0 - Disabled 1 - Compress using UAV aliasing if supported 2 - Compress using CopyTexture (may be very slow on some RHIs) |
r.LumenScene.SurfaceCache.FarField.CardDistance | Far Field Lumen card culling distance |
r.LumenScene.SurfaceCache.FarField.CardTexelDensity | Far Field Lumen card texels per world space unit |
r.LumenScene.SurfaceCache.Feedback | Whether to use surface cache feedback to selectively map higher quality surface cache pages. |
r.LumenScene.SurfaceCache.Feedback.MinPageHits | Min number of page hits to demand a new page. |
r.LumenScene.SurfaceCache.Feedback.ResLevelBias | Bias resolution of on demand surface cache pages. |
r.LumenScene.SurfaceCache.Feedback.TileSize | One surface cache feedback element will be writen out per tile. Aligned to a power of two. |
r.LumenScene.SurfaceCache.Feedback.UniqueElements | Limit of unique surface cache feedback elements. Used to resize buffers. |
r.LumenScene.SurfaceCache.ForceEvictHiResPages | Evict all optional hi-res surface cache pages. |
r.LumenScene.SurfaceCache.Freeze | Freeze surface cache updates for debugging. |
r.LumenScene.SurfaceCache.FreezeUpdateFrame | Keep updating the same subset of surface cache for debugging and profiling. |
r.LumenScene.SurfaceCache.LogUpdates | Whether to log Lumen surface cache updates. 2 - will log mesh names. |
r.LumenScene.SurfaceCache.MeshCardsCullFaces | |
r.LumenScene.SurfaceCache.MeshCardsDebugSingleCard | Spawn only a specified card on mesh. Useful for debugging. |
r.LumenScene.SurfaceCache.MeshCardsMergeComponents | Whether to merge all components with the same RayTracingGroupId into a single MeshCards. |
r.LumenScene.SurfaceCache.MeshCardsMergedCardMinSurfaceArea | Minimum area to spawn a merged card. |
r.LumenScene.SurfaceCache.MeshCardsMergedMaxWorldSize | Only merged bounds less than this size on any axis are considered, since Lumen Scene streaming relies on object granularity. |
r.LumenScene.SurfaceCache.MeshCardsMergedResolutionScale | Scale on the resolution calculation for a merged MeshCards. This compensates for the merged box getting a higher resolution assigned due to being closer to the viewer. |
r.LumenScene.SurfaceCache.MeshCardsMergeInstances | Whether to merge all instances of a Instanced Static Mesh Component into a single MeshCards. |
r.LumenScene.SurfaceCache.MeshCardsMergeInstancesMaxSurfaceAreaRatio | Only merge if the (combined box surface area) / (summed instance box surface area) < MaxSurfaceAreaRatio |
r.LumenScene.SurfaceCache.MeshCardsMinSize | Minimum mesh cards world space size to be included in Lumen Scene. |
r.LumenScene.SurfaceCache.MeshTargetScreenSize | Controls which LOD level will be used to capture static meshes into surface cache. |
r.LumenScene.SurfaceCache.NaniteLODScaleFactor | Controls which LOD level will be used to capture Nanite meshes into surface cache. |
r.LumenScene.SurfaceCache.NaniteMultiView | Toggle multi view Lumen Nanite Card capture for debugging. |
r.LumenScene.SurfaceCache.NumFramesToKeepUnusedPages | Num frames to keep unused pages in surface cache. |
r.LumenScene.SurfaceCache.RecaptureEveryFrame | |
r.LumenScene.SurfaceCache.RemovesPerFrame | How many mesh cards removes can be done per frame. |
r.LumenScene.SurfaceCache.ResampleLighting | Whether to resample card lighting when cards are reallocated. This is needed for Radiosity temporal accumulation but can be disabled for debugging. |
r.LumenScene.SurfaceCache.Reset | Reset all atlases and captured cards. |
r.LumenScene.SurfaceCache.ResetEveryNthFrame | Continuously reset all atlases and captured cards every N-th frame. |
r.LumenScene.UpdateViewOrigin | Whether to update view origin for voxel lighting and global distance field. Useful for debugging. |
r.LumenScene.UploadEveryFrame | Whether to upload the entire Lumen Scene's data every frame. Useful for debugging. |
r.LumenScene.VisualizePrimitiveGroups | Visualize Lumen GPU Scene Primitive Groups. |
r.LUT.Size | Size of film LUT |
r.LUT.UpdateEveryFrame | Controls whether the tonemapping LUT pass is executed every frame. |
r.Material.DisableMaterialFunctionContextMenuActions | Prevents MaterialFunction creation actions from being added to MaterialEditor context menus (False: disabled, True: enabled |
r.Material.EnergyConservation | Enable energy conservation for legacy materials (project settings, read only). Please note that when Strata is enabled, energy conservation is forced to enabled. |
r.Material.ExcludeNonPipelinedShaders | if != 0, standalone shaders that are also part of FShaderPipeline will not be compiled (default). |
r.Material.ExperimentalMaterialCachedDataAnalysisEnabled | Enables material cached data experimental graph based analysis |
r.Material.PedanticErrorChecksEnabled | Enables material compilation pedantic error checking |
r.Material.RoughDiffuse | Enable rough diffuse material. |
r.Material.ShaderMapDump | Outputs a textual dump of all shader maps found for the given named material (specified by path). Note that this will include any instances of said material created by a MaterialInstance. Files (.txt extension) will be dumped to Saved\MaterialShaderMaps named with the DDC key hash. |
r.MaterialEditor.AnalyticDeriv | Enable analytic derivative code generation. |
r.MaterialEditor.AnalyticDeriv.DebugEmitInvalidDerivTokens | Debug: Emit '$' tokens to mark expressions with invalid derivatives. |
r.MaterialEditor.AnalyticDeriv.DebugGenerateAllFunctions | Debug: Generate all derivative functions. |
r.MaterialEditor.AnalyticDeriv.DebugTextureSample | Debug: Instrument texture sampling with modes that can be controlled with r.GeneralPurposeTweak/r.GeneralPurposeTweak2. |
r.MaterialEditor.ContextMenu.CategoryWeight | The amount of weight placed on categories that match what the user has typed in |
r.MaterialEditor.ContextMenu.DescriptionWeight | The amount of weight placed on description that match what the user has typed in |
r.MaterialEditor.ContextMenu.KeywordWeight | The amount of weight placed on search items keyword |
r.MaterialEditor.ContextMenu.NodeTitleWeight | The amount of weight placed on the search items title |
r.MaterialEditor.ContextMenu.PercentageMatchWeightMultiplier | A multiplier for how much weight to give something based on the percentage match it is |
r.MaterialEditor.ContextMenu.ShorterMatchWeight | Increasing this weight will make shorter words preferred |
r.MaterialEditor.ContextMenu.StartsWithBonusWeightMultiplier | The multiplier given if the keyword starts with a term the user typed in |
r.MaterialEditor.ContextMenu.WholeMatchLocalizedWeightMultiplier | The multiplier given if there is an exact localized match to the search term |
r.MaterialEditor.ContextMenu.WholeMatchWeightMultiplier | The multiplier given if there is an exact match to the search term |
r.MaterialEditor.LWCEnabled | Enable generation of LWC values in materials. If disabled, materials will perform all operations at float-precision |
r.MaterialEditor.LWCTruncateMode | Whether or not the material compiler respects the truncate LWC node or automatic transforms. 0: no truncate (LWC always used even if asked to truncate) 1: respect the truncate LWC node 2: respect the truncate LWC node and automatic transforms |
r.MaterialEditor.UseDevShaders | Toggles whether the material editor will use shaders that include extra overhead incurred by the editor. Material editor must be re-opened if changed at runtime. |
r.MaterialEnableNewHLSLGenerator | Enables the new (WIP) material HLSL generator. 0 - Don't allow 1 - Allow if enabled by material 2 - Force all materials to use new generator |
r.MaterialLogErrorOnFailure | When enabled, when a material fails to compile it will issue an Error instead of a Warning. Default: false |
r.MaterialParameterLegacyChecks | When enabled, sanity check new material parameter logic against legacy path. Note that this can be slow |
r.MaterialQualityLevel | 0 corresponds to low quality materials, as defined by quality switches in materials, 1 corresponds to high, 2 for medium, and 3 for Epic. |
r.MaterialsDuplicateVerbatim | When enabled, when a material or material function is duplicated, it will not change StateId (which influences DDC keys) pre-emptively. Default: false |
r.MaxAnisotropy | MaxAnisotropy should range from 1 to 16. Higher values mean better texure quality when using anisotropic filtering but at a cost to performance. Default is 4. |
r.MaxCSMRadiusToAllowPerObjectShadows | Only stationary lights with a CSM radius smaller than this will create per object shadows for dynamic objects. |
r.MaxQualityMode | If set to 1, override certain system settings to highest quality regardless of performance impact |
r.MaxVertexBytesAllocatedPerFrame | The maximum number of transient vertex buffer bytes to allocate before we start panic logging who is doing the allocations |
r.MeshCardRepresentation | |
r.MeshCardRepresentation.Async | . |
r.MeshCardRepresentation.Debug | Enable mesh cards debugging. Skips DDCs and appends extra debug data. |
r.MeshCardRepresentation.Debug.SurfelDirection | Generate cards for only surfels pointing in a specific direction. |
r.MeshCardRepresentation.MinDensity | How much of filled area needs to be there to spawn a card, [0;1] range. |
r.MeshCardRepresentation.NormalTreshold | Normal treshold when surface elements should be clustered together. |
r.MeshCardRepresentation.ParallelBuild | Whether to use task for mesh card building. |
r.MeshDeformerMaxLOD | Don't apply MeshDeformers to SkinnedMeshs above this LOD. Default is -1 (disabled). |
r.MeshDrawCommands.AllowOnDemandShaderCreation | How to create RHI shaders: 0: Always create them on a Rendering Thread, before executing other MDC tasks. 1: If RHI supports multi-threaded shader creation, create them on demand on tasks threads, at the time of submitting the draws. |
r.MeshDrawCommands.CacheMultithreaded | Enable multithreading of draw command caching for static meshes. 0=disabled, 1=enabled (default) |
r.MeshDrawCommands.DynamicInstancing | Whether to dynamically combine multiple compatible visible Mesh Draw Commands into one instanced draw on vertex factories that support it. |
r.MeshDrawCommands.LogDynamicInstancingStats | Whether to log dynamic instancing stats on the next frame |
r.MeshDrawCommands.LogMeshDrawCommandMemoryStats | Whether to log mesh draw command memory stats on the next frame |
r.MeshDrawCommands.ParallelPassSetup | Whether to setup mesh draw command pass in parallel. |
r.MeshDrawCommands.UseCachedCommands | Whether to render from cached mesh draw commands (on vertex factories that support it), or to generate draw commands every frame. |
r.MeshMerge.StoreImposterInfoInUVs | Determines whether or not to store imposter info (position.xy in UV2, position.z + scale in UV3) in the merged mesh UV channels 0: Do not store imposters info in UVs (default) 1: Store imposter info in UVs (legacy) |
r.MeshParticle.MinDetailModeForMotionBlur | Sets the minimum detail mode before mesh particles emit motion blur (Low = 0, Med = 1, High = 2, Max = 3). Set to -1 to disable mesh particles motion blur entirely. Defaults to -1. |
r.MeshReductionModule | Name of what mesh reduction module to choose. If blank it chooses any that exist. |
r.MeshStreaming | Experimental - When non zero, enables mesh stremaing. |
r.MinRoughnessOverride | WARNING: This is an experimental feature that may change at any time. Sets a global limit for roughness when used in the direct lighting calculations. This can be used to limit the amount of fireflies caused by low roughness, in particular when AA is not in use. 0.0: no change (default) |
r.MinScreenRadiusForCSMDepth | Threshold below which meshes will be culled from CSM depth pass. |
r.MinScreenRadiusForDepthPrepass | Threshold below which meshes will be culled from depth only pass. |
r.MinScreenRadiusForLights | Threshold below which lights will be culled. |
r.MinYResolutionFor3DView | Defines the smallest Y resolution we want to support in the 3D view |
r.MinYResolutionForUI | Defines the smallest Y resolution we want to support in the UI (default is 720) |
r.MipMapLODBias | Apply additional mip map bias for all 2D textures, range of -15.0 to 15.0 |
r.Mobile.AdrenoOcclusionMode | 0: Render occlusion queries after the base pass (default). 1: Render occlusion queries after translucency and a flush, which can help Adreno devices in GL mode. |
r.Mobile.AllowDeferredShadingOpenGL | 0: Do not Allow Deferred Shading on OpenGL (default) 1: Allow Deferred Shading on OpenGL |
r.Mobile.AllowDistanceFieldShadows | 0: Do not generate shader permutations to render distance field shadows from stationary directional lights. 1: Generate shader permutations to render distance field shadows from stationary directional lights. (default) |
r.Mobile.AllowDitheredLODTransition | Whether to support 'Dithered LOD Transition' material option on mobile platforms |
r.Mobile.AllowMovableDirectionalLights | 0: Do not generate shader permutations to render movable directional lights. 1: Generate shader permutations to render movable directional lights. (default) |
r.Mobile.AllowPerPixelShadingModels | Whether to allow 'Per-Pixel Shader Models (From Material Expression)' in materials for Mobile feature level. |
r.Mobile.AllowPixelDepthOffset | Whether to allow 'Pixel Depth Offset' in materials for Mobile feature level. Depth modification in pixel shaders may reduce GPU performance |
r.Mobile.AmbientOcclusion | Causion: An extra sampler will be occupied in mobile base pass pixel shader after enable the mobile ambient occlusion. 0: Disable Ambient Occlusion on mobile platform. [default] 1: Enable Ambient Occlusion on mobile platform. |
r.Mobile.AmbientOcclusionDepthBoundsTest | Whether to use depth bounds test to cull distant pixels during AO pass. This option is only valid when pixel shader path is used |
r.Mobile.AmbientOcclusionQuality | The quality of screen space ambient occlusion on mobile platform. 0: Disabled. 1: Low.(Default) 2: Medium. 3: High. |
r.Mobile.AmbientOcclusionShaderType | 0: ComputeShader. 1: Seperate ComputeShader. 2: PixelShader. |
r.Mobile.AmbientOcclusionTechnique | 0: GTAO (default). 1: SSAO. |
r.Mobile.AntiAliasing | Mobile default AntiAliasingMethod 0: off (no anti-aliasing) 1: FXAA (default, faster than TemporalAA but much more shimmering for non static cases) 2: TemporalAA(it will fallback to FXAA if SupportsGen4TAA is disabled) 3: MSAA |
r.Mobile.CustomDepthForTranslucency | Whether to render custom depth/stencil if any tranclucency in the scene uses it. 0 = Off 1 = On [default] |
r.Mobile.DesiredResX | Desired mobile X resolution (longest axis) (non-zero == use for X, calculate Y to retain aspect ratio) |
r.Mobile.DesiredResY | Desired mobile Y resolution (shortest axis) (non-zero == use for Y, calculate X to retain aspect ratio) |
r.Mobile.DisableVertexFog | If true, vertex fog will be omitted from the most of the mobile base pass shaders. Instead, fog will be applied in a separate pass and only when scene has a fog component. |
r.Mobile.EarlyZPass | Whether to use a depth only pass to initialize Z culling for the mobile base pass. Changing this setting requires restarting the editor. 0: off 1: all opaque 2: masked primitives only |
r.Mobile.EnableCloth | If enabled, compile cloth shader permutations and render simulated cloth on mobile platforms and Mobile mode on PC. Cannot be changed at runtime |
r.Mobile.EnableMovableLightCSMShaderCulling | 0: All primitives lit by movable directional light render with CSM. 1: Primitives lit by movable directional light render with the CSM shader when determined to be within CSM range. (default) |
r.Mobile.EnableMovableSpotlightsShadow | If 1 then enable movable spotlight shadow support |
r.Mobile.EnableNoPrecomputedLightingCSMShader | 0: CSM shaders for scenes without any precomputed lighting are not generated unless r.AllowStaticLighting is 0. (default) 1: CSM shaders for scenes without any precomputed lighting are always generated. |
r.Mobile.EnableOcclusionExtraFrame | Whether to allow extra frame for occlusion culling (enabled by default) |
r.Mobile.EnableStaticAndCSMShadowReceivers | 0: Primitives can receive only static shadowing from stationary lights. 1: Primitives can receive both CSM and static shadowing from stationary lights. (default) |
r.Mobile.EyeAdaptation | EyeAdaptation for mobile platform. 0: Disable 1: Enabled (Default) |
r.Mobile.FloatPrecisionMode | 0: Use Half-precision (default) 1: Half precision, except Full precision for material expressions 2: Force use of high precision in pixel shaders. |
r.Mobile.ForceDepthResolve | 0: Depth buffer is resolved by switching out render targets. (Default) 1: Depth buffer is resolved by switching out render targets and drawing with the depth texture. |
r.Mobile.Forward.EnableClusteredReflections | Whether to enable clustered reflections on mobile forward, it's always supported on mobile deferred. |
r.Mobile.Forward.EnableLocalLights | 0: Local Lights Disabled (default) 1: Local Lights Enabled 2: Local Lights Prepass Enabled |
r.Mobile.GTAOPreIntegratedTextureType | 0: No Texture. 1: Texture2D LUT. 2: Volume LUT(Default). |
r.Mobile.MaxVisibleMovableSpotLightShadows | The max number of visible spotlighs can cast shadow sorted by screen size, should be as less as possible for performance reason |
r.Mobile.MeshSortingMethod | How to sort mesh commands on mobile: 0: Sort by state, roughly front to back (Default). 1: Strict front to back sorting. |
r.Mobile.MobileSupportBloomSetupRareCases | 0: Don't generate permutations for BloomSetup rare cases. (default, like Sun+MetalMSAAHDRDecode, Dof+MetalMSAAHDRDecode, EyeAdaptaion+MetalMSAAHDRDecode, and any of their combinations) 1: Generate permutations for BloomSetup rare cases. |
r.Mobile.PixelFogDepthTest | Whether to use depth and stencil tests for fog rendering |
r.Mobile.PixelFogQuality | Exponentional height fog rendering quality. 0 - basic per-pixel fog1 - all per-pixel fog features (second fog, directional inscattering, aerial perspective) |
r.Mobile.PixelProjectedReflectionQuality | The quality of pixel projected reflection on mobile platform. 0: Disabled 1: Best performance but may have some artifacts in some view angles. [default] 2: Better quality and reasonable performance and could fix some artifacts. 3: Best quality but will be much heavier. |
r.Mobile.PlanarReflectionMode | The PlanarReflection will work differently on different mode on mobile platform, choose the proper mode as expect. 0: The PlanarReflection actor works as usual on all platforms. [default] 1: The PlanarReflection actor is only used for mobile pixel projection reflection, it will not affect PC/Console. MobileMSAA will be disabled as a side effect. 2: The PlanarReflection actor still works as usual on PC/Console platform and is used for mobile pixel projected reflection on mobile platform. MobileMSAA will be disabled as a side effect. |
r.Mobile.PropagateAlpha | 0: Disabled1: Propagate Full Alpha Propagate |
r.Mobile.SceneColorFormat | Overrides the memory layout (RGBA) used for the scene color of the mobile renderer. Unsupported overridden formats silently use default 0: (default) Automatically select the appropriate format depending on project settings and device support. 1: PF_FloatRGBA 64Bit 2: PF_FloatR11G11B10 32Bit 3: PF_B8G8R8A8 32Bit |
r.Mobile.SceneDepthAux | 1: 16F SceneDepthAux Format2: 32F SceneDepthAux Format |
r.Mobile.ShadingModelsMask | The mask that indicates which shading models are enabled on mobile platforms. |
r.Mobile.ShadingPath | 0: Forward shading (default) 1: Deferred shading |
r.Mobile.Shadow.CSMShaderCullingDebugGfx | |
r.Mobile.Shadow.CSMShaderCullingMethod | Method to determine which primitives will receive CSM shaders: 0 - disabled (all primitives will receive CSM) 1 - Light frustum, all primitives whose bounding box is within CSM receiving distance. (default) 2 - Combined caster bounds, all primitives whose bounds are within CSM receiving distance and the capsule of the combined bounds of all casters. 3 - Light frustum + caster bounds, all primitives whose bounds are within CSM receiving distance and capsule of at least one caster. (slowest) 4 - Cull all. Prevent primitives from receiving CSM shadows. 5 - Disable culling if mobile distance field shadowing is used for all views. Combine with 16 to change primitive bounding test to spheres instead of box. (i.e. 18 == combined casters + sphere test) |
r.Mobile.ShadowmapRoundUpToPowerOfTwo | Round the shadow map up to power of two on mobile platform, in case there is any compatibility issue. 0: Disable (Default) 1: Enabled |
r.Mobile.SkyLightPermutation | 0: Generate both sky-light and non-skylight permutations. (default) 1: Generate only non-skylight permutations. 2: Generate only skylight permutations |
r.Mobile.SupportGPUScene | Whether to support GPU scene, required for auto-instancing (only Mobile feature level) |
r.Mobile.SupportsGen4TAA | Support desktop Gen4 TAA with mobile rendering 0: Fallback to FXAA1: Support Desktop Gen4 TAA (default) |
r.Mobile.UseClusteredDeferredShading | Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on. (requires LightGrid: r.Mobile.Forward.EnableLocalLights=1) |
r.Mobile.UseCSMShaderBranch | 0: Use two shader permutations for CSM and non-CSM shading. (default) 1: Use a single shader pemutation with a branch in a shader to apply CSM (only with r.AllowStaticLighting=0) |
r.Mobile.UseHWsRGBEncoding | 0: Write sRGB encoding in the shader 1: Use GPU HW to convert linear to sRGB automatically (device must support sRGB write control) |
r.Mobile.UseLightStencilCulling | Whether to use stencil to cull local lights. 0 is off, 1 is on (default) |
r.Mobile.VirtualTextures | Whether virtual texture streaming is enabled on mobile platforms. Requires r.VirtualTextures enabled as well. |
r.MobileContentScaleFactor | Content scale multiplier (equates to iOS's contentScaleFactor to support Retina displays |
r.MobileHDR | 0: Mobile renders in LDR gamma space. (suggested for unlit games targeting low-end phones) 1: Mobile renders in HDR linear space. (default) |
r.MobileMaxLoadedMips | Maximum number of loaded mips for nonstreaming mobile platforms. |
r.MobileReduceLoadedMips | Reduce loaded texture mipmaps for nonstreaming mobile platforms. |
r.MorphTarget.ForceUpdate | Force morph target deltas to be calculated every frame. 0: Default 1: Force Update |
r.MorphTarget.Mode | Use GPU for computing morph targets. 0: Use original CPU method (loop per morph then by vertex) 1: Enable GPU method (default) |
r.MorphTarget.WeightThreshold | Set MorphTarget Weight Threshold (Default : 0.000000). |
r.MotionBlur.AllowExternalVelocityFlatten | Whether to allow motion blur's velocity flatten into other pass. |
r.MotionBlur.Amount | Allows to override the postprocess setting (scale of motion blur) -1: override (default) |
r.MotionBlur.Directions | Number of bluring direction (default = 1). |
r.MotionBlur.HalfResGather | Whether to do motion blur filter dynamically at half res under heavy motion. |
r.MotionBlur.HalfResInput | Whether motion blur also blur with a half resolution input. |
r.MotionBlur.Max | Allows to override the postprocess setting (max length of motion blur, in percent of the screen width) -1: override (default) |
r.MotionBlur.Scale | Allows to scale the postprocess intensity/amount setting in the postprocess. 1: don't do any scaling (default) |
r.MotionBlur.TargetFPS | Allows to override the postprocess setting (target FPS for motion blur velocity length scaling). -1: override (default) 0: target current frame rate with moving average [1,120]: target FPS for motion blur velocity scaling |
r.MotionBlur2ndScale | |
r.MotionBlurDebug | Defines if we log debugging output for motion blur rendering. 0: off (default) 1: on |
r.MotionBlurFiltering | Useful developer variable 0: off (default, expected by the shader for better quality) 1: on |
r.MotionBlurQuality | Defines the motion blur method which allows to adjust for quality or performance. 0:off, 1:low, 2:medium, 3:high (default), 4: very high |
r.MotionBlurScatter | Forces scatter based max velocity method (slower). |
r.MotionBlurSeparable | Adds a second motion blur pass that smooths noise for a higher quality blur. |
r.MotionVectorSimulation | Controls whether to allow simulated motion vectors on scene components, geometry caches and skinned meshes on camera cut frames. |
r.MrMesh.BrickCullingDebugState | MR Mesh brick culling debug state: 0=off, 1=on, 2=paused |
r.MSAA.CompositingSampleCount | Affects the render quality of the editor 3d objects. 1: no MSAA, lowest quality 2: 2x MSAA, medium quality (medium GPU memory consumption) 4: 4x MSAA, high quality (high GPU memory consumption) 8: 8x MSAA, very high quality (insane GPU memory consumption) |
r.MSAACount | Number of MSAA samples to use with the forward renderer. Only used when MSAA is enabled in the rendering project settings. 0: MSAA disabled (Temporal AA enabled) 1: MSAA disabled 2: Use 2x MSAA 4: Use 4x MSAA8: Use 8x MSAA |
r.MultithreadedLightmapEncode | Lightmap encoding after rebuild lightmaps is done multithreaded. |
r.MultithreadedShadowmapEncode | Shadowmap encoding after rebuild lightmaps is done multithreaded. |
r.Nanite | Render static meshes using Nanite. |
r.Nanite.AllowComputeMaterials | Whether to enable support for (highly experimental) Nanite compute materials |
r.Nanite.AllowMaskedMaterials | Whether to allow meshes using masked materials to render using Nanite. |
r.Nanite.AllowSplineMeshes | Whether to enable support for (highly experimental) Nanite spline meshes |
r.Nanite.AllowTessellation | Whether to enable support for (highly experimental) Nanite runtime tessellation |
r.Nanite.AllowWPODistanceDisable | Whether or not to allow disabling World Position Offset for Nanite instances at a distance from the camera. |
r.Nanite.AsyncRasterization | If available, run Nanite compute rasterization as asynchronous compute. |
r.Nanite.AsyncRasterization.ShadowDepths | If available, run Nanite compute rasterization of shadows as asynchronous compute. |
r.Nanite.BarrierTest | |
r.Nanite.BinningTechnique | |
r.Nanite.Builder.FallbackTriangleThreshold | Triangle count <= to this threshold uses the source mesh unchanged as the fallback. |
r.Nanite.CoarseMeshStreaming | Generates 2 Nanite coarse mesh LODs and dynamically streams in the higher quality LOD depending on TLAS usage of the proxy. |
r.Nanite.CoarseMeshStreamingMode | Streaming mode: 0: Use TLAS proxies to drive what to stream within the budget (default) 1: Stream in all registered meshes 2: Don't stream in any coarse LODs |
r.Nanite.CoarseStreamingMeshMemoryPoolSizeInMB | Pool size for streaming in the render mesh & blas data for the coarse nanite meshes (default 200MB) This budget will be part of the mesh streaming pool size. On consoles the actual BLAS memory will be part of this, on PC only the vertex data because the BLAS is dependent on the GPU & driver. |
r.Nanite.ComputeMaterials | Whether to enable Nanite material compute shading |
r.Nanite.ComputeMaterials.Sort | |
r.Nanite.ComputeRasterization | Whether to allow compute rasterization. When disabled all rasterization will go through the hardware path. |
r.Nanite.Culling.DrawDistance | Set to 0 to test disabling Nanite culling due to instance draw distance. |
r.Nanite.Culling.Frustum | Set to 0 to test disabling Nanite culling due to being outside of the view frustum. |
r.Nanite.Culling.GlobalClipPlane | Set to 0 to test disabling Nanite culling due to being beyond the global clip plane. NOTE: Has no effect if r.AllowGlobalClipPlane=0. |
r.Nanite.Culling.HZB | Set to 0 to test disabling Nanite culling due to occlusion by the hierarchical depth buffer. |
r.Nanite.Culling.TwoPass | Set to 0 to test disabling two pass occlusion culling. |
r.Nanite.Culling.WPODisableDistance | Set to 0 to test disabling 'World Position Offset Disable Distance' for Nanite instances. |
r.Nanite.CustomDepth | Whether to allow Nanite to render in the CustomDepth pass |
r.Nanite.CustomDepth.ExportMethod | 0 - Export depth/stencil into separate targets via PS 1 - Export depth/stencil direct to target via CS (requires HTILE support) |
r.Nanite.DecompressDepth | |
r.Nanite.DicingRate | Size of the micropolygons that Nanite tessellation will dice to, measured in pixels. |
r.Nanite.EmitMaterialPerformanceWarnings | Emit log and on-screen messages to warn when a Nanite material is both programmable and using either masking or pixel depth offset (PDO). |
r.Nanite.ExportDepth | |
r.Nanite.FastTileClear | Whether to enable Nanite fast tile clearing |
r.Nanite.FastVisBufferClear | Whether the fast clear optimization is enabled. Set to 2 for tile clear. |
r.Nanite.FilterPrimitives | Whether per-view filtering of primitive is enabled. |
r.Nanite.ForceEnableMeshes | Force enables all meshes to also build Nanite data, regardless of the enabled flag on the asset. |
r.Nanite.ImposterMaxPixels | The maximum size of imposters measured in pixels. |
r.Nanite.IsNaniteStaticMeshSettingsInitiallyCollapsed | If the Nanite Settings are initially collapsed in the details panel in the Static Mesh Editor Tool. |
r.Nanite.IsolateInvalidCoarseMesh | Debug mode to render only non-Nanite proxies that incorrectly reference coarse static mesh assets. |
r.Nanite.LargePageRectThreshold | Threshold for the size in number of virtual pages overlapped of a candidate cluster to be recorded as large in the stats. |
r.Nanite.MaterialOverrides | Enable support for Nanite specific material overrides. |
r.Nanite.MaterialSortMode | Method of sorting Nanite material draws. 0=disabled, 1=shader, 2=sortkey, 3=refcount |
r.Nanite.MaterialVisibility | Whether to enable Nanite material visibility tests |
r.Nanite.MaterialVisibility.Async | Whether to enable parallelization of Nanite material visibility tests |
r.Nanite.MaterialVisibility.Instances | |
r.Nanite.MaterialVisibility.Primitives | |
r.Nanite.MaterialVisibility.RasterBins | |
r.Nanite.MaterialVisibility.ShadingDraws | |
r.Nanite.MaxCandidateClusters | Maximum number of Nanite clusters before cluster culling. |
r.Nanite.MaxCandidatePatches | Maximum number of Nanite patches considered for splitting. |
r.Nanite.MaxNodes | Maximum number of Nanite nodes traversed during a culling pass. |
r.Nanite.MaxPixelsPerEdge | The triangle edge length that the Nanite runtime targets, measured in pixels. |
r.Nanite.MaxVisibleClusters | Maximum number of visible Nanite clusters. |
r.Nanite.MaxVisiblePatches | Maximum number of visible Nanite patches. |
r.Nanite.MeshDrawCommands.CacheMultithreaded | Enable multithreading of draw command caching for Nanite materials. 0=disabled, 1=enabled (default) |
r.Nanite.MeshShaderRasterization | If available, use mesh shaders for hardware rasterization. |
r.Nanite.MinPixelsPerEdgeHW | The triangle edge length in pixels at which Nanite starts using the hardware rasterizer. |
r.Nanite.MultipleSceneViewsInOnePass | Supports rendering multiple views (FSceneView) whenever possible. Currently only ISR stereo rendering is supported. |
r.Nanite.OptimizedRelevance | Whether to optimize Nanite relevance (outside of editor). |
r.Nanite.ParallelBasePassBuild | |
r.Nanite.PersistentThreadsCulling | Perform node and cluster culling in one combined kernel using persistent threads. |
r.Nanite.Picking.Crosshair | |
r.Nanite.Picking.Domain | |
r.Nanite.PrimaryRaster.PixelsPerEdgeScaling | Lower limit percentage to scale the Nanite primary raster MaxPixelsPerEdge value when over budget. |
r.Nanite.PrimaryRaster.TimeBudgetMs | Frame's time budget for Nanite primary raster in milliseconds. |
r.Nanite.PrimShaderRasterization | If available, use primitive shaders for hardware rasterization. |
r.Nanite.ProjectEnabled | This setting allows you to disable Nanite on platforms that support it to reduce the number of shaders. It cannot be used to force Nanite on on unsupported platforms. |
r.Nanite.ProxyRenderMode | Render proxy meshes if Nanite is unsupported. 0: Fall back to rendering Nanite proxy meshes if Nanite is unsupported. (default) 1: Disable rendering if Nanite is enabled on a mesh but is unsupported. 2: Disable rendering if Nanite is enabled on a mesh but is unsupported, except for static mesh editor toggle. |
r.Nanite.QuadBinning | |
r.Nanite.RasterIndirectionMultiplier | |
r.Nanite.RasterSetupCache | |
r.Nanite.RasterSetupTask | |
r.Nanite.ResummarizeHTile | |
r.Nanite.ShadowRaster.PixelsPerEdgeScaling | Lower limit percentage to scale the Nanite shadow raster MaxPixelsPerEdge value when over budget. |
r.Nanite.ShadowRaster.TimeBudgetMs | Frame's time budget for Nanite shadow raster in milliseconds. |
r.Nanite.ShowMeshDrawEvents | Emit draw events for Nanite rasterization and materials. |
r.Nanite.ShowStats | |
r.Nanite.ShowUnsupportedError | Specify behavior of Nanite unsupported screen error message. 0: disabled 1: show error if Nanite is present in the scene but unsupported, and fallback meshes are not used for rendering; (default) 2: show error if Nanite is present in the scene but unsupported, even if fallback meshes are used for rendering |
r.Nanite.SoftwareVRS | Whether to enable Nanite software variable rate shading in compute. |
r.Nanite.StatsFilter | Sets the name of a specific Nanite raster pass to capture stats from - enumerate available filters with `NaniteStats List` cmd. |
r.Nanite.Streaming.Async | Perform most of the Nanite streaming on an asynchronous worker thread instead of the rendering thread. |
r.Nanite.Streaming.AsyncCompute | Schedule GPU work in async compute queue. |
r.Nanite.Streaming.BandwidthLimit | Streaming bandwidth limit in megabytes per second. Negatives values are interpreted as unlimited. |
r.Nanite.Streaming.Debug.ExplicitRequests | Process requests coming from explicit calls to RequestNanitePages(). |
r.Nanite.Streaming.Debug.GPURequests | Process requests coming from GPU rendering feedback |
r.Nanite.Streaming.Debug.Prefetch | Process resource prefetch requests from calls to PrefetchResource(). |
r.Nanite.Streaming.DynamicallyGrowAllocations | Determines if root page and imposter allocations are allowed to grow dynamically from initial allocation set by r.Nanite.Streaming.NumInitialRootPages and r.Nanite.Streaming.NumInitialImposters |
r.Nanite.Streaming.Imposters | Load imposters used for faster rendering of distant objects. Requires additional memory and might not be worthwhile for scenes with HLOD or no distant objects. |
r.Nanite.Streaming.MaxPageInstallsPerFrame | Maximum number of pages that can be installed per frame. Limiting this can limit the overhead of streaming. |
r.Nanite.Streaming.MaxPendingPages | Maximum number of pages that can be pending for installation. |
r.Nanite.Streaming.NumInitialImposters | Number of imposters in initial allocation. Allowed to grow on demand if r.Nanite.Streaming.DynamicallyGrowAllocations is enabled. |
r.Nanite.Streaming.NumInitialRootPages | Number of root pages in initial allocation. Allowed to grow on demand if r.Nanite.Streaming.DynamicallyGrowAllocations is enabled. |
r.Nanite.Streaming.StreamingPoolSize | Size of streaming pool in MB. Does not include memory used for root pages. |
r.Nanite.StreamOut.CacheTraversalData | Cache traversal data during count pass to be able to skip traversal during stream out pass. |
r.Nanite.Tessellation | Whether to enable (highly experimental) runtime tessellation. |
r.Nanite.TestPrecacheDrawSkipping | |
r.Nanite.UseSceneInstanceHierarchy | Control Nanite use of the insscene tance culling hierarchy, has no effect unless r.SceneCulling is also enabled. |
r.Nanite.ViewMeshLODBias.Enable | Whether LOD offset to apply for rasterized Nanite meshes for the main viewport should be based off TSR's ScreenPercentage (Enabled by default). |
r.Nanite.ViewMeshLODBias.Min | Minimum LOD offset for rasterizing Nanite meshes for the main viewport (Default = -2). |
r.Nanite.ViewMeshLODBias.Offset | LOD offset to apply for rasterized Nanite meshes for the main viewport when using TSR (Default = 0). |
r.Nanite.Visualize | When the viewport view-mode is set to 'Nanite Visualization', this command specifies which of the various channels to display. Values entered other than the allowed values shown below will be ignored. Overview Mask Triangles Clusters Primitives Instances Overdraw MaterialID LightmapUV EvaluateWPO Picking Groups Pages Hierarchy RasterMode RasterBins ShadingBins SceneZMin SceneZMax SceneZDelta SceneZDecoded MaterialZMin MaterialZMax MaterialZDelta MaterialZDecoded MaterialCount MaterialMode MaterialIndex HitProxyID LightmapUVIndex LightmapDataIndex PositionBits VSMStatic ShadingWriteMask |
r.Nanite.Visualize.Advanced | |
r.Nanite.Visualize.ComplexityOverhead | |
r.Nanite.Visualize.ComplexityScale | |
r.Nanite.Visualize.Composite | |
r.Nanite.Visualize.EdgeDetect | |
r.Nanite.Visualize.OverdrawScale | |
r.Nanite.VisualizeOverview | Specify the list of modes that can be used in the Nanite visualization overview. Put nothing between the commas to leave a gap. Choose from: Overview Mask Triangles Clusters Primitives Instances Overdraw MaterialID LightmapUV EvaluateWPO Picking Groups Pages Hierarchy RasterMode RasterBins ShadingBins SceneZMin SceneZMax SceneZDelta SceneZDecoded MaterialZMin MaterialZMax MaterialZDelta MaterialZDecoded MaterialCount MaterialMode MaterialIndex HitProxyID LightmapUVIndex LightmapDataIndex PositionBits VSMStatic ShadingWriteMask |
r.Nanite.VSMInvalidateOnLODDelta | Experimental: Clusters that are not streamed in to LOD matching the computed Nanite LOD estimate will trigger VSM invalidation such that they are re-rendered when streaming completes. NOTE: May cause a large increase in invalidations in cases where the streamer has difficulty keeping up (a future version will need to throttle the invalidations and/or add a threshold). |
r.Nanite.VSMMeshShaderRasterization | If available, use mesh shaders for VSM hardware rasterization. |
r.NeverOcclusionTestDistance | When the distance between the viewpoint and the bounding sphere center is less than this, never occlusion cull. |
r.NormalCurvatureToRoughnessBias | Biases the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled. Valid range [-1, 1] |
r.NormalCurvatureToRoughnessExponent | Exponent on the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled. |
r.NormalCurvatureToRoughnessScale | Scales the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled. Valid range [0, 2] |
r.NormalMapsForStaticLighting | Whether to allow any static lighting to use normal maps for lighting computations. |
r.NumBufferedOcclusionQueries | Number of frames to buffer occlusion queries (including the current renderthread frame). More frames reduces the chance of stalling the CPU waiting for results, but increases out of date query artifacts. |
r.NumFramesUnusedBeforeReleasingGlobalResourceBuffers | Number of frames after which unused global resource allocations will be discarded. Set 0 to ignore. (default=30) |
r.OcclusionFeedback.Blending | 0: Opaque 1: Enable blending (default) 2: Enable pixel discard |
r.OcclusionFeedback.Enable | Whether to enable occlusion system based on a rendering feedback. Currently works only with a mobile rendering |
r.OcclusionQueryDispatchOrder | 0: Grouped queries before individual (default) 1: Individual queries before grouped |
r.OIT.SortedPixels | Enable OIT rendering (project settings, can't be changed at runtime) |
r.OIT.SortedPixels.Debug | Enable debug rendering for OIT. 1: Enable debug for std. translucency 2: Enable for separated translucency. |
r.OIT.SortedPixels.MaxSampleCount | Max sample count. |
r.OIT.SortedPixels.Method | Toggle OIT methods 0: Regular alpha-blending (i.e., no OIT) 1: MLAB |
r.OIT.SortedPixels.PassType | Enable OIT rendering. 0: disable 1: enable OIT for std. translucency 2: enable OIT for separated translucency 3: enable for both std. and separated translucency (default) |
r.OIT.SortedPixels.TransmittanceThreshold | Remove translucent rendering surfaces when the accumulated thransmittance is below this threshold |
r.OIT.SortedTriangles | Enable per-instance triangle sorting to avoid invalid triangle ordering. |
r.OIT.SortedTriangles.Debug | Enable per-instance triangle sorting debug rendering. |
r.OIT.SortedTriangles.Pool | Enable index buffer pool allocation which reduce creation/deletion time by re-use buffers. |
r.OIT.SortedTriangles.Pool.ReleaseFrameThreshold | Number of frame after which unused buffer are released. |
r.OneFrameThreadLag | Whether to allow the rendering thread to lag one frame behind the game thread (0: disabled, otherwise enabled) |
r.OpenGL.DisableTextureStreamingSupport | Disable support for texture streaming on OpenGL. 0 = Texture streaming will be used if device supports it [default] 1 = Texture streaming will be disabled. |
r.OpenGL.ForceDXC | Forces DirectX Shader Compiler (DXC) to be used for all OpenGL shaders instead of hlslcc. 0: Disable 1: Force new compiler for all shaders (default) |
r.OptimizedWPO | Special mode where primitives can explicitly indicate if WPO should be evaluated or not as an optimization. False ( 0): Ignore WPO evaluation flag, and always evaluate WPO. True ( 1): Only evaluate WPO on primitives with explicit activation. |
r.OptimizedWPO.AffectNonNaniteShaderSelection | Whether the per primitive WPO flag should affect shader selection for non-nanite primitives. It increase the chance of selecting the position only depth VS at the cost of updating cached draw commands whenever the WPO flag changes. |
r.OrthographicDepthThicknessScale | Orthographic scene depth scales proportionally lower than perspective, typically on a scale of 1/100Use this value to tweak the scale of depth thickness testing values simultaneously across various screen trace passes |
r.OverrideShaderDebugDir | Override output location of shader debug files Empty: use default location Saved\ShaderDebugInfo. |
r.Paper2D.DrawTwoSided | Draw sprites as two sided. |
r.Paper2D.UsePrebuiltVertexBuffers | Draw sprites using prebuilt vertex buffers. |
r.ParallelBasePass | Toggles parallel base pass rendering. Parallel rendering must be enabled for this to have an effect. |
r.ParallelCmdListInheritBreadcrumbs | Whether to inherit breadcrumbs to parallel cmd lists |
r.ParallelGatherNumPrimitivesPerPacket | Number of primitives per packet. Only used when r.Shadow.UseOctreeForCulling is disabled. |
r.ParallelGatherShadowPrimitives | Toggles parallel Gather shadow primitives. 0 = off; 1 = on |
r.ParallelGeometryCollectionBatchSize | The number of vertices per thread dispatch in a single collection. |
r.ParallelInitDynamicShadows | Toggles parallel dynamic shadow initialization. 0 = off; 1 = on |
r.ParallelPrePass | Toggles parallel zprepass rendering. Parallel rendering must be enabled for this to have an effect. |
r.ParallelShadows | Toggles parallel shadow rendering. Parallel rendering must be enabled for this to have an effect. |
r.ParallelShadowsNonWholeScene | Toggles parallel shadow rendering for non whole-scene shadows. r.ParallelShadows must be enabled for this to have an effect. |
r.ParallelSingleLayerWaterPass | Toggles parallel single layer water pass rendering. Parallel rendering must be enabled for this to have an effect. |
r.ParallelTranslucency | Toggles parallel translucency rendering. Parallel rendering must be enabled for this to have an effect. |
r.ParallelVelocity | Toggles parallel velocity rendering. Parallel rendering must be enabled for this to have an effect. |
r.ParticleLightQuality | 0: No lights. 1:Only simple lights. 2:Simple+HQ lights |
r.ParticleLODBias | LOD bias for particle systems, default is 0 |
r.PathTracing | Enables the path tracing renderer (to guard the compilation of path tracer specific material permutations) |
r.PathTracing.AdjustMultiGPUPasses | Run extra passes per frame when multiple GPUs are active, to improve perf scaling as GPUs are added (default = true) |
r.PathTracing.ApproximateCaustics | When non-zero, the path tracer will approximate caustic paths to reduce noise. This reduces speckles and noise from low-roughness glass and metals. (default = 1 (enabled)) |
r.PathTracing.AtmosphereOpticalDepthLUTNumSamples | Number of ray marching samples used when building the transmittance lookup texture used for transmittance calculations by the path tracer in reference atmosphere mode. (default = 16384) |
r.PathTracing.AtmosphereOpticalDepthLUTResolution | Size of the square lookup texture used for transmittance calculations by the path tracer in reference atmosphere mode. (default = 512) |
r.PathTracing.CameraMediumTracking | Enables automatic camera medium tracking to detect when a camera starts inside water or solid glass automatically (default = 1) 0: off 1: on (default) |
r.PathTracing.Compaction | Enables path compaction to improve GPU occupancy for the path tracer (default: 1 (enabled)) |
r.PathTracing.DecalGrid.Visualize | Enables a visualization mode of the decal grid density where red indicates the maximum decal count has been reached (default = 0) 0: off (default) 1: decal count heatmap (red - close to overflow, increase r.RayTracing.DecalGrid.MaxCount) 2: unique decal lists (colors are a function of which decals occupy each cell) |
r.PathTracing.DecalRoughnessCutoff | Do not evaluate decals beyond this roughness level to improve performance (default=0.15) |
r.PathTracing.Denoiser | Enable denoising of the path traced output (if a denoiser plugin is active) (default = -1 (driven by postprocesing volume)) -1: inherit from PostProcessVolume 0: disable denoiser 1: enable denoiser (if a denoiser plugin is active) |
r.PathTracing.Denoiser.NormalSpace | The space normal is in 0: World space (default) 1: Camera space. Some denoisers require camera space normal |
r.PathTracing.Denoiser.Prepass.OutputVarianceTexture | 0: Variance is used only in the denoiser1: Output to the postprocess material, usually used by MRQ |
r.PathTracing.Denoiser.Prepass.VarianceType | Select the per-pixel variance type:0: Multiple channel (RGB) variance for radiance1: Combined single channel variance for radiance, albedo and normal |
r.PathTracing.DispatchSize | Controls the tile size used when rendering the image. Reducing this value may prevent GPU timeouts for heavy renders. (default = 2048) |
r.PathTracing.EnableCameraBackfaceCulling | When non-zero, the path tracer will skip over backfacing triangles when tracing primary rays from the camera. (default = 1 (enabled)) |
r.PathTracing.EnableEmissive | Indicates if emissive materials should contribute to scene lighting (default = -1 (driven by postprocesing volume) |
r.PathTracing.FilterWidth | Sets the anti-aliasing filter width (default = 3.0 which corresponds to a gaussian with standard deviation of a 1/2 pixel) |
r.PathTracing.FlushDispatch | Enables flushing of the command list after dispatch to reduce the likelyhood of TDRs on Windows (default: 2) 0: off 1: flush after each dispatch 2: flush after each tile |
r.PathTracing.FrameIndependentTemporalSeed | Indicates to use different temporal seed for each sample across frames rather than resetting the sequence at the start of each frame 0: off 1: on (default) |
r.PathTracing.HeterogeneousVolumes | Enables heterogeneous volumes (default = 0) 0: off (default) 1: on (combined frustum + ortho grids) 2: frustum-only grid 3: ortho-only grid |
r.PathTracing.HeterogeneousVolumes.RebuildEveryFrame | Rebuilds volumetric acceleration structures every frame (default = 1) |
r.PathTracing.IndirectDispatch | Enables indirect dispatch (if supported by the hardware) for compacted path tracing (default: 0 (disabled)) |
r.PathTracing.LightFunctionColor | Enables light functions to be colored instead of greyscale (default = 0) 0: off (default) 1: on (light function material output is used directly instead of converting to greyscale) |
r.PathTracing.LightGridMaxCount | Controls the maximum number of lights per cell in the 2D light grid. The minimum of this value and the number of lights in the scene is used. (default = 128) |
r.PathTracing.LightGridResolution | Controls the resolution of the 2D light grid used to cull irrelevant lights from lighting calculations (default = 256) |
r.PathTracing.LightGridVisualize | Enables a visualization mode of the light grid density where red indicates the maximum light count has been reached (default = 0) 0: off (default) 1: light count heatmap (red - close to overflow, increase r.PathTracing.LightGridMaxCount) 2: unique light lists (colors are a function of which lights occupy each cell) 3: area light visualization (green: point light sources only, blue: some area light sources) |
r.PathTracing.MaxBounces | Sets the maximum number of path tracing bounces (default = -1 (driven by postprocesing volume)) |
r.PathTracing.MaxPathIntensity | When positive, light paths greater that this amount are clamped to prevent fireflies (default = -1 (driven by postprocesing volume)) |
r.PathTracing.MaxRaymarchSteps | Upper limit on the number of ray marching steps in volumes. This limit should not be hit in most cases, but raising it can reduce bias in case it is. (default = 256). |
r.PathTracing.MaxSSSBounces | Sets the maximum number of bounces inside subsurface materials. Lowering this value can make subsurface scattering render too dim, while setting it too high can cause long render times. (default = 256) |
r.PathTracing.MeshDecalBias | Bias applied to mesh decal rays to avoid intersection with geometry (default = 1.0f) |
r.PathTracing.MeshDecalRoughnessCutoff | Do not evaluate mesh decals beyond this roughness level to improve performance (default=0.15) |
r.PathTracing.MISCompensation | Activates MIS compensation for skylight importance sampling. (default = 1 (enabled)) This option only takes effect when r.PathTracing.MISMode = 2 |
r.PathTracing.MISMode | Selects the sampling technique for light integration (default = 2 (MIS enabled)) 0: Material sampling 1: Light sampling 2: MIS betwen material and light sampling (default) |
r.PathTracing.MultiGPU | Run the path tracer using all available GPUs when enabled (default = 0) Using this functionality in the editor requires -MaxGPUCount=N setting on the command line |
r.PathTracing.OutputPostProcessResources | Output the pathtracing resources to the postprocess passes 0: off 1: on (Buffers including, raw/denoised radiance, albedo, normal, and variance) |
r.PathTracing.Override.Depth | Override the scene depth z by the path tracing depth z0: off 1: On (Default, translucent materials have better DOF with the post-process DOF.) |
r.PathTracing.ProgressDisplay | Enables an in-frame display of progress towards the defined sample per pixel limit. The indicator dissapears when the maximum is reached and sample accumulation has stopped (default = 1) 0: off 1: on (default) |
r.PathTracing.SamplerType | Controls the way the path tracer generates its random numbers 0: use a different high quality random sequence per pixel (default) 1: optimize the random sequence across pixels to reduce visible error at the target sample count |
r.PathTracing.SamplesPerPixel | Sets the maximum number of samples per pixel (default = -1 (driven by postprocesing volume)) |
r.PathTracing.SkylightCaching | Attempts to re-use skylight data between frames. (default = 1 (enabled)) When set to 0, the skylight texture and importance samping data will be regenerated every frame. This is mainly intended as a benchmarking and debugging aid |
r.PathTracing.SpatialDenoiser | Enable spatial denoising of the path traced output -1: inherit from PostProcessVolume 0: disable denoiser 1: enable denoiser (if a denoiser plugin is active) |
r.PathTracing.SpatialDenoiser.Type | The type of spatial denoiser 0: Use spatial denoiser only plugin 1: Use spatial denoiser plugin that also provides temporal denoising |
r.PathTracing.SSSGuidingRatio | Sets the ratio between classical random walks and walks guided towards the surface. A value of 0.0 corresponds to a purely classical random walk, while a value of 1.0 is fully guided towards the surface (at the expense of fireflies in non-flat regions of the model. (default = 0.5) |
r.PathTracing.Substrate.CompileSimplifiedMaterials | Compile a simplified representation of Substrate materials which merges all slabs into one. This is mainly intended for debugging purposes. Enabling this double the number of path tracing shader permutations. 0: off (default) 1: on |
r.PathTracing.Substrate.UseSimplifiedMaterials | Instead of evaluating all layers, use an optimized material in which all slabs have been merged. This is mainly intended for debugging and requires r.PathTracing.Substrate.CompileSimplifiedMaterials to be true. 0: off (default) 1: on |
r.PathTracing.TemporalDenoiser | Enable temporal denoising of the path traced output -1: inherit from PostProcessVolume (TODO when out of experimental phase) 0: disable denoiser 1: enable denoiser (if a denoiser plugin is active) |
r.PathTracing.TemporalDenoiser.alpha | The weight of history in the exponential mean average |
r.PathTracing.TemporalDenoiser.DeltaE | Cut off the history weight to zero at CIE DeltaE for low frequency. 1.0 :the just noticeable difference (JND), 2.0 :perceptible for close look 10.0:Perceptible at a glance This works as an alternative control instead of kappa. 2 as default. |
r.PathTracing.TemporalDenoiser.DeltaE.HighFrequency | Cut off the history weight to zero when using high frequency per pixel difference. It should only be enabled when the source image is smooth or denoised. |
r.PathTracing.TemporalDenoiser.DenoiseSourceImageFirst | Denoise the source image with IntelImageDenoisier |
r.PathTracing.TemporalDenoiser.DistanceMetrics | 0: Luminance based metrics for distance estimation. Color with same luminance will create error in motion and history weights estimation.1: Direct color difference2: Visual color difference based on CIELAB2000 color difference. |
r.PathTracing.TemporalDenoiser.EnableSubPixelOffset | Enable subpixel offset when merging -1: inherit from PostProcessVolume 0: disable denoiser 1: enable denoiser (if a denoiser plugin is active) |
r.PathTracing.TemporalDenoiser.eta | Eta param. Error distance below this will have max history weight. Use DeltaE to derive Eta if -1 |
r.PathTracing.TemporalDenoiser.kappa | Scaling parameter to determine how fast the history weight falls and the cutting point to zero. Use DeltaE to derive kappa if -1 |
r.PathTracing.TemporalDenoiser.mode | 0: disabled 1: offline rendering only 2: online rendering (for debug) |
r.PathTracing.TemporalDenoiser.MotionOperation | 0: use the motion vector directly estimated1: subtract between the motion |
r.PathTracing.TemporalDenoiser.MotionVector.Type | The type of motion vecotr estimation algorithm 0: Built-in motion vector estimator 1: Motion vector estimator from the plugin |
r.PathTracing.TemporalDenoiser.PatchCount | The number of similar patches found by Non-Local Mean to use for temporal denoising 1: default. Accumulae the one with the minimal distance exponentially.>1 && < 16: Use bilaterial filtering to accumulate multiple patches. |
r.PathTracing.TemporalDenoiser.source | 0: Denoised Radance when possible (Default) 1: Normal 2: Albedo 3: Raw RadianceOtherwise: Feature Fusion (TODO) |
r.PathTracing.TemporalDenoiser.SubPixelOffset.StartMip | From 0 to this mip, we will perform subpixel offset |
r.PathTracing.TemporalDenoiser.TotalVariation | !=0: Use less history if the total variation is large in a local patch |
r.PathTracing.TemporalDenoiser.Type | The type of temporal denoiser 0: Use the built-in temporal denoiser 1: Use the temporal denoiser from plugin |
r.PathTracing.TemporalDenoiser.VisualizeMotionVector | 1: visualize the motion vector compared to the raster motion vector |
r.PathTracing.TemporalDenoiser.VisWarp | 0: disable1: visualize warped source by the motion vector2: weights, warped source, and combined |
r.PathTracing.UseAnalyticTransmittance | Determines use of analytical or null-tracking estimation when evaluating transmittance -1: uses null-tracking estimation if heterogeneous volumes are present, or analytical estimation otherwise (default) 0: off (uses null-tracking estimation, instead) 1: on (uses analytical estimation) |
r.PathTracing.UseDBuffer | Whether to support DBuffer functionality (default=1) |
r.PathTracing.VisibleLights | Should light sources be visible to camera rays? (default = 0 (off)) 0: Hide lights from camera rays (default) 1: Make all lights visible to camera 2: Make skydome only visible to camera |
r.PathTracing.VolumeMISMode | Selects the sampling technique for volumetric integration of local lighting (default = 1) 0: Density sampling 1: Light sampling (default) |
r.PathTracing.WiperMode | Enables wiper mode to render using the path tracer only in a region of the screen for debugging purposes (default = 0, wiper mode disabled) |
r.Photography.Available | (Read-only) If 1, the photography system is potentially available to the user. Otherwise, a functioning back-end is not available. |
r.PhysicsField.BuildClipmap | Build the Physics field clipmap |
r.PhysicsField.ClipmapCount | Number of clipmaps used for the physics field |
r.PhysicsField.ClipmapDistance | Max distance from the clipmap center |
r.PhysicsField.ClipmapExponent | Exponent used to derive each clipmap's size, together with r.PhysicsField.ClipmapDistance |
r.PhysicsField.ClipmapResolution | Resolution of the physics field. Higher values increase fidelity but also increase memory and composition cost. |
r.PhysicsField.EnableCulling | Enable the spatial culling based on the field nodes bounds |
r.PhysicsField.EnableField | Enable/Disable the Physics field clipmap |
r.PhysicsField.Rendering.EvalType | Physics field boolean to check if we are evaluating exactly(0) or sampling(1) the field for visualisation. |
r.PhysicsField.Rendering.SystemType | Physics field boolean to check if we want to display the CPU(0) or GPU(1) field. |
r.PhysicsField.Rendering.TargetType | Physics field target to be used in the viewport show options. |
r.PhysicsField.Rendering.TransientLifetime | Physics field transient commands lifetime for rendering. |
r.PhysicsField.SingleTarget | Limnit the physics field build to only one target, the linear force |
r.PostProcessAllowBlendModes | Enables blend modes in post process materials. 0: disable blend modes. Uses replace 1: allow blend modes |
r.PostProcessAllowStencilTest | Enables stencil testing in post process materials. 0: disable stencil testing 1: allow stencil testing |
r.PostProcessing.DisableMaterials | Allows to disable post process materials. |
r.PostProcessing.DownsampleChainQuality | Defines the quality used for downsampling to the scene color in scene color chains. 0: low quality 1: high quality (default) |
r.PostProcessing.DownsampleQuality | Defines the quality used for downsampling to half or quarter res the scene color in post processing chain. 0: low quality (default) 1: high quality |
r.PostProcessing.ForceAsyncDispatch | Will force asynchronous dispatch for post processing compute shaders where implementations available. Only available for testing in non-shipping builds. |
r.PostProcessing.PreferCompute | Will use compute shaders for post processing where implementations available. |
r.PostProcessing.PropagateAlpha | 0 to disable scene alpha channel support in the post processing. 0: disabled (default); 1: enabled in linear color space; 2: same as 1, but also enable it through the tonemapper. Compositing after the tonemapper is incorrect, as their is no meaning to tonemap the alpha channel. This is only meant to be use exclusively for broadcasting hardware that does not support linear color space compositing and tonemapping. |
r.PostProcessing.QuarterResolutionDownsample | Uses quarter resolution downsample instead of half resolution to feed into exposure / bloom. |
r.PostProcessingColorFormat | Defines the memory layout (RGBA) used for most of the post processing chain buffers. 0: Default 1: Force PF_A32B32G32R32F 128Bit (unreasonable but good for testing) |
r.PrecomputedVisibilityWarning | If set to 1, a warning will be displayed when rendering a scene from a view point without precomputed visibility. |
r.PreTileTextures | If set to 1, textures will be tiled during cook and are expected to be cooked at runtime |
r.PreventInvalidMaterialConnections | Controls whether users can make connections in the material editor if the system determines that they may cause compile errors 0: Allow all connections 1: Prevent invalid connections |
r.ProfileGPU.AssetSummaryCallOuts | Comma separated list of substrings that deserve special mention in the final summary (e.g., "LOD,HeroName" r.ProfileGPU.PrintAssetSummary must be true to enable this feature |
r.ProfileGPU.Pattern | Allows to filter the entries when using ProfileGPU, the pattern match is case sensitive. '*' can be used in the end to get all entries starting with the string. '*' without any leading characters disables the pattern matching and uses a time threshold instead (default). '?' allows to ignore one character. e.g. AmbientOcclusionSetup, AmbientOcclusion*, Ambient???lusion*, * |
r.ProfileGPU.PrintAssetSummary | Should we print a summary split by asset (r.ShowMaterialDrawEvents is strongly recommended as well). |
r.ProfileGPU.Root | Allows to filter the tree when using ProfileGPU, the pattern match is case sensitive. |
r.ProfileGPU.Screenshot | Whether a screenshot should be taken when profiling the GPU. 0:off, 1:on (default) |
r.ProfileGPU.ShowEventHistogram | Whether the event histogram should be shown. |
r.ProfileGPU.ShowLeafEvents | Allows profileGPU to display event-only leaf nodes with no draws associated. |
r.ProfileGPU.ShowTransitions | Allows profileGPU to display resource transition events. |
r.ProfileGPU.ShowUI | Whether the user interface profiler should be displayed after profiling the GPU. The results will always go to the log/console 0:off, 1:on (default) |
r.ProfileGPU.Sort | Sorts the TTY Dump independently at each level of the tree in various modes. 0 : Chronological 1 : By time elapsed 2 : By number of prims 3 : By number of verts |
r.ProfileGPU.ThresholdPercent | Percent of the total execution duration the event needs to be larger than to be printed. |
r.ProxyLODChartColorVerts | Color verts by uv chart. Default off. 0: Disabled 1: Enabled. |
r.ProxyLODCorrectCollapsedWalls | Shall the ProxyLOD system attemp to correct walls with interpenetrating faces0: disabled (default) 1: endable, may cause cracks. |
r.ProxyLODMaterialInParallel | 0: disable doing material work in parallel with mesh simplification 1: enable - default |
r.ProxyLODMaxDilationSteps | Limit the numer of dilation steps used in gap filling for performance reasons This may affect gap filling quality as bigger dilations steps will be used with a smaller max 0: will disable gap filling 7: default |
r.ProxyLODMeshReductionModule | Name of the Proxy LOD reduction module to choose. If blank it chooses any that exist. |
r.ProxyLODRemeshOnly | Only remesh. No simplification or materials. Default off. 0: Disabled - will simplify and generate materials 1: Enabled - will not simplfy or generate materials. |
r.ProxyLODSingleThreadSimplify | Use single threaded code path. Default off. 0: Multithreaded 1: Single threaded. |
r.ProxyLODTransfer | 0: shoot both ways 1: preference for forward (default) |
r.ProxyLODUseTangentSpace | Shall the ProxyLOD system generate a true tangent space at each vertex0: world space at each vertex 1: tangent space at each vertex (default) |
r.pso.CreateOnRHIThread | 0: Run PSO creation on task threads 1: Run PSO creation on RHI thread. |
r.pso.evictiontime | Time between checks to remove stale objects from the cache. 0 = no eviction (which may eventually OOM...) |
r.pso.PrecompileThreadPoolPercentOfHardwareThreads | If > 0, use this percentage of cores (rounded up) for the PSO precompile thread pool Use this as an alternative to r.pso.PrecompileThreadPoolSize 0 to disable threadpool usage when precompiling PSOs. (default) |
r.pso.PrecompileThreadPoolSize | The number of threads available for concurrent PSO Precompiling. 0 to disable threadpool usage when precompiling PSOs. (default) |
r.pso.PrecompileThreadPoolSizeMax | The maximum number of threads available for concurrent PSO Precompiling. Ignored unless r.pso.PrecompileThreadPoolPercentOfHardwareThreads is specified Default is no maximum (INT_MAX) |
r.pso.PrecompileThreadPoolSizeMin | The minimum number of threads available for concurrent PSO Precompiling. Ignored unless r.pso.PrecompileThreadPoolPercentOfHardwareThreads is specified 0 = no minimum (default) |
r.pso.PrecompileThreadPoolThreadPriority | Thread priority for the PSO precompile pool |
r.PSO.RuntimeCreationHitchThreshold | Threshold for runtime PSO creation to count as a hitch (in msec) (default 20) |
r.PSOPrecache.Components | Precache all possible used PSOs by components during Postload (default 1 if PSOPrecaching is enabled). |
r.PSOPrecache.DitheredLODFadingOutMaskPass | Precache PSOs for DitheredLODFadingOutMaskPass. 0: No PSOs are compiled for this pass (default). 1: PSOs are compiled for all primitives which render to depth pass. |
r.PSOPrecache.GlobalComputeShaders | Precache all global compute shaders during startup (default 0). |
r.PSOPrecache.LightMapPolicyMode | Defines which light map policies should be checked during PSO precaching of the base pass. 0: All possible LMP will be checked (default). 1: Only LMP_NO_LIGHTMAP will be precached. |
r.PSOPrecache.ProxyCreationDelayStrategy | Control the component proxy creation strategy when the requested PSOs for precaching are still compiling. Ignored if r.PSOPrecache.ProxyCreationWhenPSOReady = 0. 0: delay creation until PSOs are ready (default) 1: create a proxy using the default material until PSOs are ready. Currently implemented for static and skinned meshes - Niagara components will delay creation instead |
r.PSOPrecache.ProxyCreationWhenPSOReady | Delay the component proxy creation when the requested PSOs for precaching are still compiling. 0: always create regardless of PSOs status (default) 1: delay the creation of the render proxy depending on the specific strategy controlled by r.PSOPrecache.ProxyCreationDelayStrategy |
r.PSOPrecache.Resources | Precache all possible used PSOs by resources during Postload (default 0 if PSOPrecaching is enabled). |
r.PSOPrecache.TranslucencyAllPass | Precache PSOs for TranslucencyAll pass. 0: No PSOs are compiled for this pass (default). 1: PSOs are compiled for all primitives which render to a translucency pass. |
r.PSOPrecaching | 0 to Disable PSOs precaching 1 to Enable PSO precaching |
r.PSOPrecaching.WaitForHighPriorityRequestsOnly | 0 to wait for all pending PSO precache requests during loading (default)g 1 to only wait for the high priority PSO precache requests during loading |
r.PurgeEditorSceneDuringPIE | 0 to keep editor scene fully initialized during PIE (default) 1 to purge editor scene from memory during PIE and restore when the session finishes. |
r.RayTracing | 0 to disable ray tracing. 0: off 1: on |
r.RayTracing.AllowInline | Allow use of Inline Ray Tracing if supported (default=1). |
r.RayTracing.AllowPipeline | Allow use of Ray Tracing pipelines if supported (default=1). |
r.RayTracing.AmbientOcclusion | -1: Value driven by postprocess volume (default) 0: ray tracing ambient occlusion off 1: ray tracing ambient occlusion enabled |
r.RayTracing.AmbientOcclusion.EnableMaterials | Enables |
r.RayTracing.AmbientOcclusion.EnableTwoSidedGeometry | Enables two-sided geometry when tracing shadow rays (default = 0) |
r.RayTracing.AmbientOcclusion.SamplesPerPixel | Sets the samples-per-pixel for ambient occlusion (default = -1 (driven by postprocesing volume)) |
r.RayTracing.AMDHitToken | Whether to allow the AMD HitToken extension |
r.RayTracing.AsyncBuild | Whether to build ray tracing acceleration structures on async compute queue. |
r.RayTracing.AutoInstance | Whether to auto instance static meshes |
r.RayTracing.CompileMaterialAHS | 0: skip compilation of any-hit shaders for materials (useful if alpha masked or translucent materials are not needed) 1: compile any hit shaders for all ray tracing materials (default) |
r.RayTracing.CompileMaterialCHS | 0: skip compilation of closest-hit shaders for materials (useful if only shadows or ambient occlusion effects are needed) 1: compile closest hit shaders for all ray tracing materials (default) |
r.RayTracing.Culling | Enable culling in ray tracing for objects that are behind the camera 0: Culling disabled (default) 1: Culling by distance and solid angle enabled. Only cull objects behind camera. 2: Culling by distance and solid angle enabled. Cull objects in front and behind camera. 3: Culling by distance OR solid angle enabled. Cull objects in front and behind camera. |
r.RayTracing.Culling.Angle | Do camera culling for objects behind the camera with a projected angle smaller than this threshold in ray tracing effects (default = 1 degrees) |
r.RayTracing.Culling.PerInstance | |
r.RayTracing.Culling.Radius | Do camera culling for objects behind the camera outside of this radius in ray tracing effects (default = 30000 (300m)) |
r.RayTracing.Culling.UseGroupIds | Cull using aggregate ray tracing group id bounds when defined instead of primitive or instance bounds. |
r.RayTracing.Culling.UseMinDrawDistance | Use min draw distance for culling |
r.RayTracing.Debug.InstanceOverlap.BoundingBoxScale | Scaling factor for instance bounding box extent for avoiding z-fighting. (default = 1.001) |
r.RayTracing.Debug.InstanceOverlap.Scale | Scaling factor for instance traversal heat map visualization. (default = 16) |
r.RayTracing.Debug.InstanceOverlap.ShowWireframe | Show instance bounding boxes in wireframe in Instances Overlap mode. (default = 1) |
r.RayTracing.Debug.PickerDomain | Changes the picker domain to highlight: 0 - Triangles (default) 1 - Instances |
r.RayTracing.DebugDisableTriangleCull | Forces all ray tracing geometry instances to be double-sided by disabling back-face culling. This is useful for debugging and profiling. (default = 0) |
r.RayTracing.DebugForceOpaque | Forces all ray tracing geometry instances to be opaque, effectively disabling any-hit shaders. This is useful for debugging and profiling. (default = 0) |
r.Raytracing.DebugForceRuntimeBLAS | Force building BLAS at runtime. |
r.RayTracing.DebugTimingScale | Scaling factor for ray timing heat map visualization. (default = 1) |
r.RayTracing.DebugTraversalScale.Box | Scaling factor for box traversal heat map visualization. (default = 150) |
r.RayTracing.DebugTraversalScale.Cluster | Scaling factor for cluster traversal heat map visualization. (default = 2500) |
r.RayTracing.DebugTraversalScale.Triangle | Scaling factor for triangle traversal heat map visualization. (default = 30) |
r.RayTracing.DebugVisualizationMode | Sets the ray tracing debug visualization mode (default = None - Driven by viewport menu) . |
r.RayTracing.DebugVisualizationMode.OpaqueOnly | Sets whether the view mode rendes opaque objects only (default = 1, render only opaque objects, 0 = render all objects) |
r.RayTracing.DebugVisualizationMode.ProceduralPrimitives | Whether to include procedural primitives in visualization modes. Currently only supports Nanite primitives in inline barycentrics mode. |
r.RayTracing.DecalGrid.MaxCount | Controls the maximum number of decals per cell in the 2D decal grid. The minimum of this value and the number of decal in the scene is used. (default = 128) |
r.RayTracing.DecalGrid.Resolution | Controls the resolution of the 2D decal grid used to cull irrelevant decal from calculations (default = 256) |
r.RayTracing.DynamicGeometry.SharedVertexBufferGarbageCollectLatency | Amount of update cycles before a heap is deleted when not used (default 30). |
r.RayTracing.DynamicGeometry.SharedVertexBufferSizeInMB | Size of the a single shared vertex buffer used during the BLAS update of dynamic geometries (default 4MB) |
r.RayTracing.DynamicGeometryLastRenderTimeUpdateDistance | Dynamic geometries within this distance will have their LastRenderTime updated, so that visibility based ticking (like skeletal mesh) can work when the component is not directly visible in the view (but reflected). |
r.RayTracing.Enable | Runtime toggle for switching raytracing on/off (experimental). |
r.RayTracing.EnableInEditor | Controls whether ray tracing effects are available by default when running the editor. This can be useful to improve editor performance when only some people require ray tracing features. (default = 1) |
r.RayTracing.EnableInGame | Controls the default state of ray tracing effects when running the game. This setting is overridden by its counterpart in GameUserSettings.ini (if it exists) to allow control through in-game UI. (default = 1) |
r.RayTracing.EnableMaterials | 0: bind default material shader that outputs placeholder data 1: bind real material shaders (default) |
r.RayTracing.EnableOnDemand | Controls whether ray tracing features can be toggled on demand at runtime without restarting the game (experimental). Requires r.RayTracing=1 and will override GameUserSettings in game. Requires r.RayTracing.EnableInEditor=1 in editor. Has a small performance and memory overhead. 0: off (default) 1: on |
r.RayTracing.ExcludeDecals | A toggle that modifies the inclusion of decals in the ray tracing BVH. 0: Decals included in the ray tracing BVH (default) 1: Decals excluded from the ray tracing BVH |
r.RayTracing.ExcludeSky | A toggle that controls inclusion of sky geometry in the ray tracing scene (excluding sky can make ray tracing faster). This setting is ignored for the Path Tracer. 0: Sky objects included in the ray tracing scene 1: Sky objects excluded from the ray tracing scene (default) |
r.RayTracing.ExcludeTranslucent | A toggle that modifies the inclusion of translucent objects in the ray tracing scene. 0: Translucent objects included in the ray tracing scene (default) 1: Translucent objects excluded from the ray tracing scene |
r.RayTracing.ForceAllRayTracingEffects | Force all ray tracing effects ON/OFF. -1: Do not force (default) 0: All ray tracing effects disabled 1: All ray tracing effects enabled |
r.RayTracing.Geometry.GeometryCache | Include geometry cache primitives in ray tracing effects (default = 1 (geometry cache enabled in ray tracing)) |
r.RayTracing.Geometry.GeometryCollection | Include geometry collection proxy meshes in ray tracing effects (default = 0 (Geometry collection meshes disabled in ray tracing)) |
r.RayTracing.Geometry.HierarchicalInstancedStaticMesh | Include HISM in ray tracing effects (default = 1) |
r.RayTracing.Geometry.InstancedStaticMeshes | Include static mesh instances in ray tracing effects (default = 1 (Instances enabled in ray tracing)) |
r.RayTracing.Geometry.InstancedStaticMeshes.CullAngle | Solid angle to test instance bounds against for culling (default 2 degrees) -1 => use distance based culling |
r.RayTracing.Geometry.InstancedStaticMeshes.CullClusterMaxRadiusMultiplier | Multiplier for the maximum instance size (default = 20) |
r.RayTracing.Geometry.InstancedStaticMeshes.CullClusterRadius | Ignore instances outside of this radius in ray tracing effects (default = 10000 (100m)) |
r.RayTracing.Geometry.InstancedStaticMeshes.Culling | Enable culling for instances in ray tracing (default = 1 (Culling enabled)) |
r.RayTracing.Geometry.InstancedStaticMeshes.EvaluateWPO | Whether to evaluate WPO on instanced static meshes 0 - off (default) 1 - on for all with WPO -1 - on only for meshes with evaluate WPO enabled |
r.RayTracing.Geometry.InstancedStaticMeshes.LowScaleCullRadius | Cull radius for small instances (default = 1000 (10m)) |
r.RayTracing.Geometry.InstancedStaticMeshes.LowScaleRadiusThreshold | Threshold that classifies instances as small (default = 50cm)) |
r.RayTracing.Geometry.InstancedStaticMeshes.MinLOD | Clamps minimum LOD to this value (default = 0, highest resolution LOD may be used) |
r.RayTracing.Geometry.InstancedStaticMeshes.SimulationClusterRadius | Bucket instances based on distance to camera for simulating WPO (default = 500 (5m), disable if <= 0) |
r.RayTracing.Geometry.InstancedStaticMeshes.SimulationCount | Maximum number of instances to simulate per instanced static mesh, presently capped to 256 |
r.RayTracing.Geometry.Landscape | Include landscapes in ray tracing effects (default = 1 (landscape enabled in ray tracing)) |
r.RayTracing.Geometry.Landscape.DetectTextureStreaming | If on, update ray tracing geometry when texture streaming state changes. Useful when WorldPositionOffset is used in the landscape material |
r.RayTracing.Geometry.Landscape.FractionalLODUpdateThreshold | Minimal difference in fractional LOD between latest built/cached ray tracing geometry and latest value used for rendering (default 0) 0.1 implies a 10% change in the fraction LOD, for instance a change from LOD level 1.1 to 1.2 Larger values will reduce the number of landscape tile updates, but introduce more error between the ray tracing and raster representations |
r.RayTracing.Geometry.Landscape.LODsUpdateEveryFrame | If on, LODs that are lower than the specified level will be updated every frame, which can be used to workaround some artifacts caused by texture streaming if you're using WorldPositionOffset on the landscape |
r.RayTracing.Geometry.LandscapeGrass | Include landscapes grass in ray tracing effects (default = 1) |
r.RayTracing.Geometry.MaxBuiltPrimitivesPerFrame | Sets the ray tracing acceleration structure build budget in terms of maximum number of triangles per frame (<= 0 then disabled and all acceleration structures are build immediatly - default) |
r.RayTracing.Geometry.NaniteProxies | Include Nanite proxy meshes in ray tracing effects (default = 1 (Nanite proxy meshes enabled in ray tracing)) |
r.RayTracing.Geometry.NiagaraMeshes | Include Niagara meshes in ray tracing effects (default = 1 (Niagara meshes enabled in ray tracing)) |
r.RayTracing.Geometry.NiagaraRibbons | Include Niagara ribbons in ray tracing effects (default = 1 (Niagara ribbons enabled in ray tracing)) |
r.RayTracing.Geometry.NiagaraSprites | Include Niagara sprites in ray tracing effects (default = 1 (Niagara sprites enabled in ray tracing)) |
r.RayTracing.Geometry.PendingBuildPriorityBoostPerFrame | Increment the priority for all pending build requests which are not scheduled that frame (0.001 - default) |
r.RayTracing.Geometry.ProceduralMeshes | Include procedural meshes in ray tracing effects (default = 1 (procedural meshes enabled in ray tracing)) |
r.RayTracing.Geometry.SkeletalMeshes | Include skeletal meshes in ray tracing effects (default = 1 (skeletal meshes enabled in ray tracing)) |
r.RayTracing.Geometry.SkeletalMeshes.LODBias | Global LOD bias for skeletal meshes in ray tracing. When non-zero, a different LOD level other than the predicted LOD level will be used for ray tracing. Advanced features like morph targets and cloth simulation may not work properly. Final LOD level to use in ray tracing is the sum of this global bias and the bias set on each skeletal mesh asset. |
r.RayTracing.Geometry.SplineMeshes | Include splines meshes in ray tracing effects (default = 1 (spline meshes enabled in ray tracing)) |
r.RayTracing.Geometry.StaticMeshes | Include static meshes in ray tracing effects (default = 1 (static meshes enabled in ray tracing)) |
r.RayTracing.Geometry.StaticMeshes.WPO | World position offset evaluation for static meshes with EvaluateWPO enabled in ray tracing effects. 0: static meshes with world position offset hidden in ray tracing. 1: static meshes with world position offset visible in ray tracing, WPO evaluation enabled (default). 2: static meshes with world position offset visible in ray tracing, WPO evaluation disabled. |
r.RayTracing.Geometry.StaticMeshes.WPO.Culling | Enable culling for WPO evaluation for static meshes in ray tracing (default = 1 (Culling enabled)) |
r.RayTracing.Geometry.StaticMeshes.WPO.CullingRadius | Do not evaluate world position offset for static meshes outside of this radius in ray tracing effects (default = 12000 (120m)) |
r.RayTracing.Geometry.SupportSkeletalMeshes | Whether the project supports skeletal meshes in ray tracing effects. Turning this off disables creation of all skeletal mesh ray tracing GPU resources, saving GPU memory and time. This setting is read-only at runtime. (default: 1) |
r.RayTracing.GlobalIllumination | -1: Value driven by postprocess volume (default) 0: ray tracing global illumination off 1: ray tracing global illumination enabled (brute force) 2: ray tracing global illumination enabled (final gather) |
r.RayTracing.GlobalIllumination.Denoiser | Denoising options (default = 1) |
r.RayTracing.GlobalIllumination.DiffuseThreshold | Diffuse luminance threshold for evaluating global illuminationNOTE: This parameter is experimental |
r.RayTracing.GlobalIllumination.EnableTransmission | Enables transmission when tracing GI rays (default = 1) |
r.RayTracing.GlobalIllumination.EnableTwoSidedGeometry | Enables two-sided geometry when tracing GI rays (default = 1) |
r.RayTracing.GlobalIllumination.EvalSkyLight | Evaluate SkyLight multi-bounce contributionNOTE: This parameter is experimental |
r.RayTracing.GlobalIllumination.FinalGather.DepthRejectionKernel | Gather point relative Z-depth rejection tolerance (default = 1.0e-2) |
r.RayTracing.GlobalIllumination.FinalGather.Distance | Maximum screen-space distance for valid, reprojected final gather points (default = 10) |
r.RayTracing.GlobalIllumination.FinalGather.EnableNeighborVisibilityTest | Enables neighbor visibility tests when FilterWidth > 0 (default = 0) |
r.RayTracing.GlobalIllumination.FinalGather.FilterWidth | Determines the local neighborhood for sample stealing (default = 0) |
r.RayTracing.GlobalIllumination.FinalGather.Iterations | Determines the number of iterations for gather point creation |
r.RayTracing.GlobalIllumination.FinalGather.NormalRejectionKernel | Gather point WorldNormal rejection tolerance (default = 1.0e-2) |
r.RayTracing.GlobalIllumination.FinalGather.SortMaterials | Sets whether refected materials will be sorted before shading 0: Disabled 1: Enabled, using Trace->Sort->Trace (Default) |
r.RayTracing.GlobalIllumination.FinalGather.SortSize | Size of horizon for material ID sort 0: Disabled 1: 256 Elements 2: 512 Elements 3: 1024 Elements 4: 2048 Elements 5: 4096 Elements (Default) |
r.RayTracing.GlobalIllumination.FinalGather.SortTileSize | Size of pixel tiles for sorted global illumination (default = 64) |
r.RayTracing.GlobalIllumination.FireflySuppression | Applies tonemap operator to suppress potential fireflies (default = 0). |
r.RayTracing.GlobalIllumination.Lights.DirectionalLight | Enables DirectionalLight sampling for global illumination (default = 1) |
r.RayTracing.GlobalIllumination.Lights.PointLight | Enables PointLight sampling for global illumination (default = 1) |
r.RayTracing.GlobalIllumination.Lights.RectLight | Enables RectLight sampling for global illumination (default = 1) |
r.RayTracing.GlobalIllumination.Lights.SkyLight | Enables SkyLight sampling for global illumination (default = 1) |
r.RayTracing.GlobalIllumination.Lights.SpotLight | Enables SpotLight sampling for global illumination (default = 1) |
r.RayTracing.GlobalIllumination.MaxBounces | Max bounces (default = -1 (driven by postprocesing volume)) |
r.RayTracing.GlobalIllumination.MaxLightCount | Enables two-sided geometry when tracing GI rays (default = 256) |
r.RayTracing.GlobalIllumination.MaxRayDistance | Max ray distance (default = 1.0e27) |
r.RayTracing.GlobalIllumination.MaxShadowDistance | Max shadow distance (default = -1.0, distance adjusted automatically so shadow rays do not hit the sky sphere) |
r.RayTracing.GlobalIllumination.NextEventEstimationSamples | Number of sample draws for next-event estimation (default = 2)NOTE: This parameter is experimental |
r.RayTracing.GlobalIllumination.RenderTileSize | Render ray traced global illumination in NxN pixel tiles, where each tile is submitted as separate GPU command buffer, allowing high quality rendering without triggering timeout detection. (default = 0, tiling disabled) |
r.RayTracing.GlobalIllumination.SamplesPerPixel | Samples per pixel (default = -1 (driven by postprocesing volume)) |
r.RayTracing.GlobalIllumination.ScreenPercentage | Screen percentage for ray tracing global illumination (default = 50) |
r.RayTracing.GlobalIllumination.UseRussianRoulette | Perform Russian Roulette to only cast diffuse rays on surfaces with brighter albedos (default = 0)NOTE: This parameter is experimental |
r.RayTracing.LightCulling.Cells | Number of cells in each dimension for lighting grid (default 16) |
r.RayTracing.LightCulling.CellSize | Minimum size of light cell (default 200 units) |
r.RayTracing.LightFunction | Whether to support light material functions in ray tracing effects. (default = 1) |
r.RayTracing.MeshDrawCommands.CacheMultithreaded | Enable multithreading of raytracing primitive mesh command caching. 0=disabled, 1=enabled (default) |
r.RayTracing.MultiGpuMaskTLAS | For Multi-GPU, controls which GPUs TLAS and material pipeline updates run on. (default = 1) 0: Run TLAS and material pipeline updates on all GPUs. Original behavior, which may be useful for debugging. 1: Run TLAS and material pipeline updates masked to the active view's GPUs to improve performance. BLAS updates still run on all GPUs. |
r.RayTracing.Nanite.CutError | Global target cut error to control quality when using procedural raytracing geometry for Nanite meshes. |
r.RayTracing.Nanite.ForceUpdateVisible | Force BLAS of visible primitives to be updated next frame. |
r.RayTracing.Nanite.MaxBuiltPrimitivesPerFrame | Limit number of BLAS built per frame based on a budget defined in terms of maximum number of triangles. |
r.RayTracing.Nanite.MaxStagingBufferSizeMB | Limit the size of the staging buffer used during stream out (lower values can cause updates to be throttled) Default = 1024 MB. Max value = 2048 MB. |
r.RayTracing.Nanite.Mode | 0 - fallback mesh (default); 1 - streamed out mesh; |
r.RayTracing.Nanite.ProceduralPrimitive | Whether to raytrace nanite meshes using procedural primitives instead of a proxy. |
r.RayTracing.Nanite.ProfileStreamOut | [Development only] Stream out pending requests every frame in order to measure performance. |
r.RayTracing.Nanite.StreamOut.MaxNumIndices | Max number of indices to stream out per frame. |
r.RayTracing.Nanite.StreamOut.MaxNumVertices | Max number of vertices to stream out per frame. |
r.RayTracing.Nanite.Update | Whether to process Nanite RayTracing update requests. |
r.RayTracing.NonBlockingPipelineCreation | Enable background ray tracing pipeline creation, without blocking RHI or Render thread. Fallback opaque black material will be used for missing shaders meanwhile. 0: off (rendering will always use correct requested material) 1: on (default, non-blocking mode may sometimes use the fallback opaque black material outside of offline rendering scenarios) |
r.RayTracing.NormalBias | Sets the max. normal bias used for offseting the ray start position along the normal (default = 0.1, i.e., 1mm) |
r.RayTracing.ParallelMeshBatchSetup | Whether to setup ray tracing materials via parallel jobs. |
r.RayTracing.ParallelMeshBatchSize | Batch size for ray tracing materials parallel jobs. |
r.RayTracing.PSOCacheSize | Number of ray tracing pipelines to keep in the cache (default = 50). Set to 0 to disable eviction. |
r.RayTracing.Reflections | -1: Value driven by postprocess volume (default) 0: use traditional rasterized SSR 1: use ray traced reflections |
r.RayTracing.Reflections.DirectLighting | Enables ray tracing reflections direct lighting (default = 1) |
r.RayTracing.Reflections.EmissiveAndIndirectLighting | Enables ray tracing reflections emissive and indirect lighting (default = 1) |
r.RayTracing.Reflections.EnableTwoSidedGeometry | Two-sided geometry setting for reflection rays. (default = 1) |
r.RayTracing.Reflections.ExperimentalDeferred | Whether to use the experimental deferred ray traced reflection rendering algorithm, which only supports a subset of features but runs faster. (default = 0). |
r.RayTracing.Reflections.ExperimentalDeferred.AnyHitMaxRoughness | Allows skipping AnyHit shader execution for rough reflection rays (default: 0.1) |
r.RayTracing.Reflections.ExperimentalDeferred.GenerateRaysWithRGS | Whether to generate reflection rays directly in RGS or in a separate compute shader (default: 1) |
r.RayTracing.Reflections.ExperimentalDeferred.Glossy | Whether to use glossy reflections with GGX sampling or to force mirror-like reflections for performance (default: 1) |
r.RayTracing.Reflections.ExperimentalDeferred.HorizontalResolutionScale | Reflection resolution scaling for the X axis between 0.25 and 4.0. Can only be used when spatial resolve is enabled. (default: 1) |
r.RayTracing.Reflections.ExperimentalDeferred.MipBias | Global texture mip bias applied during ray tracing material evaluation. (default: 0) Improves ray tracing reflection performance at the cost of lower resolution textures in reflections. Values are clamped to range [0..15]. |
r.RayTracing.Reflections.ExperimentalDeferred.SmoothBias | Whether to bias reflections towards smooth / mirror-like directions. Improves performance, but is not physically based. (default: 0) The bias is implemented as a non-linear function, affecting low roughness values more than high roughness ones. Roughness values higher than this CVar value remain entirely unaffected. |
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve | Whether to use a basic spatial resolve (denoising) filter on reflection output. Not compatible with regular screen space denoiser. (default: 1) |
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.MaxRadius | Maximum radius in pixels of the native reflection image. Actual radius depends on output pixel roughness, rougher reflections using larger radius. (default: 8) |
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.NumSamples | Maximum number of screen space samples to take during spatial resolve step. More samples produces smoother output at higher GPU cost. Specialized shader is used for 4, 8, 12 and 16 samples. (default: 8) |
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.TemporalQuality | 0: Disable temporal accumulation 1: Tile-based temporal accumulation (low quality) 2: Tile-based temporal accumulation with randomized tile offsets per frame (medium quality) (default: 2) |
r.RayTracing.Reflections.ExperimentalDeferred.SpatialResolve.TemporalWeight | Defines whether to perform temporal accumulation during reflection spatial resolve and how much weight to give to history. Valid values in range [0..1]. (default: 0.90) |
r.RayTracing.Reflections.HeightFog | Enables height fog in ray traced reflections (default = 1) |
r.RayTracing.Reflections.Hybrid | Sets whether screen space reflections should be used when possible (experimental). Forces material sorting and single ray bounce. 0: Disabled (Default) 1: Enabled |
r.RayTracing.Reflections.MaxBounces | Sets the maximum number of ray tracing reflection bounces (default = -1 (max bounces driven by postprocessing volume)) |
r.RayTracing.Reflections.MaxRayDistance | Sets the maximum ray distance for ray traced reflection rays. When ray shortening is used, skybox will not be sampled in RT reflection pass and will be composited later, together with local reflection captures. Negative values turn off this optimization. (default = -1 (infinite rays)) |
r.RayTracing.Reflections.MaxRoughness | Sets the maximum roughness until which ray tracing reflections will be visible (default = -1 (max roughness driven by postprocessing volume)) |
r.RayTracing.Reflections.MaxUnderCoatBounces | How many bounces to apply ray traced reflections to the undercoat layer. Extra bounces will use reflection probes. (default 0, always use probes) |
r.RayTracing.Reflections.MinClearCoatLevel | Minimum level at which to apply clear coat shading (default 0.01) Note: causes some variation in height fog due to using the bottom layer path |
r.RayTracing.Reflections.MinRayDistance | Sets the minimum ray distance for ray traced reflection rays. Actual reflection ray length is computed as Lerp(MaxRayDistance, MinRayDistance, Roughness), i.e. reflection rays become shorter when traced from rougher surfaces. (default = -1 (infinite rays)) |
r.RayTracing.Reflections.NormalBias | Magnitude of normal bias for reflection rays. (default = 0.1) |
r.RayTracing.Reflections.RayTraceSkyLightContribution | Requests ray tracing reflections to use ray traced visibility rays for sky light contribution similar to sky light ray traced shadows. A Sky Light with ray traced shadows enabled must be present for this flag to take effect. (default = 0) |
r.RayTracing.Reflections.ReflectionCaptures | Enables ray tracing reflections to use reflection captures as the last bounce reflection. Particularly usefull for metals in reflection. (default = 0) |
r.RayTracing.Reflections.RenderTileSize | Render ray traced reflections in NxN pixel tiles, where each tile is submitted as separate GPU command buffer, allowing high quality rendering without triggering timeout detection (default = 0, tiling disabled) |
r.RayTracing.Reflections.SamplesPerPixel | Sets the samples-per-pixel for reflections (default = -1 (driven by postprocesing volume)) |
r.RayTracing.Reflections.ScreenPercentage | Screen percentage the reflections should be ray traced at (default = 100). |
r.RayTracing.Reflections.Shadows | Enables shadows in ray tracing reflections) -1: Shadows driven by postprocessing volume (default) 0: Shadows disabled 1: Hard shadows 2: Soft area shadows |
r.RayTracing.Reflections.SortMaterials | Sets whether refected materials will be sorted before shading 0: Disabled 1: Enabled, using Trace->Sort->Trace (Default) |
r.RayTracing.Reflections.SortSize | Size of horizon for material ID sort 0: Disabled 1: 256 Elements 2: 512 Elements 3: 1024 Elements 4: 2048 Elements 5: 4096 Elements (Default) |
r.RayTracing.Reflections.SortTileSize | Size of pixel tiles for sorted reflections Default 64 |
r.RayTracing.Reflections.TestPathRoughness | Accumulate roughness along path and test accumulated roughness against MaxRoughness before launching the next bounce (default 1) |
r.RayTracing.Reflections.Translucency | Translucent objects visible in ray tracing reflections) -1: Driven by postprocessing volume (default) 0: Translucent objects not visible 1: Translucent objects visible |
r.RayTracing.RequireSM6 | Whether ray tracing shaders and features should only be available when targetting and running SM6. If disabled, ray tracing shaders will also be available when running in SM5 mode. (default = 0, allow SM5 and SM6) |
r.RayTracing.SceneCaptures | Enable ray tracing in scene captures. -1: Use scene capture settings (default) 0: off 1: on |
r.RayTracing.SceneUpdateOnce | Experimental: Improves GPU perf by updating ray tracing scene once, but may cause artifacts (mainly for nDisplay) |
r.RayTracing.Shadows | 0: use traditional rasterized shadow map (default) 1: use ray tracing shadows |
r.RayTracing.Shadows.AcceptFirstHit | Whether to allow shadow rays to terminate early, on first intersected primitive. This may result in worse denoising quality in some cases. (default = 0) |
r.RayTracing.Shadows.AvoidSelfIntersectionTraceDistance | Max trace distance of epsilon trace to avoid self intersections. If set to 0, epsilon trace will not be used. |
r.RayTracing.Shadows.EnableHairVoxel | Enables use of hair voxel data for tracing shadow (default = 1) |
r.RayTracing.Shadows.EnableMaterials | Enables material shader binding for shadow rays. If this is disabled, then a default trivial shader is used. (default = 1) |
r.RayTracing.Shadows.EnableTwoSidedGeometry | Enables two-sided geometry when tracing shadow rays (default = 1) |
r.RayTracing.Shadows.HairOcclusionThreshold | Define the number of hair that need to be crossed, before casting occlusion (default = 1) |
r.RayTracing.Shadows.Lights.Directional | Enables ray tracing shadows for directional lights (default = 1) |
r.RayTracing.Shadows.Lights.Point | Enables ray tracing shadows for point lights (default = 1) |
r.RayTracing.Shadows.Lights.Rect | Enables ray tracing shadows for rect light (default = 1) |
r.RayTracing.Shadows.Lights.Spot | Enables ray tracing shadows for spot lights (default = 1) |
r.RayTracing.Shadows.LODTransitionEnd | The end of an LOD transition range (default = 5000) |
r.RayTracing.Shadows.LODTransitionStart | The start of an LOD transition range (default = 4000) |
r.RayTracing.Shadows.MaxBatchSize | Maximum number of shadows to trace at the same time. |
r.RayTracing.Shadows.SamplesPerPixel | Sets the samples-per-pixel for directional light occlusion (default = 1) |
r.RayTracing.Sky.HairOcclusionThreshold | Define the number of hair that need to be crossed, before casting occlusion (default = 1) |
r.RayTracing.SkyLight | Enables ray tracing SkyLight (default = 0) |
r.RayTracing.SkyLight.DecoupleSampleGeneration | Decouples sample generation from ray traversal (default = 1) |
r.RayTracing.SkyLight.Denoiser | Denoising options (default = 1) |
r.RayTracing.SkyLight.EnableMaterials | Enables material shader binding for shadow rays. If this is disabled, then a default trivial shader is used. (default = 1) |
r.RayTracing.SkyLight.EnableTwoSidedGeometry | Enables two-sided geometry when tracing shadow rays (default = 1) |
r.RayTracing.SkyLight.HairVoxel | Include hair voxel representation to estimate sky occlusion |
r.RayTracing.SkyLight.MaxRayDistance | Sets the max ray distance for ray tracing SkyLight (default = 1.0e7) |
r.RayTracing.SkyLight.MaxShadowThickness | Sets the max shadow thickness for translucent materials for ray tracing SkyLight (default = 1.0e3) |
r.RayTracing.SkyLight.SamplesPerPixel | Sets the samples-per-pixel for ray tracing SkyLight (default = -1) |
r.RayTracing.SkyLight.Sampling.StopLevel | Sets the stop level for MIP-sampling (default = 0) |
r.RayTracing.SkyLight.ScreenPercentage | Screen percentage at which to evaluate sky occlusion |
r.RayTracing.Translucency | -1: Value driven by postprocess volume (default) 0: ray tracing translucency off (use raster) 1: ray tracing translucency enabled |
r.RayTracing.Translucency.DirectLighting | Enables ray tracing translucency direct lighting (default = 1) |
r.RayTracing.Translucency.EmissiveAndIndirectLighting | Enables ray tracing translucency emissive and indirect lighting (default = 1) |
r.RayTracing.Translucency.HeightFog | Enables height fog in ray traced Translucency (default = 1) |
r.RayTracing.Translucency.MaxRayDistance | Sets the maximum ray distance for ray traced translucency rays. When ray shortening is used, skybox will not be sampled in RT translucency pass and will be composited later, together with local reflection captures. Negative values turn off this optimization. (default = -1 (infinite rays)) |
r.RayTracing.Translucency.MaxRefractionRays | Sets the maximum number of refraction rays for ray traced translucency (default = -1 (max bounces driven by postprocessing volume) |
r.RayTracing.Translucency.MaxRoughness | Sets the maximum roughness until which ray tracing reflections will be visible (default = -1 (max roughness driven by postprocessing volume)) |
r.RayTracing.Translucency.MinRayDistance | Sets the minimum ray distance for ray traced translucency rays. Actual translucency ray length is computed as Lerp(MaxRayDistance, MinRayDistance, Roughness), i.e. translucency rays become shorter when traced from rougher surfaces. (default = -1 (infinite rays)) |
r.RayTracing.Translucency.PrimaryRayBias | Sets the bias to be subtracted from the primary ray TMax in ray traced Translucency. Larger bias reduces the chance of opaque objects being intersected in ray traversal, saving performance, but at the risk of skipping some thin translucent objects in proximity of opaque objects. (recommended range: 0.00001 - 0.1) (default = 0.00001) |
r.RayTracing.Translucency.Refraction | Enables refraction in ray traced Translucency (default = 1) |
r.RayTracing.Translucency.SamplesPerPixel | Sets the samples-per-pixel for Translucency (default = 1) |
r.RayTracing.Translucency.Shadows | Enables shadows in ray tracing translucency) -1: Shadows driven by postprocessing volume (default) 0: Shadows disabled 1: Hard shadows 2: Soft area shadows |
r.RayTracing.Transmission.MeanFreePathType | 0: Use the extinction scale from subsurface profile as MFP.1: Use the max MFP from Subsurface profile to generate samples for transmission (Strata is not supported). |
r.RayTracing.Transmission.RejectionSamplingTrials | Determines the number of rejection-sampling trials (default = 0) |
r.RayTracing.Transmission.SamplingTechnique | 0: Uses constant tracking of an infinite homogeneous medium 1: Uses constant tracking of a finite homogeneous medium whose extent is determined by transmission sampling distance (default) |
r.RayTracing.Transmission.TransmissionSamplingDistanceCulling | Enables visibility testing to cull transmission sampling distance (default = 1) |
r.RayTracing.UseTextureLod | Enable automatic texture mip level selection in ray tracing material shaders. 0: highest resolution mip level is used for all texture (default). 1: texture LOD is approximated based on total ray length, output resolution and texel density at hit point (ray cone method). |
r.RDG.AsyncCompute | Controls the async compute policy. 0:disabled, no async compute is used; 1:enabled for passes tagged for async compute (default); 2:enabled for all compute passes implemented to use the compute command list; |
r.RDG.Breakpoint | Breakpoint in debugger when certain conditions are met. 0: off (default); 1: On an RDG warning; 2: When a graph / pass matching the debug filters compiles; 3: When a graph / pass matching the debug filters executes; 4: When a graph / pass / resource matching the debug filters is created or destroyed; |
r.RDG.ClobberResources | Clears all render targets and texture / buffer UAVs with the requested clear color at allocation time. Useful for debugging. 0:off (default); 1: 1000 on RGBA channels; 2: NaN on RGBA channels; 3: +INFINITY on RGBA channels. |
r.RDG.CullPasses | The graph will cull passes with unused outputs. 0:off; 1:on(default); |
r.RDG.Debug | Allow to output warnings for inefficiencies found during wiring and execution of the passes. 0: disabled; 1: emit warning once (default); 2: emit warning everytime issue is detected. |
r.RDG.Debug.DisableTransientResources | Filters out transient resources from the transient allocator. Use r.rdg.debug.resourcefilter to specify the filter. Defaults to all resources if enabled. |
r.RDG.Debug.ExtendResourceLifetimes | Extends the resource lifetimes of resources (or a specific resource filter specified by r.RDG.Debug.ResourceFilter) so that they cannot overlap memory with any other resource within the graph. Useful to debug if transient aliasing is causing issues. 0: disabled (default); 1: enabled; |
r.RDG.Debug.FlushGPU | Enables flushing the GPU after every pass. Disables async compute (r.RDG.AsyncCompute=0) and parallel execute (r.RDG.ParallelExecute=0) when set. 0: disabled (default); 1: enabled. |
r.RDG.Debug.GraphFilter | Filters certain debug events to a specific graph. Set to 'None' to reset. |
r.RDG.Debug.PassFilter | Filters certain debug events to specific passes. Set to 'None' to reset. |
r.RDG.Debug.ResourceFilter | Filters certain debug events to a specific resource. Set to 'None' to reset. |
r.RDG.Events | Controls how RDG events are emitted. 0: off; 1: events are enabled and RDG_EVENT_SCOPE_FINAL is respected; (default) 2: all events are enabled (RDG_EVENT_SCOPE_FINAL is ignored); |
r.RDG.ImmediateMode | Executes passes as they get created. Useful to have a callstack of the wiring code when crashing in the pass' lambda. |
r.RDG.MergeRenderPasses | The graph will merge identical, contiguous render passes into a single render pass. 0:off; 1:on(default); |
r.RDG.OverlapUAVs | RDG will overlap UAV work when requested; if disabled, UAV barriers are always inserted. |
r.RDG.ParallelDestruction | RDG will destruct the graph using an async task. 0: graph destruction is done synchronously; 1: graph destruction may be done asynchronously (default); |
r.RDG.ParallelExecute | Whether to enable parallel execution of passes when supported. 0: off; 1: on (default) |
r.RDG.ParallelExecute.PassMax | The maximum span of contiguous passes eligible for parallel execution for the span to be offloaded to a task. |
r.RDG.ParallelExecute.PassMin | The minimum span of contiguous passes eligible for parallel execution for the span to be offloaded to a task. |
r.RDG.ParallelExecuteStress | Stress tests the parallel execution path by launching one task per pass. Render pass merging is also disabled. |
r.RDG.ParallelSetup | RDG will setup passes in parallel when prompted by calls to FRDGBuilder::FlushSetupQueue. 0: pass setup is done synchronously in AddPass; 1: pass setup is done asynchronously (default); |
r.RDG.TransientAllocator | RDG will use the RHITransientResourceAllocator to allocate all transient resources. 0: disables the transient allocator; 1: enables the transient allocator (default); 2: enables the transient allocator for resources with FastVRAM flag only |
r.RDG.TransientAllocator.IndirectArgumentBuffers | Whether indirect argument buffers should use transient resource allocator. Default: 0 |
r.RDG.TransientExtractedResources | RDG will allocate extracted resources as transient, unless explicitly marked non-transient by the user. 0: disables external transient resources; 1: enables external transient resources (default); 2: force enables all external transient resources (not recommended); |
r.RDG.TransitionLog | Logs resource transitions to the console. 0: disabled(default); >0: enabled for N frames; <0: enabled; |
r.RDG.Validation | Enables validation of correctness in API calls and pass parameter dependencies. 0: disabled; 1: enabled (default); |
r.RDG.VerboseCSVStats | Controls the verbosity of CSV profiling stats for RDG. 0: emits one CSV profile for graph execution; 1: emits a CSV profile for each phase of graph execution. |
r.ReadBuffer.AlignSize | The alignment size (in instances) to allocate in blocks for rendering read buffers. i.e. 64*1024 = 256k for a float buffer |
r.ReadBuffer.MaxRenderingBytesAllocatedPerFrame | The maximum number of transient rendering read buffer bytes to allocate before we start panic logging who is doing the allocations |
r.ReadBuffer.MinSize | The minimum size (in instances) to allocate in blocks for rendering read buffers. i.e. 256*1024 = 1mb for a float buffer |
r.RecompileRenderer | Recompiles the renderer module on the fly. |
r.RectLightAtlas.Debug | Enable rect. light atlas debug information. |
r.RectLightAtlas.Debug.MipLevel | Set MIP level for visualizing atlas texture in debug mode. |
r.RectLightAtlas.FilterQuality | Define the filtering quality used for filtering texture (0:Box filter, 1:Gaussian filter). |
r.RectLightAtlas.ForceUpdate | Force rect. light atlas update very frame. |
r.RectLightAtlas.MaxResolution | The maximum resolution for storing rect. light textures. |
r.RectLightAtlas.MaxTextureRatio | Define the max Width/Height or Height/Width ratio that a texture can have. |
r.RectLightAtlas.Translucent | Enable rect light support for translucent surfaces. When enabled, it will add an extrat sampler to the pixel shader (limited to 16 on dx11 based system) |
r.ReflectionCapture.EnableDeferredReflectionsAndSkyLighting | Whether to evaluate deferred reflections and sky contribution when rendering reflection captures. |
r.ReflectionCapture.EnableLightFunctions | 0. Disable light functions in reflection/sky light capture (default). Others. Enable light functions. |
r.ReflectionCaptureResolution | Set the resolution for all reflection capture cubemaps. Should be set via project's Render Settings. Must be power of 2. Defaults to 128. |
r.ReflectionCaptureSupersampleFactor | Super sample factor when rendering reflection captures. Default = 1, no super sampling Maximum clamped to 8. |
r.ReflectionCaptureUpdateEveryFrame | When set, reflection captures will constantly be scheduled for update. |
r.ReflectionEnvironment | Whether to render the reflection environment feature, which implements local reflections through Reflection Capture actors. 0: off 1: on and blend with scene (default) 2: on and overwrite scene (only in non-shipping builds) |
r.ReflectionEnvironmentBeginMixingRoughness | Min roughness value at which to begin mixing reflection captures with lightmap indirect diffuse. |
r.ReflectionEnvironmentEndMixingRoughness | Min roughness value at which to end mixing reflection captures with lightmap indirect diffuse. |
r.ReflectionEnvironmentLightmapMixBasedOnRoughness | Whether to reduce lightmap mixing with reflection captures for very smooth surfaces. This is useful to make sure reflection captures match SSR / planar reflections in brightness. |
r.ReflectionEnvironmentLightmapMixing | Whether to mix indirect specular from reflection captures with indirect diffuse from lightmaps for rough surfaces. |
r.ReflectionEnvironmentLightmapMixLargestWeight | When set to 1 can be used to clamp lightmap mixing such that only darkening from lightmaps are applied to reflection captures. |
r.ReflectionMethod | 0 - None. Reflections can come from placed Reflection Captures, Planar Reflections and Skylight but no global reflection method will be used. 1 - Lumen. Use Lumen Reflections, which supports Screen / Software / Hardware Ray Tracing together and integrates with Lumen Global Illumination for rough reflections and Global Illumination seen in reflections. 2 - SSR. Standalone Screen Space Reflections. Low cost, but limited by screen space information. 3 - RT Reflections. Ray Traced Reflections technique. Deprecated, use Lumen Reflections instead. |
r.Reflections.Denoiser | Choose the denoising algorithm. 0: Disabled; 1: Forces the default denoiser of the renderer; 2: GScreenSpaceDenoiser which may be overriden by a third party plugin (default). |
r.Reflections.Denoiser.PreConvolution | Number of pre-convolution passes (default = 1). |
r.Reflections.Denoiser.ReconstructionSamples | Maximum number of samples for the reconstruction pass (default = 8). |
r.Reflections.Denoiser.TemporalAccumulation | Accumulates the samples over multiple frames. |
r.Refraction.Blur | Enables rough refractions, i.e. blurring of the background. |
r.Refraction.Blur.MaxExposedLuminance | Clamp scene pre-exposed luminance to this maximum value. It helps to reduce bright specular highlight flickering, even when r.Refraction.Blur.TemporalAA=1. |
r.Refraction.Blur.MaxStandardDeviationInScreenRatio | This will clamp the maximum refraction blur radius on screen. |
r.Refraction.Blur.TemporalAA | Enables temporal AA of the scene color buffer in order to avoid flickering in rough refractions. |
r.Refraction.OffsetQuality | When enabled, the offset buffer is made float for higher quality. This is important to maintain the softness of the blurred scene buffer. |
r.RefractionQuality | Defines the distorion/refraction quality which allows to adjust for quality or performance. <=0: off (fastest) 1: low quality (not yet implemented) 2: normal quality (default) 3: high quality (e.g. color fringe, not yet implemented) |
r.RenderCaptureDraws | Enable capturing of render capture texture for the next N draws |
r.RenderLastFrameInStreamingPause | If 1 the previous frame is displayed during streaming pause. If zero the screen is left black. |
r.RenderTargetPoolMin | If the render target pool size (in MB) is below this number there is no deallocation of rendertargetsDefault is 200 MB. |
r.RenderThreadTimeIncludesDependentWaits | 0: RT stat only includes non-idle time, 1: RT stat includes dependent waits (matching RenderThreadTime_CriticalPath) |
r.RenderTimeFrozen | Allows to freeze time based effects in order to provide more deterministic render profiling. 0: off 1: on (Note: this also disables occlusion queries) |
r.ResetRenderTargetsExtent | To reset internal render target extents |
r.ResetViewState | Reset some state (e.g. TemporalAA index) to make rendering more deterministic (for automated screenshot verification) |
r.RHI.Name | Show current RHI's name |
r.RHICmdBufferWriteLocks | Only relevant with an RHI thread. Debugging option to diagnose problems with buffered locks. |
r.RHICmdBypass | Whether to bypass the rhi command list and send the rhi commands immediately. 0: Disable (required for the multithreaded renderer) 1: Enable (convenient for debugging low level graphics API calls, can suppress artifacts from multithreaded renderer code) |
r.RHICmdDeferSkeletalLockAndFillToRHIThread | If > 0, then do the bone and cloth copies on the RHI thread. Experimental option. |
r.RHICmdFlushRenderThreadTasks | If true, then we flush the render thread tasks every pass. For issue diagnosis. This is a main switch for more granular cvars. |
r.RHICmdFlushRenderThreadTasksBasePass | Wait for completion of parallel render thread tasks at the end of the base pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksBasePass is > 0 we will flush. |
r.RHICmdFlushRenderThreadTasksPrePass | Wait for completion of parallel render thread tasks at the end of the pre pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksPrePass is > 0 we will flush. |
r.RHICmdFlushRenderThreadTasksShadowPass | Wait for completion of parallel render thread tasks at the end of each shadow pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksShadowPass is > 0 we will flush. |
r.RHICmdFlushRenderThreadTasksSingleLayerWater | Wait for completion of parallel render thread tasks at the end of Single layer water. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksSingleLayerWater is > 0 we will flush. |
r.RHICmdFlushRenderThreadTasksTranslucentPass | Wait for completion of parallel render thread tasks at the end of the translucent pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksTranslucentPass is > 0 we will flush. |
r.RHICmdFlushRenderThreadTasksVelocityPass | Wait for completion of parallel render thread tasks at the end of the velocity pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksVelocityPass is > 0 we will flush. |
r.RHICmdMaxOutstandingMemoryBeforeFlush | In kilobytes. The amount of outstanding memory before the RHI will force a flush. This should generally be set high enough that it doesn't happen on typical frames. |
r.RHICmdMergeSmallDeferredContexts | When it can be determined, merge small parallel translate tasks based on r.RHICmdMinDrawsPerParallelCmdList. |
r.RHICmdMinCmdlistForParallelSubmit | Minimum number of parallel translate command lists to submit. If there are fewer than this number, they just run on the RHI thread and immediate context. |
r.RHICmdMinDrawsPerParallelCmdList | The minimum number of draws per cmdlist. If the total number of draws is less than this, then no parallel work will be done at all. This can't always be honored or done correctly. |
r.RHICmdWidth | Controls the task granularity of a great number of things in the parallel renderer. |
r.RHIRenderPasses | |
r.RHISetGPUCaptureOptions | Utility function to change multiple CVARs useful when profiling or debugging GPU rendering. Setting to 1 or 0 will guarantee all options are in the appropriate state. r.rhithread.enable, r.rhicmdbypass, r.showmaterialdrawevents, toggledrawevents Platform RHI's may implement more feature toggles. |
r.RHIThread.Enable | Enables/disabled the RHI Thread and determine if the RHI work runs on a dedicated thread or not. |
r.RHIValidation.DebugBreak.Transitions | Controls whether the debugger should break when a validation error is encountered. 0: disabled; 1: break in the debugger if a validation error is encountered. |
r.Roughness.Max | Allows quick material test by remapping the roughness at 1 to a new value (0..1), Only for non shipping built! 1: (default) |
r.Roughness.Min | Allows quick material test by remapping the roughness at 0 to a new value (0..1), Only for non shipping built! 0: (default) |
r.SafeStateLookup | Forces new-style safe state lookup for easy runtime perf comparison |
r.SaveEXR.CompressionQuality | Defines how we save HDR screenshots in the EXR format. 0: no compression 1: default compression which can be slow (default) |
r.SceneCapture.CullByDetailMode | Whether to prevent scene capture updates according to the current detail mode |
r.SceneCapture.DepthPrepassOptimization | Whether to apply optimized render path when capturing depth prepass for scene capture 2D. Experimental! Warning: turning it on means rendering after depth pre-pass (e.g. SingleLayerWater) is ignored, hence result is different from when CVar is off. |
r.SceneCapture.DumpMemory | Editor specific command to dump scene capture memory to log |
r.SceneCapture.EnableOrthographicTiling | Render the scene in n frames (i.e TileCount) - Ignored in Perspective mode, works only in Orthographic mode and when r.SceneCapture.OverrideOrthographicTilingValues is on. |
r.SceneCapture.OrthographicNumXTiles | Number of X tiles to render. Ignored in Perspective mode, works only in Orthographic mode and when r.SceneCapture.OverrideOrthographicTilingValues is on. |
r.SceneCapture.OrthographicNumYTiles | Number of Y tiles to render. Ignored in Perspective mode, works only in Orthographic mode and when r.SceneCapture.OverrideOrthographicTilingValues is on. |
r.SceneCapture.OverrideOrthographicTilingValues | Override defined orthographic values from SceneCaptureComponent2D - Ignored in Perspective mode. |
r.SceneColorFormat | Defines the memory layout (RGBA) used for the scene color (affects performance, mostly through bandwidth, quality especially with translucency). 0: PF_B8G8R8A8 32Bit (mostly for testing, likely to unusable with HDR) 1: PF_A2B10G10R10 32Bit 2: PF_FloatR11G11B10 32Bit 3: PF_FloatRGB 32Bit 4: PF_FloatRGBA 64Bit (default, might be overkill, especially if translucency is mostly using SeparateTranslucency) 5: PF_A32B32G32R32F 128Bit (unreasonable but good for testing) |
r.SceneColorFringe.Max | Allows to clamp the postprocess setting (in percent, Scene chromatic aberration / color fringe to simulate an artifact that happens in real-world lens, mostly visible in the image corners) -1: don't clamp (default) -2: to test extreme fringe |
r.SceneColorFringeQuality | 0: off but best for performance 1: 3 texture samples (default) |
r.SceneCulling | Enable/Disable scene culling. Forces a recreate of all render state since (at present) there is only an incremental update path. |
r.SceneCulling.Async.Query | Enable/Disable async culling scene queries. |
r.SceneCulling.Async.Update | Enable/Disable async culling scene update. |
r.SceneCulling.DbgPattern | |
r.SceneCulling.MaxCellSize | Hierarchy max cell size. Objects with larger bounds will be classified as uncullable. |
r.SceneCulling.MinCellSize | Set the minimum cell size & level in the hierarchy, rounded to nearest POT. Clamps the level for object footprints. This trades culling effectiveness for construction cost and memory use. The minimum cell size is (will be) used for precomputing the key for static ISMs. Currently read-only as there is implementation to rebuild the whole structure on a change. |
r.SceneCulling.SmallFootprintCellCountThreshold | Queries with a smaller footprint (in number of cells in the lowest level) go down the footprint based path. |
r.SceneCulling.ValidateAllInstanceAllocations | Perform validation of all instance IDs stored in the grid. This is very slow. |
r.SceneCulling.ValidateGPUData | Perform readback and validation of uploaded GPU-data against CPU copy. This is quite slow and forces CPU/GPU syncs. |
r.SceneDepthHZBAsyncCompute | Selects whether HZB for scene depth buffer should be built with async compute. 0: Don't use async compute (default) 1: Use async compute, start as soon as possible 2: Use async compute, start after ComputeLightGrid.CompactLinks pass |
r.SceneRenderCleanUpMode | Controls when to perform clean up of the scene renderer. 0: clean up is performed immediately after render on the render thread. 1: clean up deferred until the start of the next scene render on the render thread. 2: clean up deferred until the start of the next scene render on the render thread, with some work distributed to an async task. (default) |
r.SceneRenderTargetResizeMethod | Control the scene render target resize method: (This value is only used in game mode and on windowing platforms unless 'r.SceneRenderTargetsResizingMethodForceOverride' is enabled.) 0: Resize to match requested render size (Default) (Least memory use, can cause stalls when size changes e.g. ScreenPercentage) 1: Fixed to screen resolution. 2: Expands to encompass the largest requested render dimension. (Most memory use, least prone to allocation stalls.) |
r.SceneRenderTargetResizeMethodForceOverride | Forces 'r.SceneRenderTargetResizeMethod' to be respected on all configurations. 0: Disabled. 1: Enabled. |
r.ScreenPercentage | To render in lower resolution and upscale for better performance (combined up with the blenable post process setting). 70 is a good value for low aliasing and performance, can be verified with 'show TestImage' in percent, >0 and <=100, larger numbers are possible (supersampling) but the downsampling quality is improvable.<=0 compute the screen percentage is determined by r.ScreenPercentage.Default cvars. |
r.ScreenPercentage.Auto.PixelCountMultiplier | |
r.ScreenPercentage.Default | |
r.ScreenPercentage.Default.Desktop.Mode | |
r.ScreenPercentage.Default.Mobile.Mode | |
r.ScreenPercentage.Default.PathTracer.Mode | |
r.ScreenPercentage.Default.VR.Mode | |
r.ScreenPercentage.MaxResolution | Controls the absolute maximum number of rendered pixel before any upscaling such that doesn't go higher than the specified 16:9 resolution of this variable. For instance set this value to 1440 so that you are not rendering more than 2560x1440 = 3.6M pixels. This is useful to set this on PC in your project's DefaultEditor.ini so you are not rendering more pixel on PC in PIE that you would in average on console with your project specific dynamic resolution settings. |
r.ScreenPercentage.MinResolution | Controls the absolute minimum number of rendered pixel. |
r.ScreenshotDelegate | ScreenshotDelegates prevent processing of incoming screenshot request and break some features. This allows to disable them. Ideally we rework the delegate code to not make that needed. 0: off 1: delegates are on (default) |
r.SecondaryScreenPercentage.GameViewport | Override secondary screen percentage for game viewport. 0: Compute secondary screen percentage = 100 / DPIScalefactor automaticaly (default); 1: override secondary screen percentage. |
r.SelectiveBasePassOutputs | Enables shaders to only export to relevant rendertargets. 0: Export in all rendertargets. 1: Export only into relevant rendertarget. |
r.SeparateTranslucency | Allows to disable the separate translucency feature (all translucency is rendered in separate RT and composited after DOF, if not specified otherwise in the material). 0: off (translucency is affected by depth of field) 1: on costs GPU performance and memory but keeps translucency unaffected by Depth of Field. (default) |
r.SeparateTranslucencyScreenPercentage | Render separate translucency at this percentage of the full resolution. in percent, >0 and <=100, larger numbers are possible (supersampling).<0 is treated like 100. |
r.SeparateTranslucencyUpsampleMode | Upsample method to use on separate translucency. These are only used when r.SeparateTranslucencyScreenPercentage is less than 100. 0: bilinear 1: Nearest-Depth Neighbor (only when r.SeparateTranslucencyScreenPercentage is 50) |
r.SetFramePace | Set a target frame rate for the frame pacer.To set 30fps: "r.SetFramePace 30" |
r.SetNearClipPlane | Set the near clipping plane (in cm) |
r.SetRes | Set the display resolution for the current game view. Has no effect in the editor. e.g. 1280x720w for windowed 1920x1080f for fullscreen 1920x1080wf for windowed fullscreen |
r.ShaderCodeLibrary.AsyncIOAllowDontCache | |
r.ShaderCodeLibrary.DefaultAsyncIOPriority | |
r.ShaderCodeLibrary.MaxShaderGroupSize | Max (uncompressed) size of a group of shaders to be compressed/decompressed together.If a group exceeds it, it will be evenly split into subgroups which strive to not exceed it. However, if a shader group is down to one shader and still exceeds the limit, the limit will be ignored. |
r.ShaderCodeLibrary.MaxShaderPreloadWaitTime | If we wait on shader preloads longer than this amount of seconds, we will log it as a warning. |
r.ShaderCodeLibrary.SeparateLoadingCache | if > 0, each shader code library has it's own loading cache. |
r.ShaderCodeLibrary.VisualizeShaderUsage | If 1, a bitmap with the used shaders (for each shader library chunk) will be saved at the exit. Works in standalone games only. |
r.ShaderCompiler.AllowDistributedCompilation | If 0, only local (spawned by the engine) ShaderCompileWorkers will be used. If 1, SCWs will be distributed using one of several possible backends (XGE, FASTBuild, SN-DBS) |
r.ShaderCompiler.CacheStatsPrintoutInterval | Minimum interval (in seconds) between printing out debugging stats (by default, no closer than each 3 minutes). |
r.ShaderCompiler.CrashOnHungShaderMaps | If set to 1, the shader compiler will crash on hung shadermaps. |
r.ShaderCompiler.DebugDDCKeyAsset | if set, assets containing this name will print their full DDC key hash information when requested |
r.ShaderCompiler.DebugDumpJobDiagnostics | If true, all diagnostic messages (errors and warnings) for each shader job will be dumped alongside other debug data (in Diagnostics.txt) |
r.ShaderCompiler.DebugDumpJobInputHashes | If true, the job input hash will be dumped alongside other debug data (in InputHash.txt) |
r.ShaderCompiler.DebugDumpWorkerInputs | If true, worker input files will be saved for each individual compile job alongside other debug data (note that r.DumpShaderDebugInfo must also be enabled for this to function) |
r.ShaderCompiler.DebugValidateJobCache | Enables debug mode for job cache which will fully execute all jobs and validate that job outputs with matching input hashes match. |
r.ShaderCompiler.DistributedControllerTimeout | Maximum number of seconds we expect to pass between getting distributed controller complete a task (this is used to detect problems with the distribution controllers). |
r.ShaderCompiler.DistributedMinBatchSize | Minimum number of shaders to compile with a distributed controller. Smaller number of shaders will compile locally. |
r.ShaderCompiler.DumpCompileJobInputs | if != 0, unpreprocessed input of the shader compiler jobs will be dumped into the debug directory for closer inspection. This is a debugging feature which is disabled by default. |
r.ShaderCompiler.DumpDDCKeys | if != 0, DDC keys for each shadermap will be dumped into project's Saved directory (ShaderDDCKeys subdirectory) |
r.ShaderCompiler.EmitWarningsOnLoad | When 1, shader compiler warnings are emitted to the log for all shaders as they are loaded. |
r.ShaderCompiler.JobCache | if != 0, shader compiler cache (based on the unpreprocessed input hash) will be disabled. By default, it is enabled. |
r.ShaderCompiler.JobCacheDDC | Skips compilation of all shaders on Material and Material Instance PostLoad and relies on on-demand shader compilation to compile what is needed. |
r.ShaderCompiler.JobCacheDDCEnableRemotePolicy | Whether to cache shaders in the job cache to your local machine or remotely to the network. |
r.ShaderCompiler.MaxDumpedShaderSources | Maximum number of preprocessed shader sources to dump as a build artifact on shader compile errors. By default 10. |
r.ShaderCompiler.MaxJobCacheMemoryMB | if != 0, shader compiler cache will be limited to this many megabytes (16GB by default). If 0, the usage will be unlimited. Minimum of this or r.ShaderCompiler.MaxJobCacheMemoryPercent applies. |
r.ShaderCompiler.MaxJobCacheMemoryPercent | if != 0, shader compiler cache will be limited to this percentage of available physical RAM (5% by default). If 0, the usage will be unlimited. Minimum of this or r.ShaderCompiler.MaxJobCacheMemoryMB applies. |
r.ShaderCompiler.ParallelInProcess | EXPERIMENTAL- If true, shader compilation will be executed in-process in parallel. Note that this will serialize if the legacy preprocessor is enabled. |
r.ShaderCompiler.PreprocessedJobCache | EXPERIMENTAL: if enabled will preprocess jobs up-front when the job is queued and generate job input hashes based on preprocessed source. |
r.ShaderCompiler.PrintStats | Prints out to the log the stats for the shader compiler. |
r.ShaderCompiler.ShadermapCompilationTimeout | Maximum number of seconds a single shadermap (which can be comprised of multiple jobs) can be compiled after being considered hung. |
r.ShaderCompiler.TooLongIOThresholdSeconds | By default, task files for SCW will be read/written sequentially, but if we ever spend more than this time (0.3s by default) doing that, we'll switch to parallel.We don't default to parallel writes as it increases the CPU overhead from the shader compiler. |
r.ShaderComplexity.Baseline.Deferred.PS | Minimum number of instructions for pixel shaders in deferred shading (default=111) |
r.ShaderComplexity.Baseline.Deferred.UnlitPS | Minimum number of instructions for unlit material pixel shaders in deferred shading (default=33) |
r.ShaderComplexity.Baseline.Deferred.VS | Minimum number of instructions for vertex shaders in deferred shading (default=41) |
r.ShaderComplexity.Baseline.Forward.PS | Minimum number of instructions for pixel shaders in forward shading (default=635) |
r.ShaderComplexity.Baseline.Forward.UnlitPS | Minimum number of instructions for unlit material pixel shaders in forward shading (default=47) |
r.ShaderComplexity.Baseline.Forward.VS | Minimum number of instructions for vertex shaders in forward shading (default=134) |
r.ShaderComplexity.CacheShaders | If non zero, store the shader complexity shaders in the material shader map, to prevent compile on-the-fly lag. (default=0) |
r.ShaderComplexity.MobileMaskedCostMultiplier | Extra cost of masked materials if we do not use masked in early Z optimization |
r.ShaderDevelopmentMode | 0: Default, 1: Enable various shader development utilities, such as the ability to retry on failed shader compile, and extra logging as shaders are compiled. |
r.ShaderLibrary.PrintExtendedStats | if != 0, shader library will produce extended stats, including the textual representation |
r.ShaderPipelineCache.AlwaysGenerateOSCache | 1 generates the cache every run, 0 generates it only when it is missing. |
r.ShaderPipelineCache.AutoSaveTime | Set the time where any logged PSO's will be saved if the number is < r.ShaderPipelineCache.SaveAfterPSOsLogged. Disabled when r.ShaderPipelineCache.SaveAfterPSOsLogged is 0 |
r.ShaderPipelineCache.AutoSaveTimeBoundPSO | Set the time where any logged PSO's will be saved when -logpso is on the command line. |
r.ShaderPipelineCache.BackgroundBatchSize | Set the number of PipelineStateObjects to compile in a single batch operation when compiling in the background. Defaults to a maximum of 1 per frame, due to async. file IO it is less in practice. |
r.ShaderPipelineCache.BackgroundBatchTime | The target time (in ms) to spend precompiling each frame when in the background or 0.0 to disable. When precompiling is faster the batch size will grow and when slower will shrink to attempt to occupy the full amount. Defaults to 0.0 (off). |
r.ShaderPipelineCache.BatchSize | Set the number of PipelineStateObjects to compile in a single batch operation when compiling takes priority. Defaults to a maximum of 50 per frame, due to async. file IO it is less in practice. |
r.ShaderPipelineCache.BatchTime | The target time (in ms) to spend precompiling each frame when compiling takes priority or 0.0 to disable. When precompiling is faster the batch size will grow and when slower will shrink to attempt to occupy the full amount. Defaults to 16.0 (max. ms per-frame of precompilation). |
r.ShaderPipelineCache.ClearOSCache | 1 Enables the OS level clear after install, 0 disables it. |
r.ShaderPipelineCache.Close | Close the current pipeline file cache. |
r.ShaderPipelineCache.DoNotPrecompileComputePSO | Disables precompilation of compute PSOs (replayed from a recorded file) on start. This is a safety switch in case things go wrong |
r.ShaderPipelineCache.Enabled | 1 Enables the PipelineFileCache, 0 disables it. |
r.ShaderPipelineCache.ExcludePrecachePSO | 1 excludes saving runtime-precached graphics PSOs in the file cache, 0 (default) includes them. Excluding precached PSOs currently requires r.PSOPrecaching = 1 and r.PSOPrecache.Validation != 0. |
r.ShaderPipelineCache.GameFileMaskEnabled | Set non zero to use GameFileMask during PSO precompile - recording should always save out the usage masks to make that data availble when needed. |
r.ShaderPipelineCache.GlobalShadersOnlyWhenPSOPrecaching | Only compile PSOs from the GlobalShader cache when runtime PSOPrecaching is enabled (default disabled) |
r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent | Non-Zero: If we load a PSO cache, then lazy load from the shader code library. This assumes the PSO cache is more or less complete. This will only work on RHIs that support the library+Hash CreateShader API (GRHISupportsLazyShaderCodeLoading == true). |
r.ShaderPipelineCache.LogPSO | 1 Logs new PSO entries into the file cache and allows saving. |
r.ShaderPipelineCache.MaxPrecompileTime | The maximum time to allow a PSO to be precompiled. if greather than 0, the amount of wall time we will allow pre-compile of PSOs and then switch to background processing. |
r.ShaderPipelineCache.MinBindCount | The minimum bind count to allow a PSO to be precompiled. Changes to this value will not affect PSOs that have already been removed from consideration. |
r.ShaderPipelineCache.OnlyOpenUserCache | If > 0, only the user cache file will be opened, and the static file cache will not be opened. Defaults to 0. |
r.ShaderPipelineCache.Open | Close and reopen the user cache. |
r.ShaderPipelineCache.PrecompileBatchSize | Set the number of PipelineStateObjects to compile in a single batch operation when pre-optimizing the cache. Defaults to a maximum of 50 per frame, due to async. file IO it is less in practice. |
r.ShaderPipelineCache.PrecompileBatchTime | The target time (in ms) to spend precompiling each frame when cpre-optimizing or 0.0 to disable. When precompiling is faster the batch size will grow and when slower will shrink to attempt to occupy the full amount. Defaults to 10.0 (off). |
r.ShaderPipelineCache.PreCompileMask | Mask used to precompile the cache. Defaults to all PSOs (-1) |
r.ShaderPipelineCache.PreOptimizeEnabled | Set non zero to PreOptimize PSOs - this allows some PSOs to be compiled in the foreground before going in to game |
r.ShaderPipelineCache.PrintNewPSODescriptors | 1 prints descriptions for all new PSO entries to the log/console while 0 does not. 2 prints additional details about graphics PSO. Defaults to 0. |
r.ShaderPipelineCache.ReportPSO | 1 reports new PSO entries via a delegate, but does not record or modify any cache file. |
r.ShaderPipelineCache.Save | Save the current pipeline file cache. |
r.ShaderPipelineCache.SaveAfterPSOsLogged | Set the number of PipelineStateObjects to log before automatically saving. 0 will disable automatic saving (which is the default now, as automatic saving is found to be broken). |
r.ShaderPipelineCache.SaveBoundPSOLog | If > 0 then a log of all bound PSOs for this run of the program will be saved to a writable user cache file. Defaults to 0 but is forced on with -logpso. |
r.ShaderPipelineCache.SaveUserCache | If > 0 then any missed PSOs will be saved to a writable user cache file for subsequent runs to load and avoid in-game hitches. Enabled by default on macOS only. |
r.ShaderPipelineCache.SetBatchMode | Sets the compilation batch mode, which should be one of: Pause: Suspend precompilation. Background: Low priority precompilation. Fast: High priority precompilation. |
r.ShaderPipelineCache.StartupMode | Sets the startup mode for the PSO cache, determining what the cache does after initialisation: 0: Precompilation is paused and nothing will compile until a call to ResumeBatching(). 1: Precompilation is enabled in the 'Fast' mode. 2: Precompilation is enabled in the 'Background' mode. Default is 1. |
r.ShaderPipelineCache.UserCacheUnusedElementCheckPeriod | The amount of time in days between running the garbage collection on unused PSOs in the user cache. Use a negative value to disable. |
r.ShaderPipelineCache.UserCacheUnusedElementRetainDays | The amount of time in days to keep unused PSO entries in the cache. |
r.ShaderPipelineCacheTools.IgnoreObsoleteStableCacheFiles | When set to the default value of 0, building the cache (and usually the whole cook) will fail if any .spc file can't be loaded, to prevent further testing. By setting to 1, a project may choose to ignore this instead (warning will still be issued). |
r.ShaderPipelineCacheTools.IncludeComputePSODuringCook | 0 disables cook-time addition, 1 enables cook-time addition, 2 adds only Niagara PSOs. |
r.ShaderPipelines | Enable using Shader pipelines. |
r.ShaderPrint | ShaderPrint debugging toggle. |
r.ShaderPrint.FontSize | ShaderPrint font size. |
r.ShaderPrint.FontSpacingX | ShaderPrint horizontal spacing between symbols. |
r.ShaderPrint.FontSpacingY | ShaderPrint vertical spacing between symbols. |
r.ShaderPrint.Lock | Lock the line drawing. |
r.ShaderPrint.MaxCharacters | ShaderPrint output buffer size. |
r.ShaderPrint.MaxLine | ShaderPrint max line count. |
r.ShaderPrint.MaxTriangle | ShaderPrint max triangle count. |
r.ShaderPrint.MaxWidget | ShaderPrint max widget count. |
r.ShaderPrint.Zoom | Enable zoom magnification around the mouse cursor. |
r.ShaderPrint.Zoom.Corner | Select in which corner the zoom magnifer is displayed (0:top-left, 1:top-right, 2:bottom-right, 3:bottom-left). |
r.ShaderPrint.Zoom.Factor | Zoom factor for magnification around the mouse cursor. |
r.ShaderPrint.Zoom.Pixel | Number of pixels magnified around the mouse cursor. |
r.Shaders.AllowCompilingThroughWorkers | Allows shader compilation through external ShaderCompileWorker processes. 1 - (Default) Allows external shader compiler workers 0 - Disallows external shader compiler workers. Will run shader compilation in proc of UE process. |
r.Shaders.AllowUniqueSymbols | When enabled, this tells supported shader compilers to generate symbols based on source files. Enabling this can cause a drastic increase in the number of symbol files, enable only if absolutely necessary. This setting can be overriden in any Engine.ini under the [ShaderCompiler] section. |
r.Shaders.BoundsChecking | Whether to enforce bounds-checking & flush-to-zero/ignore for buffer reads & writes in shaders. Defaults to 1 (enabled). Not all shader languages can omit bounds checking. |
r.Shaders.CheckLevel | 0 => DO_CHECK=0, DO_GUARD_SLOW=0, 1 => DO_CHECK=1, DO_GUARD_SLOW=0, 2 => DO_CHECK=1, DO_GUARD_SLOW=1 for all shaders. |
r.Shaders.ExtraData | Enables generation of extra shader data that can be used at runtime. This includes shader names and other platform specific data. This can add bloat to compiled shaders and can prevent shaders from being deduplicated. This setting can be overriden in any Engine.ini under the [ShaderCompiler] section. |
r.Shaders.FastMath | Whether to use fast-math optimisations in shaders. |
r.Shaders.FlowControlMode | Specifies whether the shader compiler should preserve or unroll flow-control in shader code. This is primarily a debugging aid and will override any per-shader or per-material settings if not left at the default value (0). 0: Off (Default) - Entirely at the discretion of the platform compiler or the specific shader/material. 1: Prefer - Attempt to preserve flow-control. 2: Avoid - Attempt to unroll and flatten flow-control. |
r.Shaders.ForceDXC | Forces DirectX Shader Compiler (DXC) to be used for all shaders instead of HLSLcc if supported. 0: Disable (default) 1: Force new compiler for all shaders |
r.Shaders.GenerateSymbols | Enables generation of data for shader debugging when compiling shaders. This explicitly does not write any shader symbols to disk. This setting can be overriden in any Engine.ini under the [ShaderCompiler] section. |
r.Shaders.Optimize | Whether to optimize shaders. When using graphical debuggers like Nsight it can be useful to disable this on startup. This setting can be overriden in any Engine.ini under the [ShaderCompiler] section. |
r.Shaders.RemoveDeadCode | Run a preprocessing step that removes unreferenced code before compiling shaders. This can improve the compilation speed for shaders which include many large utility headers. 0: Keep all input source code. 1: Remove unreferenced code before compilation (Default) |
r.Shaders.RemoveUnusedInterpolators | Enables removing unused interpolators mode when compiling shader pipelines. 0: Disable (default) 1: Enable removing unused |
r.Shaders.SkipCompression | Skips shader compression after compiling. Shader compression time can be quite significant when using debug shaders. This CVar is only valid in non-shipping/test builds. |
r.Shaders.SymbolPathOverride | Override output location of shader symbols. If the path contains the text '{Platform}', that will be replaced with the shader platform string. Empty: use default location Saved/ShaderSymbols/{Platform} This setting can be overriden in any Engine.ini under the [ShaderCompiler] section. |
r.Shaders.Symbols | Enables debugging of shaders in platform specific graphics debuggers. This will generate and write shader symbols. This enables the behavior of both r.Shaders.GenerateSymbols and r.Shaders.WriteSymbols. Enables shader debugging features that require shaders to be recompiled. This compiles shaders with symbols and also includes extra runtime information like shader names. When using graphical debuggers it can be useful to enable this on startup. This setting can be overriden in any Engine.ini under the [ShaderCompiler] section. |
r.Shaders.UseGBufferRefactor | Whether to use the refactored GBuffer that autogenerates encode/decode functions. Will be removed before UE5 ships. |
r.Shaders.Validation | Enabled shader compiler validation warnings and errors. |
r.Shaders.WarningsAsErrors | Whether to treat warnings as errors when running the shader compiler. Defaults to 0 (disabled). Not all compilers support this mode. |
r.Shaders.WriteSymbols | Enables writing shader symbols to disk for platforms that support that. This explicitly does not enable generation of shader symbols. This setting can be overriden in any Engine.ini under the [ShaderCompiler] section. |
r.Shaders.WriteSymbols.Zip | 0: Export as loose files. 1: Export as an uncompressed archive. |
r.Shaders.ZeroInitialise | Whether to enforce zero initialise local variables of primitive type in shaders. Defaults to 1 (enabled). Not all shader languages can omit zero initialisation. |
r.Shading.EnergyConservation | 0 to disable energy conservation on shading models. 0: off 1: on |
r.Shading.EnergyConservation.Format | Energy conservation table format 0: 16bits, 1: 32bits. |
r.Shading.EnergyPreservation | 0 to disable energy preservation on shading models, i.e. the energy attenuation on diffuse lighting caused by the specular reflection. Require energy conservation to be enabled 0: off 1: on |
r.Shading.FurnaceTest | Enable/disable furnace for shading validation. |
r.Shading.FurnaceTest.SampleCount | Number of sampler per pixel used for furnace tests. |
r.Shadow.AlwaysAllocateMaxResolutionAtlases | If enabled, will always allocate shadow map atlases at the maximum resolution rather than trimming unused space. This will waste more memory but can possibly reduce render target pool fragmentation and thrash. |
r.Shadow.CachedShadowsCastFromMovablePrimitives | Whether movable primitives should cast a shadow from cached whole scene shadows (movable point and spot lights). Disabling this can be used to remove the copy of the cached shadowmap. |
r.Shadow.CachePreshadow | Whether preshadows can be cached as an optimization |
r.Shadow.CacheWholeSceneShadows | When enabled, movable point and spot light whole scene shadow depths from static primitives will be cached as an optimization. |
r.Shadow.CacheWPOPrimitives | Whether primitives whose materials use World Position Offset should be considered movable for cached shadowmaps. Enablings this gives more correct, but slower whole scene shadows from materials that use WPO. |
r.Shadow.CSM.MaxCascades | The maximum number of cascades with which to render dynamic directional light shadows. |
r.Shadow.CSM.TransitionScale | Allows to scale the cascaded shadow map transition region. Clamped within 0..2. 0: no transition (fastest) 1: as specific in the light settings (default) 2: 2x larger than what was specified in the light |
r.Shadow.CSMCaching | 0: Render CSM every frame. 1: Enable CSM caching. (default) |
r.Shadow.CSMDepthBias | Constant depth bias used by CSM |
r.Shadow.CSMDepthBoundsTest | Whether to use depth bounds tests rather than stencil tests for the CSM bounds |
r.Shadow.CSMReceiverBias | Receiver bias used by CSM. Value between 0 and 1. |
r.Shadow.CSMScissorOptim | Compute optimized scissor rect size to exclude portions of the CSM slices outside the view frustum |
r.Shadow.CSMScrollingOverlapAreaThrottle | The minimum ratio of the overlap area for CSM scrolling. |
r.Shadow.CSMShadowDistanceFadeoutMultiplier | Multiplier for the CSM distance fade |
r.Shadow.CSMSlopeScaleDepthBias | Slope scale depth bias used by CSM |
r.Shadow.CSMSplitPenumbraScale | Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits |
r.Shadow.Denoiser | Choose the denoising algorithm. 0: Disabled (default); 1: Forces the default denoiser of the renderer; 2: GScreenSpaceDenoiser witch may be overriden by a third party plugin. |
r.Shadow.Denoiser.HistoryConvolutionSamples | Number of samples to use to convolve the history over time. |
r.Shadow.Denoiser.MaxBatchSize | Maximum number of shadow to denoise at the same time. |
r.Shadow.Denoiser.PreConvolution | Number of pre-convolution passes (default = 1). |
r.Shadow.Denoiser.ReconstructionSamples | Maximum number of samples for the reconstruction pass (default = 16). |
r.Shadow.Denoiser.TemporalAccumulation | |
r.Shadow.DetectVertexShaderLayerAtRuntime | Forces the compilation of the vslayer shader permutation even if the platform (RHI) does not declare compile-time support through RHISupportsVertexShaderLayer.Enabled by default for windows/SM5 as DX11 almost universally supports this at runtime. |
r.Shadow.DistanceScale | Scalability option to trade shadow distance versus performance for directional lights (clamped within a reasonable range). <1: shorter distance 1: normal (default) >1: larger distance |
r.Shadow.DrawPreshadowFrustums | visualize preshadow frustums when the shadowfrustums show flag is enabled |
r.Shadow.EnableModulatedSelfShadow | Allows modulated shadows to affect the shadow caster. (mobile only) |
r.Shadow.FadeExponent | Controls the rate at which shadows are faded out |
r.Shadow.FadeResolution | Resolution in texels below which shadows are faded out |
r.Shadow.FarShadowDistanceOverride | Overriding far shadow distance for all directional lighst |
r.Shadow.FarShadowStaticMeshLODBias | Notice: only selected geometry types (static meshes and landscapes) respect this value. |
r.Shadow.FilterMethod | Chooses the shadow filtering method. 0: Uniform PCF (default) 1: PCSS (experimental) |
r.Shadow.ForceSerialSingleRenderPass | Force Serial shadow passes to render in 1 pass. |
r.Shadow.ForceSingleSampleShadowingFromStationary | Whether to force all components to act as if they have bSingleSampleShadowFromStationaryLights enabled. Useful for scalability when dynamic shadows are disabled. |
r.Shadow.FreezeCamera | Debug the shadow methods by allowing to observe the system from outside. 0: default 1: freeze camera at current location |
r.Shadow.LightViewConvexHullCull | Enables culling of shadow casters that do not intersect the convex hull of the light origin and view frustum. |
r.Shadow.MaxCSMResolution | Max square dimensions (in texels) allowed for rendering Cascaded Shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost. |
r.Shadow.MaxCSMScrollingStaticShadowSubjects | The maximum number of extra static shadow subjects need to be drawed when scrolling CSM. |
r.Shadow.MaxNumFarShadowCascades | Max number of far shadow cascades that can be cast from a directional light |
r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame | Maximum number of point light shadow cache updates allowed per frame.Only affect updates caused by resolution change. -1 means no limit. |
r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame | Maximum number of spot light shadow cache updates allowed per frame.Only affect updates caused by resolution change. -1 means no limit. |
r.Shadow.MaxResolution | Max square dimensions (in texels) allowed for rendering shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost. |
r.Shadow.MaxSoftKernelSize | Mazimum size of the softening kernels in pixels. |
r.Shadow.MinDirectionalLightAngleForRTHF | |
r.Shadow.MinPreShadowResolution | Minimum dimensions (in texels) allowed for rendering preshadow depths |
r.Shadow.MinResolution | Minimum dimensions (in texels) allowed for rendering shadow subject depths |
r.Shadow.Nanite | Enables shadows from Nanite meshes. |
r.Shadow.NaniteLODBias | LOD bias for nanite geometry in shadows. 0 = full detail. >0 = reduced detail. |
r.Shadow.NaniteUpdateStreaming | Produce Nanite geometry streaming requests from shadow map rendering. |
r.Shadow.NaniteUseHZB | Enables HZB for Nanite shadows. |
r.Shadow.OcclusionCullCascadedShadowMaps | Whether to use occlusion culling on cascaded shadow maps. Disabled by default because rapid view changes reveal new regions too quickly for latent occlusion queries to work with. |
r.Shadow.PerObject | Whether to render per object shadows (character casting on world) 0: off 1: on (default) |
r.Shadow.PerObjectCastDistanceMin | Minimum cast distance for Per-Object shadows, i.e., CastDistDance = Max(r.Shadow.PerObjectCastDistanceRadiusScale * object-radius, r.Shadow.PerObjectCastDistanceMin). Default: UE_FLOAT_HUGE_DISTANCE / 32.0f |
r.Shadow.PerObjectCastDistanceRadiusScale | PerObjectCastDistanceRadiusScale The scale factor multiplied with the radius of the object to calculate the maximum distance a per-object directional shadow can reach. This will only take effect after a certain (large) radius. Default is 8 times the object radius. |
r.Shadow.PerObjectDirectionalDepthBias | Constant depth bias used by per-object shadows from directional lights Lower values give better shadow contact, but increase self-shadowing artifacts |
r.Shadow.PerObjectDirectionalSlopeDepthBias | Slope scale depth bias used by per-object shadows from directional lights Lower values give better shadow contact, but increase self-shadowing artifacts |
r.Shadow.PerObjectSpotLightDepthBias | Depth bias that is applied in the depth pass for per-object projected shadows from spot lights |
r.Shadow.PerObjectSpotLightSlopeDepthBias | Slope scale depth bias that is applied in the depth pass for per-object projected shadows from spot lights |
r.Shadow.PointLightDepthBias | Depth bias that is applied in the depth pass for shadows from point lights. (0.03 avoids peter paning but has some shadow acne) |
r.Shadow.PointLightSlopeScaleDepthBias | Slope scale depth bias that is applied in the depth pass for shadows from point lights |
r.Shadow.PreshadowExpand | How much bounds will be expanded when rendering a cached preshadow (0.15 = 15% larger) |
r.Shadow.PreShadowFadeResolution | Resolution in texels below which preshadows are faded out |
r.Shadow.PreShadowResolutionFactor | Mulitplier for preshadow resolution |
r.Shadow.Preshadows | Whether to allow preshadows (static world casting on character) |
r.Shadow.PreshadowsForceLowestDetailLevel | When enabled, static meshes render their lowest detail level into preshadow depth maps. Disabled by default as it causes artifacts with poor quality LODs (tree billboard). |
r.Shadow.RadiusThreshold | Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius |
r.Shadow.RecordInteractionShadowPrimitives | |
r.Shadow.RectLightDepthBias | Depth bias that is applied in the depth pass for shadows from rect lights. (0.03 avoids peter paning but has some shadow acne) |
r.Shadow.RectLightReceiverBias | Receiver bias used by rect light. Value between 0 and 1. |
r.Shadow.RectLightSlopeScaleDepthBias | Slope scale depth bias that is applied in the depth pass for shadows from rect lights |
r.Shadow.ResolutionScaleZeroDisablesSm | DEPRECATED: If 1 (default) then setting Shadow Resolution Scale to zero disables shadow maps for the light. |
r.Shadow.Scene.DebugDrawLightActiveStateTracking | . |
r.Shadow.Scene.LightActiveFrameCount | Number of frames before a light that has been moving (updated or transform changed) goes to inactive state. This determines the number of frames that the MobilityFactor goes to zero over, and thus a higher number spreads invalidations out over a longer time. |
r.shadow.ShadowMapsRenderEarly | If enabled, shadows will render earlier in the frame. This can help async compute scheduling on some platforms Note: This is not compatible with VSMs |
r.Shadow.ShadowMaxSlopeScaleDepthBias | Max Slope depth bias used for shadows for all lights Higher values give better self-shadowing, but increase self-shadowing artifacts |
r.Shadow.SkipCullingNaniteMeshes | When enabled, CPU culling will ignore nanite meshes. |
r.Shadow.SpotLightDepthBias | Depth bias that is applied in the depth pass for whole-scene projected shadows from spot lights |
r.Shadow.SpotLightReceiverBias | Receiver bias used by spotlights. Value between 0 and 1. |
r.Shadow.SpotLightSlopeDepthBias | Slope scale depth bias that is applied in the depth pass for whole-scene projected shadows from spot lights |
r.Shadow.SpotLightTransitionScale | Transition scale for spotlights |
r.Shadow.StencilCulling | Whether to use stencil light culling during shadow projection (default) or only depth. |
r.Shadow.StencilOptimization | Removes stencil clears between shadow projections by zeroing the stencil during testing |
r.Shadow.TexelsPerPixel | The ratio of subject pixels to shadow texels for per-object shadows |
r.Shadow.TexelsPerPixelPointlight | The ratio of subject pixels to shadow texels for point lights |
r.Shadow.TexelsPerPixelRectlight | The ratio of subject pixels to shadow texels for rect lights |
r.Shadow.TexelsPerPixelSpotlight | The ratio of subject pixels to shadow texels for spotlights |
r.Shadow.TransitionScale | This controls the 'fade in' region between a caster and where its shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts |
r.Shadow.TranslucentPerObject.ProjectEnabled | Enable/Disable translucency shadows on a per-project basis. Turning off can significantly reduce the number of permutations if your project has many translucent materials. |
r.Shadow.UnbuiltNumWholeSceneDynamicShadowCascades | DynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light |
r.Shadow.UnbuiltPreviewInGame | Whether to render unbuilt preview shadows in game. When enabled and lighting is not built, expensive preview shadows will be rendered in game. When disabled, lighting in game and editor won't match which can appear to be a bug. |
r.Shadow.UnbuiltWholeSceneDynamicShadowRadius | WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light |
r.Shadow.UseOctreeForCulling | Whether to use the primitive octree for shadow subject culling. The octree culls large groups of primitives at a time, but introduces cache misses walking the data structure. |
r.Shadow.Virtual.AccumulateStats | AccumulateStats |
r.Shadow.Virtual.AllocatePagePoolAsReservedResource | Allocate VSM page pool as a reserved/virtual texture, backed by N small physical memory allocations to reduce fragmentation. |
r.Shadow.Virtual.Cache | Turn on to enable caching |
r.Shadow.Virtual.Cache.AllocateViaLRU | Prioritizes keeping more recently requested cached physical pages when allocating for new requests. |
r.Shadow.Virtual.Cache.ClipmapPanning | Enable support for panning cached clipmap pages for directional lights. |
r.Shadow.Virtual.Cache.DebugSkipDynamicPageInvalidation | Skip invalidation of cached pages when geometry moves for debugging purposes. This will create obvious visual artifacts when disabled. |
r.Shadow.Virtual.Cache.DeformableMeshesInvalidate | If enabled, Primitive Proxies that are marked as having deformable meshes (HasDeformableMesh() == true) causes invalidations regardless of whether their transforms are updated. |
r.Shadow.Virtual.Cache.DrawInvalidatingBounds | Turn on debug render cache invalidating instance bounds, heat mapped by number of pages invalidated. 1 = Draw all bounds. 2 = Draw those invalidating static cached pages only 3 = Draw those invalidating dynamic cached pages only |
r.Shadow.Virtual.Cache.ForceInvalidateDirectional | Forces the clipmap to always invalidate, useful to emulate a moving sun to avoid misrepresenting cache performance. |
r.Shadow.Virtual.Cache.InvalidateUseHZB | Enables testing HZB for Virtual Shadow Map invalidations. |
r.Shadow.Virtual.Cache.KeepOnlyRequestedPages | When set cache pages that are not requested in a given frame will be immediately dropped. |
r.Shadow.Virtual.Cache.MaxUnreferencedLightAge | The number of frames to keep around cached pages from lights that are unreferenced (usually due to being offscreen or otherwise culled). 0=disabled. Higher values potentially allow for more physical page reuse when cache space is available, but setting this too high can add overhead due to maintaining the extra entries. |
r.Shadow.Virtual.Cache.StaticSeparate | When enabled, caches static objects in separate pages from dynamic objects. This can improve performance in largely static scenes, but doubles the memory cost of the physical page pool. |
r.Shadow.Virtual.Clipmap.FirstCoarseLevel | First level of the clipmap to mark coarse pages for. Lower values allow higher resolution coarse pages near the camera but increase total page counts. |
r.Shadow.Virtual.Clipmap.FirstLevel | First level of the virtual clipmap. Lower values allow higher resolution shadows closer to the camera. |
r.Shadow.Virtual.Clipmap.LastCoarseLevel | Last level of the clipmap to mark coarse pages for. Higher values provide dense clipmap data for a longer radius but increase total page counts. |
r.Shadow.Virtual.Clipmap.LastLevel | Last level of the virtual climap. Indirectly determines radius the clipmap can cover. |
r.Shadow.Virtual.Clipmap.MinCameraViewportWidth | If greater than zero, clamps the camera viewport dimensions used to adjust the clipmap resolution. This can be useful to avoid dynamic resolution indirectly dropping the shadow resolution far too low. |
r.Shadow.Virtual.Clipmap.UseConservativeCulling | Conservative culling removes the frustum-clipped culling volume for the non-nanite geometry for VSM rendering. This means a lot more geometry is submitted, and also marked as rendered. Useful to diagnose if there are culling artifacts in virtual shadow map clip maps due to errors in the tracking code. |
r.Shadow.Virtual.Clipmap.ZRangeScale | Scale of the clipmap level depth range relative to the radius. Should generally be at least 10 or it will result in excessive cache invalidations. |
r.Shadow.Virtual.CoarsePagePixelThresholdDynamic | If a dynamic (non-nanite) instance has a smaller footprint, it should not be drawn into a coarse page. |
r.Shadow.Virtual.CoarsePagePixelThresholdDynamicNanite | If a dynamic Nanite instance has a smaller footprint, it should not be drawn into a coarse page. |
r.Shadow.Virtual.CoarsePagePixelThresholdStatic | If a static (non-nanite) instance has a smaller footprint, it should not be drawn into a coarse page. |
r.Shadow.Virtual.CullBackfacingPixels | When enabled does not generate shadow data for pixels that are backfacing to the light. |
r.Shadow.Virtual.DebugSkipMergePhysical | |
r.Shadow.Virtual.DistantLightForceCacheFootprintFraction | Fraction of footprint size below which start force-caching lights that are invalidated (i.e., are moving or re-added) The base footprint is based on the page size. 0.0 == Never force-cache (default), 1.0 == Always force-cache. |
r.Shadow.Virtual.DistantLightMode | Control whether distant light mode is enabled for local lights. 0 == Off, 1 == On (default), 2 == Force All. |
r.Shadow.Virtual.Enable | Enable Virtual Shadow Maps. |
r.Shadow.Virtual.ForceFullHZBUpdate | Forces full HZB update every frame rather than just dirty pages. |
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps | If enabled, disallow creation of conventional non-virtual shadow maps for any lights that get a virtual shadow map. This can improve performance and save memory, but any geometric primitives that cannot be rendered into the virtual shadow map will not cast shadows. |
r.Shadow.Virtual.ForcePerLightShadowMaskClear | |
r.Shadow.Virtual.MarkCoarsePagesDirectional | Marks coarse pages in directional light virtual shadow maps so that low resolution data is available everywhere.Ability to disable is primarily for profiling and debugging. |
r.Shadow.Virtual.MarkCoarsePagesLocal | Marks coarse pages in local light virtual shadow maps so that low resolution data is available everywhere.Ability to disable is primarily for profiling and debugging. |
r.Shadow.Virtual.MarkPixelPages | Marks pages in virtual shadow maps based on depth buffer pixels. Ability to disable is primarily for profiling and debugging. |
r.Shadow.Virtual.MaxDistantUpdatePerFrame | Maximum number of distant lights to update each frame. |
r.Shadow.Virtual.MaxPhysicalPages | Maximum number of physical pages in the pool. |
r.Shadow.Virtual.MaxPhysicalPagesSceneCapture | Maximum number of physical pages in the pool for each scene capture component. |
r.Shadow.Virtual.Nanite.MaterialVisibility | Enable Nanite CPU-side visibility filtering of draw commands, depends on r.Nanite.MaterialVisibility being enabled. |
r.Shadow.Virtual.NonNanite.Batch | . |
r.Shadow.Virtual.NonNanite.CulledInstanceAllocationFactor | Scale factor multiplied by the conservative size required if all instances are emitted into every clip or mip level, setting to 1.0 is fully conservative.The actual number cannot be known on the CPU as the culling emits an instace for each clip/mip level that is overlapped. |
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages | Include non-Nanite geometry in coarse pages.Rendering non-Nanite geometry into large coarse pages can be expensive; disabling this can be a significant performance win. |
r.Shadow.Virtual.NonNanite.LargeInstancePageAreaThreshold | How large area is considered a 'large' footprint, summed over all overlapped levels, if set to -1 uses the physical page pool size / 8. |
r.Shadow.Virtual.NonNanite.MaxCulledInstanceAllocationSize | Maximum number of instances that may be output from the culling pass into all VSM mip/clip levels. At 12 byte per instance reference this represents a 1.5GB clamp. |
r.Shadow.Virtual.NonNanite.NumPageAreaDiagSlots | Feed back diagnostics to host to report page area coverage for the K first occurrences, < 0 uses the max number allowed, 0 disables. |
r.Shadow.Virtual.NonNanite.SinglePassBatched | . |
r.Shadow.Virtual.NonNanite.UseHZB | Cull Non-Nanite instances using HZB. If set to 2, attempt to use Nanite-HZB from the current frame. |
r.Shadow.Virtual.NonNaniteVSM | Enable support for non-nanite Virtual Shadow Maps.Read-only and to be set in a config file (requires restart). |
r.Shadow.Virtual.NormalBias | Receiver offset along surface normal for shadow lookup. Scaled by distance to camera.Higher values avoid artifacts on surfaces nearly parallel to the light, but also visibility offset shadows and increase the chance of hitting unmapped pages. |
r.Shadow.Virtual.OnePassProjection | Projects all local light virtual shadow maps in a single pass for better performance. |
r.Shadow.Virtual.OnePassProjection.MaxLightsPerPixel | Maximum lights per pixel that get full filtering when using one pass projection and clustered shading.Generally set to 8 (32bpp), 16 (64bpp) or 32 (128bpp). Lower values require less transient VRAM during the lighting pass. |
r.Shadow.Virtual.OnePassProjection.SkipScreenShadowMask | Allows skipping the screen space shadow mask entirely when only a virtual shadow map would write into it. Should generally be left enabled outside of debugging. |
r.Shadow.Virtual.PageDilationBorderSizeDirectional | If a screen pixel falls within this fraction of a page border for directional lights, the adacent page will also be mapped.Higher values can reduce page misses at screen edges or disocclusions, but increase total page counts. |
r.Shadow.Virtual.PageDilationBorderSizeLocal | If a screen pixel falls within this fraction of a page border for local lights, the adacent page will also be mapped.Higher values can reduce page misses at screen edges or disocclusions, but increase total page counts. |
r.Shadow.Virtual.PageMarkingPixelStrideX | . |
r.Shadow.Virtual.PageMarkingPixelStrideY | . |
r.Shadow.Virtual.ResolutionLodBiasDirectional | Bias applied to LOD calculations for directional lights. -1.0 doubles resolution, 1.0 halves it and so on. |
r.Shadow.Virtual.ResolutionLodBiasDirectionalMoving | Bias applied to LOD calculations for directional lights that are moving. -1.0 doubles resolution, 1.0 halves it and so on. |
r.Shadow.Virtual.ResolutionLodBiasLocal | Bias applied to LOD calculations for local lights. -1.0 doubles resolution, 1.0 halves it and so on. |
r.Shadow.Virtual.ResolutionLodBiasLocalMoving | Bias applied to LOD calculations for moving local lights. -1.0 doubles resolution, 1.0 halves it and so on. |
r.Shadow.Virtual.ScreenRayLength | Length of the screen space shadow trace (smart shadow bias) before the virtual shadow map lookup. |
r.Shadow.Virtual.ShowClipmapStats | Set to the number of clipmap you want to show stats for (-1 == off) |
r.Shadow.Virtual.ShowLightDrawEvents | Enable Virtual Shadow Maps per-light draw events - may affect performance especially when there are many small lights in the scene. |
r.Shadow.Virtual.ShowStats | ShowStats, also toggle shaderprint one! |
r.Shadow.Virtual.SMRT.AdaptiveRayCount | Shoot fewer rays in fully shadowed and unshadowed regions. Currently only supported with OnePassProjection. |
r.Shadow.Virtual.SMRT.ExtrapolateMaxSlopeDirectional | Maximum depth slope when extrapolating behind occluders for directional lights. Higher values allow softer penumbra edges but can introduce light leaks behind second occluders. Setting to 0 will disable slope extrapolation slightly improving projection performance, at the cost of reduced penumbra quality. |
r.Shadow.Virtual.SMRT.ExtrapolateMaxSlopeLocal | Maximum depth slope when extrapolating behind occluders for local lights. Higher values allow softer penumbra edges but can introduce light leaks behind second occluders. Setting to 0 will disable slope extrapolation slightly improving projection performance, at the cost of reduced penumbra quality. |
r.Shadow.Virtual.SMRT.MaxRayAngleFromLight | Max angle (in radians) a ray is allowed to span from the light's perspective for local lights.Smaller angles limit the screen space size of shadow penumbra. Larger angles lead to more noise. |
r.Shadow.Virtual.SMRT.MaxSlopeBiasLocal | Maximum depth slope. Low values produce artifacts if shadow resolution is insufficient. High values can worsen light leaks near occluders and sparkly pixels in shadowed areas. |
r.Shadow.Virtual.SMRT.RayCountDirectional | Ray count for shadow map tracing of directional lights. 0 = disabled. |
r.Shadow.Virtual.SMRT.RayCountLocal | Ray count for shadow map tracing of local lights. 0 = disabled. |
r.Shadow.Virtual.SMRT.RayLengthScaleDirectional | Length of ray to shoot for directional lights, scaled by distance to camera.Shorter rays limit the screen space size of shadow penumbra. Longer rays require more samples to avoid shadows disconnecting from contact points. |
r.Shadow.Virtual.SMRT.SamplesPerRayDirectional | Shadow map samples per ray for directional lights |
r.Shadow.Virtual.SMRT.SamplesPerRayLocal | Shadow map samples per ray for local lights |
r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional | Applies a dither to the shadow map ray casts for directional lights to help hide aliasing due to insufficient shadow resolution. Setting this too high can cause shadows light leaks near occluders. |
r.Shadow.Virtual.SMRT.TexelDitherScaleLocal | Applies a dither to the shadow map ray casts for local lights to help hide aliasing due to insufficient shadow resolution. Setting this too high can cause shadows light leaks near occluders. |
r.Shadow.Virtual.SubsurfaceShadowMinSourceAngle | Minimum source angle (in degrees) used for shadow & transmittance of sub-surface materials with directional lights |
r.Shadow.Virtual.TranslucentQuality | Quality of shadow for lit translucent surfaces. This will be applied on all translucent surfaces, and has high-performance impact. |
r.Shadow.Virtual.UseFarShadowCulling | Switch between implementing the far shadow culling logic for VSMs. |
r.Shadow.Virtual.UseHZB | Enables HZB for (Nanite) Virtual Shadow Maps - Non-Nanite unfortunately has a separate flag with different semantics: r.Shadow.Virtual.NonNanite.UseHZB. 0 - No HZB occlusion culling 1 - Approximate Single-pass HZB occlusion culling (using previous frame HZB) 2 - Two-pass occlusion culling (default). |
r.Shadow.Virtual.Visualize | When the viewport view-mode is set to 'Virtual Shadow Map Visualization', this command specifies which of the various channels to display. Values entered other than the allowed values shown below will be ignored. mask mip vpage cache raycount dirty invalid merged debug clipmapvirtual |
r.Shadow.Virtual.Visualize.Advanced | |
r.Shadow.Virtual.Visualize.DumpLightNames | Dump light names with virtual shadow maps (for developer use in non-shiping builds) |
r.Shadow.Virtual.Visualize.Layout | Overlay layout when virtual shadow map visualization is enabled: 0: Full screen 1: Thumbnail 2: Split screen |
r.Shadow.Virtual.Visualize.LightName | Sets the name of a specific light to visualize (for developer use in non-shiping builds) |
r.Shadow.WholeSceneShadowCacheMb | Amount of memory that can be spent caching whole scene shadows. ShadowMap allocations in a single frame can cause this to be exceeded. |
r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold | How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows |
r.ShadowQuality | Defines the shadow method which allows to adjust for quality or performance. 0:off, 1:low(unfiltered), 2:low .. 5:max (default) |
r.ShowMaterialDrawEvents | Whether to emit a draw event around every mesh draw call with information about the assets used. Introduces severe CPU and GPU overhead when enabled, but useful for debugging. |
r.ShowPrecomputedVisibilityCells | If not zero, draw all precomputed visibility cells. |
r.ShowRelevantPrecomputedVisibilityCells | If not zero, draw relevant precomputed visibility cells only. |
r.ShowShaderCompilerWarnings | When set to 1, will display all warnings. |
r.SkeletalMesh.KeepMobileMinLODSettingOnDesktop | If non-zero, mobile setting for MinLOD will be stored in the cooked data for desktop platforms |
r.SkeletalMesh.LODMaterialReference | Whether a material needs to be referenced by at least one unstripped mesh LOD to be considered as used. |
r.SkeletalMesh.MinLodQualityLevel | The quality level for the Min stripping LOD. |
r.SkeletalMesh.StripMinLodDataDuringCooking | If set will strip skeletal mesh LODs under the minimum renderable LOD for the target platform during cooking. |
r.SkeletalMeshClothBlend.Enabled | Enable the use of the cloth blend weight value set by the skeletal mesh component. When disabled all cloth blend weight will become 0. |
r.SkeletalMeshLODBias | LOD bias for skeletal meshes (does not affect animation editor viewports). |
r.SkeletalMeshLODRadiusScale | Scale factor for the screen radius used in computing discrete LOD for skeletal meshes. (0.25-1) |
r.SkeletalMeshReductionModule | Name of what skeletal mesh reduction module to choose. If blank it chooses any that exist. |
r.SkinCache.Allow | Whether or not to allow the GPU skin Cache system to be enabled. |
r.SkinCache.AllowDupedVertsForRecomputeTangents | 0: off (default) 1: Forces that vertices at the same position will be treated differently and has the potential to cause seams when verts are split. |
r.SkinCache.Capture | Trigger a render capture for the next skin cache dispatches. |
r.SkinCache.CompileShaders | Whether or not to compile the GPU compute skinning cache shaders. This will compile the shaders for skinning on a compute job and not skin on the vertex shader. GPUSkinVertexFactory.usf needs to be touched to cause a recompile if this changes. 0 is off(default), 1 is on |
r.SkinCache.Debug | A scaling constant passed to the SkinCache shader, useful for debugging |
r.SkinCache.DefaultBehavior | Default behavior if all skeletal meshes are included/excluded from the skin cache. If Support Ray Tracing is enabled on a mesh, will force inclusive behavior on that mesh. Exclusive ( 0): All skeletal meshes are excluded from the skin cache. Each must opt in individually. Inclusive ( 1): All skeletal meshes are included into the skin cache. Each must opt out individually. (default) |
r.SkinCache.MaxDispatchesPerCmdList | Maximum number of compute shader dispatches which are batched together into a single command list to fix potential TDRs. |
r.SkinCache.MaxRayTracingPrimitivesPerCmdList | Maximum amount of primitives which are batched together into a single command list to fix potential TDRs. |
r.SkinCache.MemoryLimitForBatchedRayTracingGeometryUpdates | |
r.SkinCache.Mode | Whether or not to use the GPU compute skinning cache. This will perform skinning on a compute job and not skin on the vertex shader. Requires r.SkinCache.CompileShaders=1 and r.SkinCache.Allow=1 0: off 1: on(default) |
r.SkinCache.NumTangentIntermediateBuffers | How many intermediate buffers to use for intermediate results while doing Recompute Tangents; more may allow the GPU to overlap compute jobs. |
r.SkinCache.PrintMemorySummary | Print break down of memory usage. 0: off (default), 1: print when out of memory, 2: print every frame |
r.SkinCache.RayTracingUseTransientForScratch | Use Transient memory for BLAS scratch allocation to reduce memory footprint and allocation overhead. |
r.SkinCache.RecomputeTangents | This option enables recomputing the vertex tangents on the GPU. Can be changed at runtime, requires both r.SkinCache.CompileShaders=1, r.SkinCache.Mode=1 and r.SkinCache.Allow=1 0: off 1: on, forces all skinned object to Recompute Tangents 2: on, only recompute tangents on skinned objects who ticked the Recompute Tangents checkbox(default) |
r.SkinCache.RecomputeTangentsParallelDispatch | This option enables parallel dispatches for recompute tangents. 0: off (default), triangle pass is interleaved with vertex pass, requires resource barriers in between. 1: on, batch triangle passes together, resource barrier, followed by vertex passes together, cost more memory. |
r.SkinCache.SceneMemoryLimitInMB | Maximum memory allowed to be allocated per World/Scene in Megs |
r.SkinCache.SkipCompilingGPUSkinVF | Reduce GPU Skin Vertex Factory shader permutations. Cannot be disabled while the skin cache is turned off. False ( 0): Compile all GPU Skin Vertex factory variants. True ( 1): Don't compile all GPU Skin Vertex factory variants. |
r.SkinCache.Visualize | Specifies which visualization mode to display: 'Overview' 'Memory' |
r.Skinned.AllowSkinnedMorphDataStreaming | Call BeginInitResource when the morph resources are finish streaming (DoFinishUpdate) |
r.SkinnedMesh.ReleasePreviousLODInfoOnInitialization | Whether to flush the render thread (incurring a game thread stall) and clean existing LOD info when re-initializating. |
r.SkinnedMesh.UpdateBoundsNotifyStreamingRadiusChangeRatio | Update the streaming manager when the radius changes by more than this ratio since the last update. A negative value will disable the update. |
r.SkipDrawOnPSOPrecaching | Skips mesh draw call when the PSO is still compiling (default 0). |
r.SkipInvalidDXTDimensions | If set will skip over creating DXT textures that are smaller than 4x4 or other invalid dimensions. |
r.SkipRedundantTransformUpdate | Skip updates UpdatePrimitiveTransform is called redundantly, if the proxy allows it. |
r.SkyAtmosphere | SkyAtmosphere components are rendered when this is not 0, otherwise ignored. |
r.SkyAtmosphere.AerialPerspective.DepthTest | When enabled, a depth test will be used to not write pixel closer to the camera than StartDepth, effectively improving performance. |
r.SkyAtmosphere.AerialPerspectiveLUT.Depth | The length of the LUT in kilometers (default = 96km to get nice cloud/atmosphere interactions in the distance for default sky). Further than this distance, the last slice is used. |
r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution | The number of depth slice to use for the aerial perspective volume texture. |
r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque | When enabled, the low resolution camera frustum/froxel volume containing atmospheric fog , usually used for fog on translucent surface, is used to render fog on opaque. It is faster but can result in visual artefacts if there are some high frequency details such as earth shadow or scattering lob. |
r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice | The sample count used per slice to evaluate aerial perspective. The effective sample count is usually lower and depends on SampleCountScale on the component as well as .ini files. scattering and transmittance in camera frustum space froxel. |
r.SkyAtmosphere.AerialPerspectiveLUT.Width | |
r.SkyAtmosphere.DistanceToSampleCountMax | The distance in kilometer after which SampleCountMax samples will be used to ray march the atmosphere. |
r.SkyAtmosphere.DistantSkyLightLUT | Enable the generation the sky ambient lighting value. |
r.SkyAtmosphere.DistantSkyLightLUT.Altitude | The altitude at which the sky samples are taken to integrate the sky lighting. Default to 6km, typicaly cirrus clouds altitude. |
r.SkyAtmosphere.EditorNotifications | Enable the rendering of in editor notification to warn the user about missing sky dome pixels on screen. It is better to keep it enabled and will be removed when shipping. |
r.SkyAtmosphere.FastSkyLUT | When enabled, a look up texture is used to render the sky. It is faster but can result in visual artefacts if there are some high frequency details in the sky such as earth shadow or scattering lob. |
r.SkyAtmosphere.FastSkyLUT.DistanceToSampleCountMax | Fast sky distance in kilometer after which at which SampleCountMax samples will be used to ray march the atmosphere. |
r.SkyAtmosphere.FastSkyLUT.Height | |
r.SkyAtmosphere.FastSkyLUT.SampleCountMax | Fast sky maximum sample count used to compute sky/atmosphere scattering and transmittance. The maximum sample count used to compute FastSkyLUT scattering. The effective sample count is usually lower and depends on distance and SampleCountScale on the component, as well as .ini files. The minimal value will be clamped to r.SkyAtmosphere.FastSkyLUT.SampleCountMin + 1. |
r.SkyAtmosphere.FastSkyLUT.SampleCountMin | Fast sky minimum sample count used to compute sky/atmosphere scattering and transmittance. The minimal value will be clamped to 1. |
r.SkyAtmosphere.FastSkyLUT.Width | |
r.SkyAtmosphere.LUT32 | Use full 32bit per-channel precision for all sky LUTs. |
r.SkyAtmosphere.MultiScatteringLUT.Height | |
r.SkyAtmosphere.MultiScatteringLUT.HighQuality | The when enabled, 64 samples are used instead of 2, resulting in a more accurate multi scattering approximation (but also more expenssive). |
r.SkyAtmosphere.MultiScatteringLUT.SampleCount | The sample count used to evaluate multi-scattering. |
r.SkyAtmosphere.MultiScatteringLUT.Width | |
r.SkyAtmosphere.SampleCountMax | The maximum sample count used to compute sky/atmosphere scattering and transmittance The effective sample count is usually lower and depends on distance and SampleCountScale on the component, as well as .ini files. The minimal value will be clamped to r.SkyAtmosphere.SampleCountMin + 1. |
r.SkyAtmosphere.SampleCountMin | The minimum sample count used to compute sky/atmosphere scattering and transmittance. The minimal value will be clamped to 1. |
r.SkyAtmosphere.SampleLightShadowmap | Enable the sampling of atmospheric lights shadow map in order to produce volumetric shadows. |
r.SkyAtmosphere.TransmittanceLUT | Enable the generation of the sky transmittance. |
r.SkyAtmosphere.TransmittanceLUT.Height | |
r.SkyAtmosphere.TransmittanceLUT.SampleCount | The sample count used to evaluate transmittance. |
r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat | If true, the transmittance LUT will use a small R8BG8B8A8 format to store data at lower quality. |
r.SkyAtmosphere.TransmittanceLUT.Width | |
r.SkyAtmosphereASyncCompute | SkyAtmosphere on async compute (default: false). When running on the async pipe, SkyAtmosphere lut generation will overlap with the occlusion pass. |
r.SkyLight.RealTimeReflectionCapture | Make sure the sky light real time capture is not run on platform where it is considered out of budget. Cannot be changed at runtime. |
r.SkyLight.RealTimeReflectionCapture.DepthBuffer | When enabled, the real-time sky light capture will have a depth buffer, this is for multiple meshes to be cover each other correctly. The height fog will also be applied according to the depth buffer. |
r.SkyLight.RealTimeReflectionCapture.ShadowFromOpaque | Opaque meshes cast shadow from directional lights onto sky and clouds when enabled. |
r.SkyLight.RealTimeReflectionCapture.TimeSlice | When enabled, the real-time sky light capture and convolutions will by distributed over several frames to lower the per-frame cost. Value in [1,6]. |
r.SkyLight.RealTimeReflectionCapture.TimeSlice.SkyCloudCubeFacePerFrame | When enabled, the real-time sky light capture and convolutions will by distributed over several frames to lower the per-frame cost. |
r.SkyLightingQuality | Defines the sky lighting quality which allows to adjust for performance. <=0: off (fastest) 1: on |
r.SkylightIntensityMultiplier | Intensity scale on Stationary and Movable skylights. This is useful to control overall lighting contrast in dynamically lit games with scalability levels which disable Ambient Occlusion. For example, if medium quality disables SSAO and DFAO, reduce skylight intensity. |
r.SkylightRecapture | Updates all stationary and movable skylights, useful for debugging the capture pipeline |
r.SkylightUpdateEveryFrame | Whether to update all skylights every frame. Useful for debugging. |
r.SkySpecularOcclusionStrength | Strength of skylight specular occlusion from DFAO (default is 1.0) |
r.SparseVolumeTexture.Import.BakeVDBFrameTranslations | If enabled, VDB sequences with translations that change across the frames/files will have the translation baked into the resulting SVT frames. |
r.SparseVolumeTexture.RemoteDDCBehavior | Controls how SVTs use remote DDC. 0: The bLocalDDCOnly property controls per-SVT caching behavior, 1: Force local DDC only usage for all SVTs, 2: Force local + remote DDC usage for all SVTs |
r.SparseVolumeTexture.Streaming.AsyncCompute | Schedule GPU work in async compute queue. |
r.SparseVolumeTexture.Streaming.AsyncThread | Perform most of the SVT streaming on an asynchronous worker thread instead of the rendering thread. |
r.SparseVolumeTexture.Streaming.EmptyPhysicalTileTextures | Streams out all streamable tiles of all physical tile textures. |
r.SparseVolumeTexture.Streaming.ForceBlockingRequests | If enabled, all SVT streaming requests will block on completion, guaranteeing that requested mip levels are available in the same frame they have been requested in (if there is enough memory available to stream them in). |
r.SparseVolumeTexture.Streaming.MaxPendingMipLevels | Maximum number of mip levels that can be pending for installation. |
r.SparseVolumeTexture.Streaming.NumPrefetchFrames | Number of frames to prefetch when a frame is requested. |
r.SparseVolumeTexture.Streaming.PrefetchMipLevelBias | Bias to apply to the mip level of prefetched frames. Prefetching is done at increasingly higher mip levels (lower resolution), so setting a negative value here will increase the requested mip level resolution. |
r.SparseVolumeTexture.Streaming.PrintMemoryStats | Prints memory sizes of all frames of all SVTs registered with the streaming system. |
r.SplineMesh.NoRecreateProxy | Optimization. If true, spline mesh proxies will not be recreated every time they are changed. They are simply updated. |
r.SplineMesh.RenderNanite | When true, allows spline meshes to render as Nanite when enabled on the mesh (otherwise uses fallback mesh). |
r.SSGI.LeakFreeReprojection | Whether use a more expensive but leak free reprojection of previous frame's scene color. |
r.SSGI.MinimumLuminance | |
r.SSGI.Quality | Quality setting to control number of ray shot with SSGI, between 1 and 4 (defaults to 4). |
r.SSGI.RejectUncertainRays | Rejects the screen space ray if it was uncertain due to going behind screen geometry. |
r.SSGI.SkyDistance | Distance of the sky in KM. |
r.SSGI.TerminateCertainRay | Optimisations that if the screen space ray is certain and didn't find any geometry, don't fallback on otehr tracing technic. |
r.SSProfiles.Transmission.UseLegacy | 0. Use more physically correct transmission profile. 1. Use legacy transmission profile (default). |
r.SSProfilesPreIntegratedTextureForceUpdate | 0: Only update the preintegrated texture as needed. 1: Force to update the preintegrated texture for debugging. |
r.SSProfilesPreIntegratedTextureResolution | The resolution of the subsurface profile preintegrated texture. |
r.SSProfilesSamplingChannelSelection | 0. Select the sampling channel based on max DMFP. 1. based on max MFP. |
r.SSR.ExperimentalDenoiser | Replace SSR's TAA pass with denoiser. |
r.SSR.HalfResSceneColor | Use half res scene color as input for SSR. Improves performance without much of a visual quality loss. |
r.SSR.MaxRoughness | Allows to override the post process setting ScreenSpaceReflectionMaxRoughness. It defines until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster. (Useful for testing, no scalability or project setting) 0..1: use specified max roughness (overrride PostprocessVolume setting) -1: no override (default) |
r.SSR.Quality | Whether to use screen space reflections and at what quality setting. (limits the setting in the post process settings which has a different scale) (costs performance, adds more visual realism but the technique has limits) 0: off (default) 1: low (no glossy) 2: medium (no glossy) 3: high (glossy/using roughness, few samples) 4: very high (likely too slow for real-time) |
r.SSR.Stencil | Defines if we use the stencil prepass for the screen space reflection 0 is off (default), 1 is on |
r.SSR.Temporal | Defines if we use the temporal smoothing for the screen space reflection 0 is off (for debugging), 1 is on (default) |
r.SSS.Burley.AlwaysUpdateParametersFromSeparable | 0: Will not update parameters when the program loads. (default)1: Always update from the separable when the program loads. (Correct only when Subsurface color is 1). |
r.SSS.Burley.BilateralFilterKernelFunctionType | 0: Depth Only. It is more performant (x2 faster for close view).1: Depth and normal. It leads to better quality in regions like eyelids. (default) |
r.SSS.Burley.EnableProfileIdCache | 0: Disable profile id cache using in the sampling pass. 1: Consumes 1 byte per pixel more memory to make Burley pass much faster. (default) |
r.SSS.Burley.MinGenerateMipsTileCount | 4000. (default) The minimal number of tiles to trigger subsurface radiance mip generation. Set to zero to always generate mips (Experimental value) |
r.SSS.Burley.NumSamplesOverride | When zero, Burley SSS adaptively determines the number of samples. When non-zero, this value overrides the sample count. |
r.SSS.Burley.Quality | 0: Fallback mode. Burley falls back to run scattering in Separable with transmission in Burley for better performance. Separable parameters are automatically fitted.1: Automatic. The subsurface will only switch to separable in half resolution. (default) |
r.SSS.Checkerboard | Enables or disables checkerboard rendering for subsurface profile rendering. This is necessary if SceneColor does not include a floating point alpha channel (e.g 32-bit formats) 0: Disabled (high quality) 1: Enabled (low quality). Surface lighting will be at reduced resolution. 2: Automatic. Non-checkerboard lighting will be applied if we have a suitable rendertarget format |
r.SSS.Checkerboard.NeighborSSSValidation | Enable or disable checkerboard neighbor subsurface scattering validation. This validation can remove border light leakage into subsurface scattering, creating a sharpe border with correct color 0: Disabled (default) 1: Enabled. Add 1 subsurface profile id query/pixel (low quality), 4 id query/pixel (high quality) at recombine pass |
r.SSS.Filter | Defines the filter method for Screenspace Subsurface Scattering feature. 0: point filter (useful for testing, could be cleaner) 1: bilinear filter |
r.SSS.HalfRes | 0: full quality (Combined Burley and Separable pass. Separable is not optimized, as reference) 1: parts of the algorithm runs in half resolution which is lower quality but faster (default, Separable only) |
r.SSS.Quality | Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model 0: low (faster, default) 1: high (sharper details but slower) -1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable) |
r.SSS.SampleSet | Defines how many samples we use for Separable Screenspace Subsurface Scattering feature. 0: lowest quality (6*2+1) 1: medium quality (9*2+1) 2: high quality (13*2+1) (default) |
r.SSS.Scale | Affects the Screen space Separable subsurface scattering pass (use shadingmodel SubsurfaceProfile, get near to the object as the default) is human skin which only scatters about 1.2cm) 0: off (if there is no object on the screen using this pass it should automatically disable the post process pass) <1: scale scatter radius down (for testing) 1: use given radius form the Subsurface scattering asset (default) >1: scale scatter radius up (for testing) |
r.SSS.SubSurfaceColorAsTansmittanceAtDistance | Normalized distance (0..1) at which the surface color is interpreted as transmittance color to compute extinction coefficients. |
r.StaticMesh.DisableThreadedBuild | Activate to force static mesh building from a single thread. |
r.StaticMesh.EnableSaveGeneratedLODsInPackage | Enables saving generated LODs in the Package. 0 - Do not save (and hide this menu option) [default]. 1 - Enable this option and save the LODs in the Package. |
r.StaticMesh.KeepMobileMinLODSettingOnDesktop | If non-zero, mobile setting for MinLOD will be stored in the cooked data for desktop platforms |
r.StaticMesh.MinLodQualityLevel | The quality level for the Min stripping LOD. |
r.StaticMesh.StripDistanceFieldDataDuringLoad | If non-zero, data for distance fields will be discarded on load. TODO: change to discard during cook!. |
r.StaticMesh.StripMinLodDataDuringCooking | If non-zero, data for Static Mesh LOD levels below MinLOD will be discarded at cook time |
r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad | If set, LODGroup settings for static meshes will be applied at load time. |
r.StaticMeshLODDistanceScale | Scale factor for the distance used in computing discrete LOD for static meshes. (defaults to 1) (higher values make LODs transition earlier, e.g., 2 is twice as fast / half the distance) |
r.StencilForLODDither | Whether to use stencil tests in the prepass, and depth-equal tests in the base pass to implement LOD dithering. If disabled, LOD dithering will be done through clip() instructions in the prepass and base pass, which disables EarlyZ. Forces a full prepass when enabled. |
r.StencilLODMode | Specifies the dither LOD stencil mode. 0: Graphics pass. 1: Compute pass (on supported platforms). 2: Compute async pass (on supported platforms). |
r.Streaming.AllowFastForceResident | Whether it is allowed to load in missing mips for fast-force-resident assets ASAP. Useful to accelerate force-resident process but risks disturbing streaming metric calculation. Fast-force-resident mips can't be sacrificed even when overbudget so use with caution. |
r.Streaming.AllowParallelStreamingRenderAssets | Whether it is allowed to do UpdateStreamingRenderAssets with a ParallelFor to use more cores. |
r.Streaming.AllowUpdateResourceSize | AllowUpdateResourceSize |
r.Streaming.AmortizeCPUToGPUCopy | If set and r.Streaming.MaxNumTexturesToStreamPerFrame > 0, limit the number of 2D textures streamed from CPU memory to GPU memory each frame |
r.Streaming.Boost | =1.0: normal <1.0: decrease wanted mip levels >1.0: increase wanted mip levels |
r.Streaming.CheckBuildStatus | If non-zero, the engine will check whether texture streaming needs rebuild. |
r.Streaming.DefaultNoRefLODBias | The default LOD bias for no-ref meshes |
r.Streaming.DeferredRemoveDynamicInstances | Whether to defer removing components from the dynamic instance manager to avoid stalling the game thread on component deregistration. |
r.Streaming.DefragDynamicBounds | If non-zero, unused dynamic bounds will be removed from the update loop |
r.Streaming.DropMips | 0: Drop No Mips 1: Drop Cached Mips 2: Drop Cached and Hidden Mips 3: Drop cached mips and non-inlined LODs of no-ref meshes |
r.Streaming.EnableAutoDetectNoStreamableTextures | Enables auto-detection at cook time of primitive components with no streamable textures. Can also be turned-off at runtime to skip optimisation. |
r.Streaming.FlushDeferredMipLevelChangeCallbacksBeforeGC | Whether to flush deferred mip level change callbacks before GC. |
r.Streaming.FlushTimeOut | Time before we timeout when flushing streaming (default=3) |
r.Streaming.FramesForFullUpdate | Texture streaming is time sliced per frame. This values gives the number of frames to visit all textures. |
r.Streaming.FullyLoadMeshes | If non-zero, stream in all mesh LODs. This allows semi-disabling mesh LOD streaming without recook. |
r.Streaming.FullyLoadUsedTextures | If non-zero, all used texture will be fully streamed in as fast as possible |
r.Streaming.HiddenPrimitiveScale | Define the resolution scale to apply when not in range. .5: drop one mip 1: ignore visiblity |
r.Streaming.HLODStrategy | Define the HLOD streaming strategy. 0: stream 1: stream only mip 0 2: disable streaming |
r.Streaming.LimitPoolSizeToVRAM | If non-zero, texture pool size with be limited to how much GPU mem is available. |
r.Streaming.LowResHandlingMode | How to handle assets with too many missing MIPs or LODs. 0 (default): do nothing, 1: load before regular streaming requests, 2: load before async loading precache requests. |
r.Streaming.MaxEffectiveScreenSize | 0: Use current actual vertical screen size > 0: Clamp wanted mip size calculation to this value for the vertical screen size component. |
r.Streaming.MaxHiddenPrimitiveViewBoost | Maximum view boost that can affect hidden primitive. This prevents temporary small FOV from streaming all textures to their highest mips. |
r.Streaming.MaxNumTexturesToStreamPerFrame | Maximum number of 2D textures allowed to stream from CPU memory to GPU memory each frame. <= 0 means no limit. This has no effect if r.Streaming.AmortizeCPUToGPUCopy is not set |
r.Streaming.MaxReferenceChecksBeforeStreamOut | Number of times the engine wait for references to be released before forcing streamout. (default=2) |
r.Streaming.MaxTempMemoryAllowed | Maximum temporary memory used when streaming in or out texture mips. This memory contains mips used for the new updated texture. The value must be high enough to not be a limiting streaming speed factor. |
r.Streaming.MaxTextureUVDensity | If non-zero, the max UV density a static entry can have. Used to improve level culling from MinLevelTextureScreenSize. Component with bigger entries become handled as dynamic component. |
r.Streaming.MinBoost | Minimum clamp for r.Streaming.Boost |
r.Streaming.MinLevelRenderAssetScreenSize | If non-zero, levels only get handled if any of their referenced texture could be required of this size. Using conservative metrics on the level data. |
r.Streaming.MinMipForSplitRequest | If non-zero, the minimum hidden mip for which load requests will first load the visible mip |
r.Streaming.MipBias | 0..x reduce texture quality for streaming by a floating point number. 0: use full resolution (default) 1: drop one mip 2: drop two mips |
r.Streaming.MipCalculationEnablePerLevelList | If non-zero, Mip size computation for streamed texture will use levels referenced with it (instead of iterating thorugh every levels). |
r.Streaming.NoRefLODBiasQualityLevel | The quality level for the no-ref mesh streaming LOD bias |
r.Streaming.NumStaticComponentsProcessedPerFrame | If non-zero, the engine will incrementaly inserting levels by processing this amount of components per frame before they become visible |
r.Streaming.OverlapAssetAndLevelTicks | Ticks render asset streaming info on a high priority task thread while ticking levels on GT |
r.Streaming.ParallelRenderAssetsNumWorkgroups | How many workgroups we want to use for ParellelRenderAsset updates. Splits the work up a bit more so we don't get as many waits. Though adds overhead to GameThread if too high. |
r.Streaming.PerTextureBiasViewBoostThreshold | Maximum view boost at which per texture bias will be increased. This prevents temporary small FOV from downgrading permanentely texture quality. |
r.Streaming.PoolSize | -1: Default texture pool size, otherwise the size in MB |
r.Streaming.PoolSize.VRAMPercentageClamp | When using PoolSizeVRAMPercentage, a maximum amout of memory to reserve in MB. This avoids reserving too much space for systems with a lot of VRAM. (default=1024) |
r.Streaming.PoolSizeForMeshes | < 0: Mesh and texture share the same pool, otherwise the size of pool dedicated to meshes. |
r.Streaming.PrioritizeMeshLODRetention | Whether to prioritize retaining mesh LODs |
r.Streaming.StressTest | Set to non zero to stress test the streaming update. Negative values also slow down the IO. |
r.Streaming.StressTest.ExtaIOLatency | An extra latency in milliseconds for each stream-in requests when doing the stress test. |
r.Streaming.StressTest.ExtraAsyncLatency | An extra latency in milliseconds for each async task when doing the stress test. |
r.Streaming.StressTest.FramesForFullUpdate | Num frames to update texture states when doing the stress tests. |
r.Streaming.SyncStatesWhenBlocking | If true, SyncStates will be called to fully update async states before flushing outstanding streaming requests. Used by Movie Render Queue to ensure all streaming requests are handled each frame to avoid pop-in. |
r.Streaming.UseAllMips | If non-zero, all available mips will be used |
r.Streaming.UseAsyncRequestsForDDC | Whether to use async DDC requests in order to react quickly to cancel and suspend rendering requests (default=0) |
r.Streaming.UseBackgroundThreadPool | If true, use the background thread pool for mip calculations. |
r.Streaming.UseFixedPoolSize | If non-zero, do not allow the pool size to change at run time. |
r.Streaming.UseGenericStreamingPath | Control when to use the mip data provider implementation: (default=0) 0 to use it when there is a custom asset override. 1 to always use it. 2 to never use it. |
r.Streaming.UseMaterialData | If non-zero, material texture scales and coord will be used |
r.Streaming.UseMobileLODBiasOnDesktopES31 | If set apply mobile Min LOD bias on desktop platforms when running in ES31 mode |
r.Streaming.UseNewMetrics | If non-zero, will use improved set of metrics and heuristics. |
r.Streaming.UsePerTextureBias | If non-zero, each texture will be assigned a mip bias between 0 and MipBias as required to fit in budget. |
r.Streaming.UseTextureStreamingBuiltData | Turn on/off usage of texture streaming built data (0 to turn off). |
r.Substrate | Enable Substrate materials (Beta). |
r.Substrate.AsyncClassification | Run Substrate material classification in async (with shadow). |
r.Substrate.BytesPerPixel | Substrate allocated byte per pixel to store materials data. Higher value means more complex material can be represented. |
r.Substrate.BytesPerPixel.Mode | Substrate material allocation mode. 0: Allocate material buffer based on view requirement, 1: Allocate material buffer based on view requirement, but can only grow over frame to minimize buffer reallocation and hitches, 2: Allocate material buffer based on platform settings. |
r.Substrate.DBufferPass | Apply DBuffer after the base-pass as a separate pass. Read only because when this is changed, it will require the recompilation of all shaders. |
r.Substrate.DBufferPass.DedicatedTiles | Use dedicated tile for DBuffer application when DBuffer pass is enabled. |
r.Substrate.Debug.AdvancedVisualizationShaders | Enable advanced Substrate material debug visualization shaders. Base pass shaders can output such advanced data. |
r.Substrate.Debug.PeelLayersAboveDepth | Substrate debug control to progressively peel off materials layer by layer. |
r.Substrate.Debug.RoughnessTracking | Substrate debug control to disable roughness tracking, e.g. top layer roughness affecting bottom layer roughness to simulate light scattering. |
r.Substrate.Glints | Enable Glint support for Strata slabs. If changed, shaders needs to be recompiled. |
r.Substrate.Glints.LevelBias | Constantly bias the glint level. A negative value will reinforce the glint effect while a positive value will attenuate it. Be careful as this might cause aliasing. |
r.Substrate.Glints.LevelMin | The minimum glint level used to render glints. Mostly affect the look of distance surfaces. A value greater than 0 will force glints to always be visible instead of using the analytic BSDF. Be careful as this might cause aliasing. |
r.Substrate.Glints.LUT | Select one of the glint rendering LUT for testing. |
r.Substrate.OpaqueMaterialRoughRefraction | Enable Substrate opaque material rough refractions effect from top layers over layers below. |
r.Substrate.OpaqueMaterialRoughRefraction.BlurScale | Scale opaque rough refraction strengh for debug purposes. |
r.Substrate.RoughDiffuse | Enable Substrate rough diffuse model (works only if r.Material.RoughDiffuse is enabled in the project settings). Togglable at runtime |
r.Substrate.ShadingQuality | Define Substrate shading quality (1: accurate lighting, 2: approximate lighting). This variable is read-only. |
r.Substrate.SheenQuality | Define Substrate sheen quality (1: Disney-based sheen, 2: Charlie-based sheen, ). r.Substrate.ShadingQuality=2 forces SheenQuality to 2. This variable is read-only. |
r.Substrate.SpecularProfile | Enable Specular Profile support for Strata slabs. If changed, shaders needs to be recompiled. |
r.Substrate.SpecularProfile.ForceUpdate | 0: Only update the specular profile as needed. 1: Force to update the specular profile every frame for debugging. |
r.Substrate.SpecularProfile.Resolution | The resolution of the specular profile texture. |
r.Substrate.TileCoord8bits | Format of tile coord. This variable is read-only. |
r.Substrate.TileOverflow | Scale the number of Substrate tile for overflowing tiles containing multi-BSDFs pixels. (0: 0%, 1: 100%. Default 1.0f). |
r.Substrate.TileOverflowFromMaterial | When enable, scale the number of Substrate tile for overflowing tiles containing multi-BSDFs pixels based on material data. Otherwise use global overflow scale defined by r.Substrate.TileOverflow. |
r.Substrate.UseCmaskClear | TEST. |
r.SubstrateBackCompatibility | Disables Substrate multiple scattering and replaces Chan diffuse by Lambert. |
r.SubsurfaceScattering | 0: disabled 1: enabled (default) |
r.SupportAllShaderPermutations | Local user config override to force all shader permutation features on. |
r.SupportCloudShadowOnForwardLitTranslucent | Enables cloud shadow to affect all translucenct surface not relying on the translucent lighting volume. |
r.SupportDepthOnlyIndexBuffers | Enables depth-only index buffers. Saves a little time at the expense of doubling the size of index buffers. |
r.SupportLowQualityLightmaps | Support low quality lightmap shader permutations |
r.SupportPointLightWholeSceneShadows | Enables shadowcasting point lights. |
r.SupportReversedIndexBuffers | Enables reversed index buffers. Saves a little time at the expense of doubling the size of index buffers. |
r.SupportSkyAtmosphere | Enables SkyAtmosphere rendering and shader code. |
r.SupportSkyAtmosphereAffectsHeightFog | Enables SkyAtmosphere affecting height fog. It requires r.SupportSkyAtmosphere to be true. |
r.SupportStationarySkylight | Enables Stationary and Dynamic Skylight shader permutations. |
r.SupportsTexture2DArrayStreaming | Enable Support of Texture2DArray Streaming |
r.SupportsVolumeTextureStreaming | Enable Support of VolumeTexture Streaming |
r.TemporalAA.Debug.OverrideTemporalIndex | Override the temporal index for debugging purposes. |
r.TemporalAA.HistoryScreenPercentage | Size of temporal AA's history. |
r.TemporalAA.Mobile.UseCompute | 0: Uses pixel shader to save bandwidth with FBC on tiled gpu; 1: Uses compute shader (default); |
r.TemporalAA.Quality | Quality of the main Temporal AA pass. 0: Disable input filtering; 1: Enable input filtering; 2: Enable input filtering, enable mobility based anti-ghosting (Default) |
r.TemporalAA.R11G11B10History | Select the bitdepth of the history. |
r.TemporalAA.Upsampling | Whether to do primary screen percentage with temporal AA or not. 0: use spatial upscale pass independently of TAA; 1: TemporalAA performs spatial and temporal upscale as screen percentage method (default). |
r.TemporalAA.Upscaler | Choose the upscaling algorithm. 0: Forces the default temporal upscaler of the renderer; 1: GTemporalUpscaler which may be overridden by a third party plugin (default). |
r.TemporalAA.UseMobileConfig | 1 to use mobile TAA config. This will disable groupshared caching of the color and depth buffers. 0: disabled (default); 1: enabled; |
r.TemporalAACatmullRom | Whether to use a Catmull-Rom filter kernel. Should be a bit sharper than Gaussian. |
r.TemporalAACurrentFrameWeight | Weight of current frame's contribution to the history. Low values cause blurriness and ghosting, high values fail to hide jittering. |
r.TemporalAAFilterSize | Size of the filter kernel. (1.0 = smoother, 0.0 = sharper but aliased). |
r.TemporalAAPauseCorrect | Correct temporal AA in pause. This holds onto render targets longer preventing reuse and consumes more memory. |
r.TemporalAASamples | Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64). |
r.Test.CameraCut | Force enabling camera cut for testing purposes. 0: disabled (default); 1: enabled. |
r.Test.ConstrainedView | Allows to test different viewport rectangle configuations (in game only) as they can happen when using cinematics/Editor. 0: off(default) 1..7: Various Configuations |
r.Test.DynamicResolutionHell | Override the screen percentage interface for all view family with dynamic resolution hell. 0: off (default); 1: Dynamic resolution hell. |
r.Test.EditorConstrainedView | Allows to test different viewport rectangle configuations (in game only) as they can happen when using cinematics/Editor. 0: off(default) 1..7: Various Configuations |
r.Test.ForceBlackVelocityBuffer | Force the velocity buffer to have no motion vector for debugging purpose. |
r.Test.FreezeTemporalHistories | Freezes all temporal histories as well as the temporal sequence. |
r.Test.FreezeTemporalHistories.Progress | Progress the temporal histories by one frame when modified. |
r.Test.FreezeTemporalSequences | Freezes all temporal sequences. |
r.Test.OverrideTimeMaterialExpressions | Value to freeze time material expressions with. |
r.Test.PrimaryScreenPercentageMethodOverride | Override the screen percentage method for all view family. 0: view family's screen percentage interface choose; (default) 1: old fashion upscaling pass at the very end right before before UI; 2: TemporalAA upsample. |
r.Test.SecondaryUpscaleOverride | Override the secondary upscale. 0: disabled; (default) 1: use secondary view fraction = 0.5 with nearest secondary upscale. |
r.Test.ViewRectOffset | Moves the view rect within the renderer's internal render target. 0: disabled (default); |
r.TexelDebugging | Whether T + Left mouse click in the editor selects lightmap texels for debugging Lightmass. Lightmass must be recompiled with ALLOW_LIGHTMAP_SAMPLE_DEBUGGING enabled for this to work. |
r.TextureProfiler.DumpRenderTargets | Dumps all render targets allocated by the RHI. Arguments: -CombineTextureNames Combines all textures of the same name into a single line of output -CSV Produces CSV ready output |
r.TextureProfiler.DumpTextures | Dumps all textures allocated by the RHI. Does not include render targets Arguments: -CombineTextureNames Combines all textures of the same name into a single line of output -CSV Produces CSV ready output |
r.TextureProfiler.EnableRenderTargetCSV | True to enable csv profiler output for all Render Targets. |
r.TextureProfiler.EnableTextureCSV | True to enable csv profiler output for all textures. Does not include render targets. |
r.TextureProfiler.MinRenderTargetSizeMB | The minimum combined size for render targets to be reported. All combined sizes less than this threshold will be reported as Other. |
r.TextureProfiler.MinTextureSizeMB | The minimum size for any texture to be reported. All textures below this threshold will be reported as Other. |
r.TextureReferenceRevertsLastRenderContainer | |
r.TexturesCookToDerivedDataReferences | Whether cooked textures are serialized using Derived Data References. |
r.TextureStreaming | Allows to define if texture streaming is enabled, can be changed at run time. 0: off 1: on (default) |
r.TogglePreCulledIndexBuffers | Toggles use of preculled index buffers from the command 'PreCullIndexBuffers' |
r.Tonemapper.Quality | Defines the Tonemapper Quality in the range 0..5 Depending on the used settings we might pick a faster shader permutation 0: basic tonemapper only, lowest quality 2: + Vignette 4: + Grain 5: + GrainJitter = full quality (default) |
r.Tonemapper.Sharpen | Sharpening in the tonemapper (not for mobile), actual implementation is work in progress, clamped at 10 <0: inherit from PostProcessVolume settings (default) 0: off 0.5: half strength 1: full strength |
r.TonemapperGamma | 0: Default behavior #: Use fixed gamma # instead of sRGB or Rec709 transform |
r.TrackCsvNamedEvents | Whether to record named events in the csv profiler |
r.Translucency.AutoBeforeDOF | Automatically bin After DOF translucency before DOF if behind focus distance (Experimental) |
r.Translucency.DynamicRes.ChangePercentageThreshold | Minimal increase percentage threshold to alow when changing resolution of translucency. |
r.Translucency.DynamicRes.MaxScreenPercentage | Maximal screen percentage for translucency. |
r.Translucency.DynamicRes.MinScreenPercentage | Minimal screen percentage for translucency. |
r.Translucency.DynamicRes.TargetedHeadRoomPercentage | Targeted GPU headroom for translucency (in percent from r.DynamicRes.DynamicRes.TimeBudget). |
r.Translucency.DynamicRes.TimeBudget | Frame's time budget for translucency rendering in milliseconds. |
r.Translucency.DynamicRes.UpperBoundQuantization | Quantization step count to use for upper bound screen percentage. If non-zero, rendertargets will be resized based on the dynamic resolution fraction, saving GPU time during clears and resolves. Only recommended for use with the transient allocator (on supported platforms) with a large transient texture cache (e.g RHI.TransientAllocator.TextureCacheSize=512) |
r.Translucency.ScreenPercentage.Basis | Basis of the translucency's screen percentage (Experimental). 0: Uses the primary view's resolution (notably scaling with r.ScreenPercentage and r.DynamicRes.*) 1: Uses the secondary view's resolution (temporal upscale's output resolution) |
r.Translucency.StandardSeparated | Render translucent meshes in separate buffer from the scene color. This prevent those meshes from self refracting and leaking scnee color behind over edges when it should be affect by colored transmittance. Forced disabled when r.SeparateTranslucency is 0. |
r.Translucency.Velocity | Whether translucency can draws depth/velocity (enabled by default) |
r.TranslucencyLightingVolumeDim | Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance. |
r.TranslucencyLightingVolumeInnerDistance | Distance from the camera that the first volume cascade should end |
r.TranslucencyLightingVolumeOuterDistance | Distance from the camera that the second volume cascade should end |
r.TranslucencyVolumeBlur | Whether to blur the translucent lighting volumes. 0:off, otherwise on, default is 1 |
r.TranslucentLightingVolume | Whether to allow updating the translucent lighting volumes. 0:off, otherwise on, default is 1 |
r.TranslucentSortPolicy | 0: Sort based on distance from camera centerpoint to bounding sphere centerpoint. (default, best for 3D games) 1: Sort based on projected distance to camera. 2: Sort based on the projection onto a fixed axis. (best for 2D games) |
r.TranslucentVolumeFOVSnapFactor | FOV will be snapped to a factor of this before computing volume bounds. |
r.TranslucentVolumeMinFOV | Minimum FOV for translucent lighting volume. Prevents popping in lighting when zooming in. |
r.TriangleOrderOptimization | Controls the algorithm to use when optimizing the triangle order for the post-transform cache. 0: Use NVTriStrip (slower) 1: Use Forsyth algorithm (fastest)(default)2: No triangle order optimization. (least efficient, debugging purposes only) |
r.TSR.16BitVALU | Whether to use 16bit VALU on platform that have bSupportsRealTypes=RuntimeDependent |
r.TSR.AsyncCompute | Controls how TSR run on async compute. Some TSR passes can overlap with previous passes. 0: Disabled (default); 1: Run on async compute only passes that are completly independent from any intermediary resource of this frame, namely ClearPrevTextures and ForwardScatterDepth passes; 2: Run on async compute only passes that are completly independent or only dependent on the depth and velocity buffer which can overlap for instance with translucency or DOF. Any passes on critical path remains on the graphics queue; 3: Run all passes on async compute; |
r.TSR.Debug.ArraySize | Size of array for the TSR.Debug.* RDG textures |
r.TSR.History.R11G11B10 | Select the bitdepth of the history. r.TSR.History.R11G11B10=1 Saves memory bandwidth that is of particular interest of the TSR's UpdateHistory's runtime performance by saving memory both at previous frame's history reprojection and write out of the output and new history. This optimisation is unsupported with r.PostProcessing.PropagateAlpha=1. Please also not that increasing r.TSR.History.ScreenPercentage=200 adds 2 additional implicit encoding bits in the history compared to the TSR.Output's bitdepth thanks to the downscaling pass from TSR history resolution to TSR output resolution. |
r.TSR.History.SampleCount | Maximum number sample for each output pixel in the history. Higher values means more stability on highlights on static images, but may introduce additional ghosting on firefliers style of VFX. Minimum value supported is 8.0 as TSR was in 5.0 and 5.1. Maximum value possible due to the encoding of the TSR.History.Metadata is 32.0. Defaults to 16.0. |
r.TSR.History.ScreenPercentage | Resolution multiplier of the history of TSR based of output resolution. While increasing the resolution adds runtime cost to TSR, it allows to maintain a better sharpness and stability of the details stored in history through out the reprojection. Setting to 200 brings on a very particular property relying on NyQuist-Shannon sampling theorem that establishes a sufficient condition for the sample rate of the accumulated details in the history. As a result only values between 100 and 200 are supported. It is controlled by default in the anti-aliasing scalability group set to 200 on Epic and Cinematic, 100 otherwise. |
r.TSR.History.SeparateTranslucency | Whether separate translucency should be accumulated separatly. |
r.TSR.History.UpdateQuality | Selects shader permutation of the quality of the update of the history in the TSR HistoryUpdate pass currently driven by the sg.AntiAliasingQuality scalability group. For further details about what each offers, you are invited to look at DIM_UPDATE_QUALITY in TSRUpdateHistory.usf and customise to your need. |
r.TSR.RejectionAntiAliasingQuality | Controls the quality of TSR's built-in spatial anti-aliasing technology when the history needs to be rejected. While this may not be critical when the rendering resolution is not much lowered than display resolution, this technic however becomes essential to hide lower rendering resolution rendering because of two reasons: - the screen space size of aliasing is inverse proportional to rendering resolution; - rendering at lower resolution means need more frame to reach at least 1 rendered pixel per display pixel.By default, it is only disabled by default in the low anti-aliasing scalability group. |
r.TSR.ShadingRejection.ExposureOffset | The shading rejection needs to have a representative idea how bright a linear color pixel ends up displayed to the user. And the shading rejection detect if a color become to changed to be visible in the back buffer by comparing to MeasureBackbufferLDRQuantizationError(). It is important to have TSR's MeasureBackbufferLDRQuantizationError() ends up distributed uniformly across the range of color intensity or it could otherwise disregard some subtle VFX causing ghostin. This controls adjusts the exposure of the linear color space solely in the TSR's rejection heuristic, such that higher value lifts the shadows's LDR intensity, meaning MeasureBackbufferLDRQuantizationError() is decreased in these shadows and increased in the highlights, control directly. The best TSR internal buffer to verify this is TSR.Moire.Luma but must be verified in DumpGPU with the RGB Linear[0;1] source color space against the Tonemaper's output in sRGB source color space. |
r.TSR.ShadingRejection.Flickering | Instability in TSR output 99% of the time coming from instability of the shading rejection, for different reasons: - One first source of instability is most famously moire pattern between structured geometry and the rendering pixel grid changing every frame due to the offset of the jittering pixel grid offset; - Another source of instability can happen on extrem geometric complexity due to temporal history's chicken-and-egg problem that can not be overcome by other mechanisms in place in TSR's RejectHistory pass: how can the history be identical to rendered frame if the amount of details you have in the rendered frame is not in history? how can the history accumulate details if the history is too different from the rendered frame? When enabled, this heuristic monitor how the luminance of the scene right before any translucency drawing stored in the TSR.Moire.Luma resource how it involves over successive frames. And if it is detected to constantly flicker regularily above a certain threshold defined with this r.TSR.ShadingRejection.Flickering.* cvars, the heuristic attempts to stabilize the image by letting ghost within luminance boundary tied to the amplititude of flickering. One particular caveat of this heuristic is that any opaque geometry with incorrect motion vector can make a pixel look identically flickery quicking this heuristic in and leaving undesired ghosting effects on the said geometry. When that happens, it is highly encourage to verify the motion vector through the VisualizeMotionBlur show flag and how these motion vectors are able to reproject previous frame with the VisualizeReprojection show flag. The variable to countrol the frame frequency at which a pixel is considered flickery and needs to be stabilized with this heuristic is defined with the r.TSR.ShadingRejection.Flickering.Period in frames. For instance, a value r.TSR.ShadingRejection.Flickering.Period=3, it means any pixel that have its luminance changing of variation every more often than every frames is considered flickering. However another caveats on this boundary between flickering pixel versus animated pixel is that: flickering happens regardless of frame rate, whereas a visual effects that are/should be based on time and are therefore independent of the frame rate. This mean that a visual effect that looks smooth at 60hz might appear to 'flicker' at lower frame rates, like 24hz for instance. To make sure a visual effect authored by an artists doesn't start to ghost of frame rate, r.TSR.ShadingRejection.Flickering.AdjustToFrameRate is enabled by default such that this frame frequency boundary is automatically when the frame rate drops below a refresh rate below r.TSR.ShadingRejection.Flickering.FrameRateCap. While r.TSR.ShadingRejection.Flickering is controled based of scalability settings turn on/off this heuristic on lower/high-end GPU the other r.TSR.ShadingRejection.Flickering.* can be set orthogonally in the Project's DefaultEngine.ini for a consistent behavior across all platforms. It is enabled by default in the anti-aliasing scalability group High, Epic and Cinematic. |
r.TSR.ShadingRejection.Flickering.AdjustToFrameRate | Whether r.TSR.ShadingRejection.Flickering.Period settings should adjust to frame rate when below r.TSR.ShadingRejection.Flickering.FrameRateCap. Please read r.TSR.ShadingRejection.Flickering's help for further details. (Enabled by default). |
r.TSR.ShadingRejection.Flickering.FrameRateCap | Framerate cap in hertz at which point there is automatic adjustment of r.TSR.ShadingRejection.Flickering.Period when the rendering frame rate is lower. Please read r.TSR.ShadingRejection.Flickering's help for further details. (Default to 60hz) |
r.TSR.ShadingRejection.Flickering.MaxParallaxVelocity | Some material might for instance might do something like parallax occlusion mapping such as CitySample's buildings' window's interiors. This often can not render accurately a motion vector of this fake interior geometry and therefore make the heuristic believe it is in fact flickering. This variable define the parallax velocity in 1080p pixel at frame rate defined by r.TSR.ShadingRejection.Flickering.FrameRateCap at which point the heuristic should be disabled to not ghost. (Default to 10 pixels 1080p). |
r.TSR.ShadingRejection.Flickering.Period | Periode in frames in which luma oscilations at equal or greater frequency is considered flickering and should ghost to stabilize the image Please read r.TSR.ShadingRejection.Flickering's help for further details. (Default to 3 frames). |
r.TSR.ShadingRejection.SampleCount | Maximum number of sample in each output pixel of the history after total shading rejection. Lower values means higher clarity of the image after shading rejection of the history, but at the trade of higher instability of the pixel on following frames accumulating new details which can be distracting to the human eye (Defaults to 2.0). |
r.TSR.ShadingRejection.TileOverscan | The shading rejection run a network of convolutions on the GPU all in single 16x16 without roundtrip to main memory. However chaining many convlutions in this tiles means that some convolutions on the edge arround are becoming corrupted and therefor need to overlap the tile by couple of padding to hide it. This controls is controled by default in the anti-aliasing scalability settings. |
r.TSR.Subpixel.DepthMaxAge | Maximum age in frames of subpixel's depth kept in history for their self reprojection (default to 3 frames). |
r.TSR.Subpixel.IncludeMovingDepth | Whether the depth of moving subpixel detail should also be included in the subpixel depth history for their reprojection. This is a really bad idea to turn this on because it is impossible how a moving object's velocity involves overtime when it's only occasionally drawing its velocity. (disabled by default). |
r.TSR.Subpixel.Method | One particular challenge of Nanite amount of details is that sometimes these details can be thiner than a rendering pixel in which case they only render in some frames. When that happens, it means neither depth or velocity buffer to be able to reproject them. This is for instance visible with the `vis SceneDepthZ` command. This settings control the method to reproject and/or discard the subpixel details. 0: disable subpixel details accumulation in history which means all this these subpixel features may ghost; 2: accumulate subpixel details' closest depth to be able to reproject them even when not drawing in depth/velocity buffer which works great for static geometry but not so much for any moving geometry (default) |
r.TSR.Velocity.WeightClampingPixelSpeed | Defines the output pixel velocity at which the the high frequencies of the history get's their contributing weight clamped. It's basically to lerp the effect of r.TSR.Velocity.WeightClampingSampleCount when the pixel velocity get smaller than r.TSR.Velocity.WeightClampingPixelSpeed. (Default = 1.0f). |
r.TSR.Velocity.WeightClampingSampleCount | Number of sample to count to in history pixel to clamp history to when output pixel velocity reach r.TSR.Velocity.WeightClampingPixelSpeed. Higher value means higher stability on movement, but at the expense of additional blur due to successive convolution of each history reprojection. It is possible to visualize the number of sample in TSR history with the console command `vis TSR.History.Metadata`. Please note this clamp the sample count in history pixel, not output pixel, and therefore lower values are by designed less noticeable with higher r.TSR.History.ScreenPercentage. This is done so such that increasing r.TSR.History.ScreenPercentage uniterally & automatically give more temporal stability and maintaining sharpness of the details reprojection at the expense of that extra runtime cost regardless of this setting. A story telling game might preferer to keep this 4.0 for a 'cinematic look' whereas a competitive game like Fortnite would preferer to lower that to 2.0. (Default = 4.0f). |
r.TSR.WaveOps | Whether to use wave ops in the shading rejection heuristics to speeds up convolutions. The shading rejection heuristic optimisation can be particularily hard for shader compiler and hit bug in them causing corruption/quality loss. Note this optimisation is currently disabled on SPIRV platforms (mainly Vulkan and Metal) due to 5min+ compilation times in SPIRV backend of DXC which is not great for editor startup. |
r.UITextureLODBias | Extra LOD bias to apply to UI textures. (default=0) |
r.UniformBufferPooling | If we pool object in RHICreateUniformBuffer to have less real API calls to create buffers 0: off (for debugging) 1: on (optimization) |
r.UniformExpressionCacheAsyncUpdates | Whether to allow async updates of uniform expression caches. |
r.Upscale.Panini.D | Allow and configure to apply a panini distortion to the rendered image. Values between 0 and 1 allow to fade the effect (lerp). Implementation from research paper "Pannini: A New Projection for Rendering Wide Angle Perspective Images" 0: off (default) >0: enabled (requires an extra post processing pass if upsampling wasn't used - see r.ScreenPercentage) 1: Panini cylindrical stereographic projection |
r.Upscale.Panini.S | Panini projection's hard vertical compression factor. 0: no vertical compression factor (default) 1: Hard vertical compression |
r.Upscale.Panini.ScreenFit | Panini projection screen fit effect factor (lerp). 0: fit vertically 1: fit horizontally (default) |
r.Upscale.Quality | Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering. 0: Nearest filtering 1: Simple Bilinear 2: Directional blur with unsharp mask upsample. 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default) 4: 13-tap Lanczos 3. 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling). |
r.Upscale.Softness | Amount of sharpening for Gaussian Unsharp filter (r.UpscaleQuality=5). Reduce if ringing is visible 1: Normal sharpening (default) 0: No sharpening (pure Gaussian). |
r.UseClusteredDeferredShading | Toggle use of clustered deferred shading for lights that support it. 0 is off (default), 1 is on (also required is SM5 to actually turn on). |
r.UseFastDebugObjectDiscovery | Enable new optimised debug object discovery |
r.UseLegacyMaintainYFOVViewMatrix | Whether to use the old way to compute perspective view matrices when the aspect ratio constraint is vertical |
r.Velocity.EnableLandscapeGrass | Specify if you want to output velocity for the grass component for WPO. True (default) False |
r.Velocity.EnableVertexDeformation | Enables materials with World Position Offset and/or World Displacement to output velocities during velocity pass even when the actor has not moved. 0=Off, 1=On, 2=Auto(Default). Auto setting is off if r.VelocityOutputPass=2, or else on. When r.VelocityOutputPass=2 this can incur a performance cost due to additional draw calls. |
r.Velocity.ForceOutput | Force velocity output on all primitives. This can incur a performance cost unless r.VelocityOutputPass=1. But it can be useful for testing where velocity output isn't being enabled as expected. 0: Disabled (default) 1: Enabled |
r.VelocityOutputPass | When to write velocity buffer. 0: Renders during the depth pass. This splits the depth pass into 2 phases: with and without velocity. 1: Renders during the regular base pass. This adds an extra GBuffer target during base pass rendering. 2: Renders after the regular base pass. |
r.VelocityTest | Allows to enable some low level testing code for the velocity rendering (Affects object motion blur and TemporalAA). 0: off (default) 1: add random data to the buffer where we store skeletal mesh bone data to test if the code (good to test in PAUSED as well). |
r.VertexDeformationOutputsVelocity | Deprecated CVar. Use r.Velocity.EnableVertexDeformation instead. |
r.VertexFoggingForOpaque | Causes opaque materials to use per-vertex fogging, which costs less and integrates properly with MSAA. Only supported with forward shading. |
r.ViewDistanceScale | Controls the view distance scale. A primitive's MaxDrawDistance is scaled by this value. Higher values will increase view distance but at a performance cost. Default = 1. |
r.ViewDistanceScale.ApplySecondaryScale | If true applies the secondary view distance scale to primitive draw distances. Default = 0. |
r.ViewDistanceScale.FieldOfViewAffectsHLOD | If enabled, applies the field of view scaling to HLOD draw distances as well as non-HLODs. |
r.ViewDistanceScale.FieldOfViewMaxAngle | Scales the scene view distance scale with camera field of view. Maximum angle of the blend range. Applies the maximum scale when the camera is at or above this angle. |
r.ViewDistanceScale.FieldOfViewMaxAngleScale | Scales the scene view distance scale with camera field of view. This value is applied when the camera is at or above the maximum angle. |
r.ViewDistanceScale.FieldOfViewMinAngle | Scales the scene view distance scale with camera field of view. Minimum angle of the blend range. Applies the minimum scale when the camera is at or below this angle. |
r.ViewDistanceScale.FieldOfViewMinAngleScale | Scales the scene view distance scale with camera field of view. This value is applied when the camera is at or below the minimum angle. |
r.ViewDistanceScale.SecondaryScale | Controls the secondary view distance scale, Default = 1.0. This is an optional scale intended to allow some features or gamemodes to opt-in. |
r.ViewDistanceScale.SkeletalMeshOverlay | Controls the distance scale for skeletal mesh overlay, Default = 1.0. Higher values will increase skeletal mesh overlay draw distance. This value is applied together with r.ViewDistanceScale |
r.ViewRectUseScreenBottom | WARNING: This is an experimental, unsupported feature and does not work with all postprocesses (e.g DOF and DFAO) If enabled, the view rectangle will use the bottom left corner instead of top left |
r.ViewTextureMipBias.Min | Automatic view mip bias's minimum value (default to -2). |
r.ViewTextureMipBias.Offset | Automatic view mip bias's constant offset (default to -0.3). |
r.VirtualTexture | If set to 1, textures will use virtual memory so they can be partially resident. |
r.VirtualTexturedLightmaps | Controls wether to stream the lightmaps using virtual texturing. 0: Disabled. 1: Enabled. |
r.VirtualTextureReducedMemory | If set to 1, the cost of virtual textures will be reduced by using a more packed layout. |
r.VirtualTextures | Is virtual texture streaming enabled? |
r.Visibility.FrustumCull.Enabled | Enables frustum culling. |
r.Visibility.FrustumCull.NumPrimitivesPerTask | Assigns a fixed number of primitives for each frustum cull task. 0: Automatic;>0: Fixed number of primitives per task (clamped to fixed limits); |
r.Visibility.FrustumCull.UseFastIntersect | Use optimized 8 plane fast intersection code if we have 8 permuted planes. |
r.Visibility.FrustumCull.UseOctree | Use the octree for visibility calculations. |
r.Visibility.FrustumCull.UseSphereTestFirst | Performance tweak. Uses a sphere cull before and in addition to a box for frustum culling. |
r.Visibility.OcclusionCull.MaxQueriesPerTask | Assigns a fixed number of occlusion queries for each occlusion cull task. 0: Automatic;>0: Fixed number of occlusion queries per task; |
r.Visibility.PrimitiveCull.SkipNanite | True - All Nanite primitives skip culling phases, False - All Nanite primitives are run through the culling phase. |
r.Visibility.Relevance.NumPrimitivesPerPacket | Assigns a fixed number of primitives for each relevance packet. 0: Automatic;>0: Fixed number of primitives per packet (clamped to fixed limits); |
r.Visibility.TaskSchedule | Controls how the visibility task graph is scheduled.0: Work is primarily done on the render thread with the potential for parallel help;1: Work is done on an async task graph (if supported by platform); |
r.VisualizeLightingOnProbes | Enables debug probes rendering to visualise diffuse/specular lighting (direct and indirect) on simple sphere scattered in the world. 0: disabled. 1: camera probes only. 2: world probes only. 3: camera and world probes. |
r.VisualizeOccludedPrimitives | Draw boxes for all occluded primitives |
r.VisualizeTexture.AllowBlinking | Whether to allow blinking when visualizing NaN or inf that can become irritating over time. |
r.VolumetricCloud | VolumetricCloud components are rendered when this is not 0, otherwise ignored. |
r.VolumetricCloud.DisableCompute | Do not use compute shader for cloud tracing. |
r.VolumetricCloud.DistanceToSampleMaxCount | Distance in kilometers over which the total number of ray samples will be evenly distributed. Before that, the number of ray samples will span 1 to SampleCountMax, for for tracing distance ranging from 0 to DistanceToSampleCountMax (kilometers). |
r.VolumetricCloud.EmptySpaceSkipping | Enable/disable empty space skipping to accelerate cloud tracing through emty areas. |
r.VolumetricCloud.EmptySpaceSkipping.SampleCorners | 0 means center samples only, >0 means corner are also sampled. |
r.VolumetricCloud.EmptySpaceSkipping.StartTracingSliceBias | The number of slices to bias the start depth with. A valuie of -1 means a bias of one slice towards the view point. |
r.VolumetricCloud.EmptySpaceSkipping.VolumeDepth | Set the distance in kilometer over which empty space can be evalauted. |
r.VolumetricCloud.EnableAerialPerspectiveSampling | Enable/disable the aerial perspective contribution on clouds. |
r.VolumetricCloud.EnableAtmosphericLightsSampling | Enable/disable atmospheric lights contribution on clouds. |
r.VolumetricCloud.EnableDistantSkyLightSampling | Enable/disable the distant sky light contribution on clouds. |
r.VolumetricCloud.EnableLocalLightsSampling | [EXPERIMENTAL] Enable/disable local lights contribution on clouds. Expenssive! Use for cinematics if needed. |
r.VolumetricCloud.HighQualityAerialPerspective | Enable/disable a second pass to trace the aerial perspective per pixel on clouds instead of using the aerial persepctive texture. Only usable when r.VolumetricCloud.EnableAerialPerspectiveSampling=1 and only needed for extra quality when r.VolumetricRenderTarget=1. |
r.VolumetricCloud.LocalLights.ShadowSampleCount | [EXPERIMENTAL] Set the volumetric shadow sample count when evaluating local lights. Expenssive! Use for cinematics if needed. |
r.VolumetricCloud.ReflectionRaySampleMaxCount | The maximum number of samples taken while ray marching primary rays in reflections. |
r.VolumetricCloud.SampleMinCount | The minimum number of samples to take along a ray. This can help with quality for volume close to the camera, e.g. if cloud layer is also used as low altitude fog. SampleMinCount should remain relatively small because it is applied to all tracing process. |
r.VolumetricCloud.Shadow.ReflectionRaySampleMaxCount | The maximum number of samples taken while ray marching shadow rays in reflections. |
r.VolumetricCloud.Shadow.SampleAtmosphericLightShadowmap | Enable the sampling of atmospheric lights shadow map in order to produce volumetric shadows. |
r.VolumetricCloud.Shadow.ViewRaySampleMaxCount | The maximum number of samples taken while ray marching shadow rays. |
r.VolumetricCloud.ShadowMap | Enable/disable the shadow map, only if the scene contains a DirectionalLight component with Cast Cloud Shadows enabled on it. |
r.VolumetricCloud.ShadowMap.Debug | Print information to debug the cloud shadow map. |
r.VolumetricCloud.ShadowMap.MaxResolution | The maximum resolution of the cloud shadow map. The active resolution is controlled by the CloudShadowMapResolutionScale property on the Directional Light component. |
r.VolumetricCloud.ShadowMap.RaySampleHorizonMultiplier | The multipler on the sample count applied when the atmospheric light reach the horizon. Less pixels in the shadow map need to be traced, but rays need to travel a lot longer. |
r.VolumetricCloud.ShadowMap.RaySampleMaxCount | The maximum number of samples taken while ray marching shadow rays to evaluate the cloud shadow map. |
r.VolumetricCloud.ShadowMap.SnapLength | Snapping size in kilometers of the cloud shadowmap position to avoid flickering. |
r.VolumetricCloud.ShadowMap.SpatialFiltering | Enable/disable the shadow map dilation/smoothing spatial filter. Enabled when greater than 0 and it represents the number of blur iterations (constrained to a maximum of 4). |
r.VolumetricCloud.ShadowMap.TemporalFiltering.LightRotationCutHistory | When the atmospheric light rotation in degree is larger than that, the temporal accumulation is restarted. |
r.VolumetricCloud.ShadowMap.TemporalFiltering.NewFrameWeight | Experimental and needs more work so disabled by default. Value between [0.0, 1.0] representing the weight of current frame's contribution. Low values can cause precision issues resulting in depth not converging over time. Disabled when set to 1. |
r.VolumetricCloud.SkyAO | Enable/disable cloud sky ambient occlusion, the scene must contain a Skylight component with Cloud Ambient Occlusion enabled on it. |
r.VolumetricCloud.SkyAO.Debug | Print information to debug the cloud sky AO map. |
r.VolumetricCloud.SkyAO.Filtering | Enable/disable the sky AO dilation/smoothing filter. |
r.VolumetricCloud.SkyAO.MaxResolution | The maximum resolution of the texture storing ambient occlusion information for the environment lighting coming from sky light. The active resolution is controlled by the CloudAmbientOcclusionMapResolutionScale property on the Skylight component. |
r.VolumetricCloud.SkyAO.SnapLength | Snapping size in kilometers of the cloud sky AO texture position to avoid flickering. |
r.VolumetricCloud.SkyAO.TraceSampleCount | The number of samples taken to evaluate ground lighting occlusion. |
r.VolumetricCloud.SoftBlendingDistanceOnTranslucent | The soft blending in distance in kilometer used to soft blend in cloud over translucent from the evaluated start depth. |
r.VolumetricCloud.StepSizeOnZeroConservativeDensity | Raymarch step size when a sample giving zero conservative density is encountered. If > 1, performance will likely improve but banding artifacts can show up if too large. |
r.VolumetricCloud.ViewRaySampleMaxCount | The maximum number of samples taken while ray marching view primary rays. |
r.VolumetricFog | Whether to allow the volumetric fog feature. |
r.VolumetricFog.ConservativeDepth | [Experimental] Whether to allow the volumetric to use conservative depth to accelerate computations. |
r.VolumetricFog.DepthDistributionScale | Scales the slice depth distribution. |
r.VolumetricFog.Emissive | Whether to allow the volumetric fog emissive component. |
r.VolumetricFog.GridPixelSize | XY Size of a cell in the voxel grid, in pixels. |
r.VolumetricFog.GridSizeZ | How many Volumetric Fog cells to use in z. |
r.VolumetricFog.HistoryMissSupersampleCount | Number of lighting samples to compute for voxels whose history value is not available. This reduces noise when panning or on camera cuts, but introduces a variable cost to volumetric fog computation. Valid range [1, 16]. |
r.VolumetricFog.HistoryWeight | How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness. |
r.VolumetricFog.InjectRaytracedLights | Whether lights with ray traced shadows are injected into volumetric fog |
r.VolumetricFog.InjectShadowedLightsSeparately | Whether to allow the volumetric fog feature. |
r.VolumetricFog.InverseSquaredLightDistanceBiasScale | Scales the amount added to the inverse squared falloff denominator. This effectively removes the spike from inverse squared falloff that causes extreme aliasing. |
r.VolumetricFog.Jitter | Whether to apply jitter to each frame's volumetric fog computation, achieving temporal super sampling. |
r.VolumetricFog.LightFunction | Whether light functions are generated to be sampled when rendering volumetric fog. |
r.VolumetricFog.LightFunction.DirectionalLightSupersampleScale | Scales the slice depth distribution. |
r.VolumetricFog.LightFunction.LightFunctionCount | The maximum light function that can be rendered per frame. |
r.VolumetricFog.LightFunction.Resolution | The resolution of all light functions generated to be sampled when rendering volumetric fog. |
r.VolumetricFog.LightScatteringSampleJitterMultiplier | Multiplier for random offset value used to jitter each world sample position when generating the 3D fog volume. Enable/disable with r.VolumetricFog.Jitter |
r.VolumetricFog.TemporalReprojection | Whether to use temporal reprojection on volumetric fog. |
r.VolumetricFog.UpsampleJitterMultiplier | Multiplier for random offset value used to jitter the sample position of the 3D fog volume to hide fog pixelization due to sampling from a lower resolution texture. |
r.VolumetricFog.VoxelizationShowOnlyPassIndex | When >= 0, indicates a single voxelization pass to render for debugging. |
r.VolumetricFog.VoxelizationSlicesPerGSPass | How many depth slices to render in a single voxelization pass (max geometry shader expansion). Must recompile voxelization shaders to propagate changes. |
r.VolumetricLightmap.VisualizationMinScreenFraction | Minimum screen size of a volumetric lightmap visualization sphere |
r.VolumetricLightmap.VisualizationRadiusScale | Scales the size of the spheres used to visualize volumetric lightmap samples. |
r.VolumetricRenderTarget | |
r.VolumetricRenderTarget.MinimumDistanceKmToEnableReprojection | This is the distance in kilometer at which the `cloud surface` must be before we enable reprojection of the previous frame data. One could start with a value of 4km. This helps hide reprojection issues due to imperfect approximation of cloud depth as a single front surface, especially visible when flying through the cloud layer. It is not perfect but will help in lots of cases. The problem when using this method: clouds will look noisier when closer to that distance. |
r.VolumetricRenderTarget.Mode | [0] trace quarter resolution + reconstruct at half resolution + upsample [1] trace half res + reconstruct full res + upsample [2] trace at quarter resolution + reconstruct full resolution (cannot intersect with opaque meshes and forces UpsamplingMode=2 [3] Cinematic mode with tracing done at full reoslution in render target so that clouds can also be applied on translucent.) |
r.VolumetricRenderTarget.PreferAsyncCompute | Whether to prefer using async compute to generate volumetric cloud render targets. |
r.VolumetricRenderTarget.ReprojectionBoxConstraint | Whether reprojected data should be constrained to the new incoming cloud data neighborhod value. |
r.VolumetricRenderTarget.UpsamplingMode | Used in compositing volumetric RT over the scene. [0] bilinear [1] bilinear + jitter [2] nearest + depth test [3] bilinear + jitter + keep closest [4] bilaterial upsampling |
r.VolumetricRenderTarget.UvNoiseSampleAcceptanceWeight | Used when r.VolumetricRenderTarget.UpsamplingMode is in a mode using jitter - this value control the acceptance of noisy cloud samples according to their similarities. A higher value means large differences will be less accepted for blending. |
r.Voxel | |
r.VoxelLevel2 | |
r.VoxelMethod | |
r.VRS.BasePass | Enables Variable Rate Shading for the base pass 0: Disabled1: Full2: Conservative (default) |
r.VRS.ContrastAdaptiveShading | Enables using Variable Rate Shading based on the luminance from the previous frame's post process output |
r.VRS.ContrastAdaptiveShading.ConservativeEdgeThreshold | |
r.VRS.ContrastAdaptiveShading.EdgeThreshold | |
r.VRS.ContrastAdaptiveShading.HDR10CorrectionMultiplier | Approximation multiplier to account for how perceptual values are spread out in SDR vs HDR10 |
r.VRS.ContrastAdaptiveShading.Preview | Whether to include CAS in VRS preview overlay.0 - off, 1 - on (default) |
r.VRS.ContrastAdaptiveShading.PreviewPreReprojection | Sets CAS preview to use the pre-reprojection SRI. Overrides full vs. conservative images.0 - off (default), 1 - on |
r.VRS.DebugForceRate | -1 : None, 0 : Force 1x1, 1 : Force 1x2, 2 : Force 2x1, 3: Force 2x2, 4 : Force 2x4, 5 : Force 4x2, 6 : Force 4x4 |
r.VRS.Decals | Enables Variable Rate Shading for decals 0: Disabled1: Full2: Conservative (default) |
r.VRS.Enable | Toggle to enable Variable Rate Shading. |
r.VRS.EnableImage | Toggle to enable image-based Variable Rate Shading. |
r.VRS.LightFunctions | Enables Variable Rate Shading for light functions 0: Disabled1: Full (default)2: Conservative |
r.VRS.NaniteEmitGBuffer | Enable VRS with Nanite EmitGBuffer rendering. 0: Disabled1: Full2: Conservative (default) |
r.VRS.Preview | Show a debug visualization of the VRS shading rate image texture.0 - off, 1 - on, 2 - conservative (affects CAS only) |
r.VRS.ReflectionEnvironmentSky | Enable VRS with ReflectionEnvironmentAndSky (PS) rendering. 0: Disabled1: Full2: Conservative (default) |
r.VRS.SSAO | Enable VRS with SSAO rendering. 0: Disabled1: Full2: Conservative (default) |
r.VRS.SSR | Enable VRS with SSR (PS) rendering. 0: Disabled1: Full2: Conservative (default) |
r.VRS.Translucency | Enable VRS with translucency rendering. 0: Disabled1: Full (default)2: Conservative |
r.VSync | 0: VSync is disabled.(default) 1: VSync is enabled. |
r.VSyncEditor | 0: VSync is disabled in editor.(default) 1: VSync is enabled in editor. |
r.VT.AnisotropicFiltering | Is anisotropic filtering for VTs enabled? |
r.VT.AsyncPageRequestTask | Performs VT page requests on an async task. |
r.VT.AVT.AgeToFree | Number of frames for an allocation to be unused before it is considered for free |
r.VT.AVT.LevelIncrement | Number of levels to increment each time we grow an allocated virtual texture |
r.VT.AVT.MaxAllocPerFrame | Max number of allocated VT for adaptive VT to alloc per frame |
r.VT.AVT.MaxFreePerFrame | Max number of allocated VT for adaptive VT to free per frame |
r.VT.AVT.MaxPageResidency | Percentage of page table to allocate before we start freeing to make space |
r.VT.Borders | If > 0, debug borders will enabled |
r.VT.CodecAgeThreshold | Mininum number of frames VT codec must be unused before possibly being retired |
r.VT.CodecNumThreshold | Once number of VT codecs exceeds this number, attempt to retire codecs that haven't been recently used |
r.VT.CsvStats | Send virtual texturing stats to CSV profiler 0=off, 1=on, 2=verbose |
r.VT.Dump | Dump a whole lot of info on the VT system state. |
r.VT.DumpPoolUsage | Dump detailed info about VT pool usage. |
r.VT.EnableAutoImport | Enable virtual texture on texture import |
r.VT.EnableFeedback | Enable processing of the GPU generated feedback buffer. |
r.VT.EnableLossyCompressLightmaps | Enables lossy compression on virtual texture lightmaps. Lossy compression tends to have lower quality on lightmap textures, vs regular color textures. |
r.VT.EnablePlayback | Enable playback of recorded feedback requests. |
r.vt.FeedbackFactor | The size of the VT feedback buffer is calculated by dividing the render resolution by this factor.The value set here is rounded up to the nearest power of two before use. |
r.VT.Flush | Flush all the physical caches in the VT system. |
r.VT.FlushAndEvictFileCache | Flush both the virtual texture physcial page cache and disk file cache |
r.VT.ForceContinuousUpdate | Force continuous update on all virtual textures. |
r.VT.IOPriority_HighPagePri | Priority of high priority VT I/O requests |
r.VT.IOPriority_NormalPagePri | Priority of default priority VT I/O requests |
r.VT.ListPhysicalPools | Dump a whole lot of info on the VT system state. |
r.VT.MaskedPageTableUpdates | Masks the page table update quads to reduce pixel fill costs |
r.VT.MaxAnisotropy | MaxAnisotropy setting for Virtual Texture sampling. |
r.VT.MaxContinuousUpdatesPerFrame | Max number of page uploads for pages that are already mapped. |
r.VT.MaxContinuousUpdatesPerFrameInEditor | Max number of page uploads for pages that are already mapped when in editor. |
r.VT.MaxReleasedPerFrame | Max number of allocated virtual textures to release per frame |
r.VT.MaxTilesProducedPerFrame | Max number of pages that can be produced per frame |
r.VT.MaxUploadMemory | Maximum amount of upload memory to allocate in MB before throttling virtual texture streaming requests. We never throttle high priority requests so allocation can peak above this value. |
r.VT.MaxUploadRequests | Maximum number of virtual texture tile upload requests that can be in flight. |
r.VT.MaxUploadsPerFrame | Max number of page uploads per frame in game |
r.VT.MaxUploadsPerFrame.Streaming | If positive, max number of page uploads per frame in game for streaming VT. Negative means no limit. If zero, SVTs won't be budgeted separately. They will be limited by r.VT.MaxUploadsPerFrame along with other types of VTs. This is the old behavior. This limit should be high if streaming pages is slow so that I/O requests are not throttled which can cause long delays to acquire page data. |
r.VT.MaxUploadsPerFrameInEditor | Max number of page uploads per frame when in editor |
r.VT.MenuRestricted | Restrict virtual texture menu options |
r.VT.Mobile.ManualTrilinearFiltering | Whether to use a manual trilinear filtering for VTs on mobile platforms. This more expensive filtering is used on mobile platforms that do not support Temporal Anti-Aliasing. |
r.VT.NumFeedbackTasks | Number of tasks to create to read virtual texture feedback. |
r.VT.NumGatherTasks | Number of tasks to create to combine virtual texture feedback. |
r.VT.PageFreeThreshold | Number of frames since the last time a VT page was used, before it's considered free. VT pages are not necesarily marked as used on the CPU every time they're accessed by the GPU. Increasing this threshold reduces the chances that an in-use frame is considered free. |
r.VT.PageUpdateFlushCount | Number of page updates to buffer before attempting to flush by taking a lock. |
r.VT.ParallelFeedbackTasks | Use worker threads for virtual texture feedback tasks. |
r.VT.ParallelTileCompression | Enables parallel compression of macro tiles |
r.VT.PlaybackMipBias | Mip bias to apply during playback of recorded feedback requests. |
r.VT.PoolSizeScale | Scale factor for virtual texture physical pool size. Group 0 |
r.VT.PoolSizeScale.Group0 | Scale factor for virtual texture physical pool size. Group 0 |
r.VT.PoolSizeScale.Group1 | Scale factor for virtual texture physical pool sizes. Group 1 |
r.VT.PoolSizeScale.Group2 | Scale factor for virtual texture physical pool sizes. Group 2 |
r.VT.ProduceLockedTilesOnFlush | Should locked tiles be (re)produced when flushing the cache |
r.VT.RefreshEntirePageTable | Refreshes the entire page table texture every frame |
r.VT.RenderCaptureNextPagesDraws | Trigger a render capture during the next RVT RenderPages draw calls. |
r.VT.Residency.AdjustmentRate | Rate at which we adjust mip bias due to Virtual Texture pool residency. Default 0.2 |
r.VT.Residency.LockedUpperBound | Virtual Texture pool locked page residency above which we kill any mip bias. That's because locked pages are never affected by the mip bias setting. So it is unlikely that we can get the pool within budget. Default 0.65 |
r.VT.Residency.LowerBound | Virtual Texture pool residency below which we decrease mip bias. Default 0.95 |
r.VT.Residency.MaxMipMapBias | Maximum mip bias to apply to prevent Virtual Texture pool residency over-subscription. Default 4 |
r.VT.Residency.Notify | Show on screen notifications for virtual texture physical pool residency |
r.VT.Residency.Show | Show on screen HUD for virtual texture physical pool residency |
r.VT.Residency.UpperBound | Virtual Texture pool residency above which we increase mip bias. Default 0.95 |
r.VT.RVT.DirectCompress | Compress texture data direct to the physical texture on platforms that support it. |
r.VT.RVT.HighQualityPerPixelHeight | Use higher quality sampling of per pixel heightmaps when rendering to Runtime Virtual Texture. |
r.VT.RVT.StreamingMips | Enable streaming mips for RVT |
r.VT.RVT.TileCountBias | Bias to apply to Runtime Virtual Texture size. Group 0 |
r.VT.RVT.TileCountBias.Group0 | Bias to apply to Runtime Virtual Texture size. Group 0 |
r.VT.RVT.TileCountBias.Group1 | Bias to apply to Runtime Virtual Texture size. Group 1 |
r.VT.RVT.TileCountBias.Group2 | Bias to apply to Runtime Virtual Texture size. Group 2 |
r.VT.SaveAllocatorImages | Save images showing allocator usage. |
r.VT.ShowDecodeErrors | Highlight virtual textures with decode errors in hot pink. |
r.VT.SplitPhysicalPoolSize | Create multiple physical pools per format to keep pools at this maximum size in tiles.A value of 64 tiles will force 16bit page tables. This can be a page table memory optimization for large physical pools.Defaults to 0 (off). |
r.VT.SyncProduceLockedTiles | Should we sync loading when producing locked tiles |
r.VT.TileBorderSize | Size in pixels to use for virtual texture tiles borders (rounded to next power-of-2) |
r.VT.TileSize | Size in pixels to use for virtual texture tiles (rounded to next power-of-2) |
r.VT.TranscodeRetireAge | If a VT transcode request is not picked up after this number of frames, drop it and put request in cache as free. default 60 |
r.VT.UploadMemoryPageSize | Size in MB for a single page of virtual texture upload memory. |
r.VT.ValidateCompressionOnLoad | Validates that VT data contains no compression errors when loading from DDCThis is slow, but allows debugging corrupt VT data (and allows recovering from bad DDC) |
r.VT.ValidateCompressionOnSave | Validates that VT data contains no compression errors before saving to DDCThis is slow, but allows debugging corrupt VT data |
r.VT.Verbose | Be pedantic about certain things that shouln't occur unless something is wrong. This may cause a lot of logspam 100's of lines per frame. |
r.WarningOnRedundantTransformUpdate | Produce a warning when UpdatePrimitiveTransform is called redundantly. |
r.WarnOfBadDrivers | On engine startup we can check the current GPU driver and warn the user about issues and suggest a specific version The test is fast so this should not cost any performance. 0: off 1: a message on startup might appear (default) 2: Simulating the system has a NVIDIA driver on the deny list (UI should appear) 3: Simulating the system has a AMD driver on the deny list (UI should appear) 4: Simulating the system has an allowed AMD driver (no UI should appear) 5: Simulating the system has a Intel driver (no UI should appear) |
r.WarpCulling | Enable Warp Culling optimization for platforms that support it. 0: Disable (default) 1: Enable |
r.Water.SingleLayer | Enable the single water rendering system. |
r.Water.SingleLayer.DepthPrepass | Enable a depth prepass for single layer water. Necessary for proper Virtual Shadow Maps support. |
r.Water.SingleLayer.DistanceFieldShadow | When using deferred, distance field shadow tracing is supported on single layer water. This cvar can be used to toggle it on/off at runtime. |
r.Water.SingleLayer.OptimizedClear | Toggles optimized depth clear |
r.Water.SingleLayer.Reflection | Reflection technique to use on single layer water. 0: Disabled, 1: Enabled (same as rest of scene), 2: Force Reflection Captures and Sky, 3: Force SSR |
r.Water.SingleLayer.RefractionDownsampleFactor | Resolution divider for the water refraction buffer. |
r.Water.SingleLayer.ShadersSupportDistanceFieldShadow | Whether or not the single layer water material shaders are compiled with support for distance field shadow, i.e. output main directional light luminance in a separate render target. This is preconditioned on using deferred shading and having distance field support enabled in the project. |
r.Water.SingleLayer.ShadersSupportVSMFiltering | Whether or not the single layer water material shaders are compiled with support for virtual shadow map filter, i.e. output main directional light luminance in a separate render target. This is preconditioned on using deferred shading and having VSM support enabled in the project. |
r.Water.SingleLayer.SSRTAA | Enable SSR denoising using TAA for the single layer water rendering system. |
r.Water.SingleLayer.TiledComposite | Enable tiled optimization of the single layer water reflection rendering system. |
r.Water.SingleLayer.UnderwaterFogWhenCameraIsAboveWater | Renders height fog behind the water surface even when the camera is above water. This avoids artifacts when entering and exiting the water with strong height fog in the scene but causes artifacts when looking at the water surface from a distance. |
r.Water.SingleLayer.VSMFiltering | When using deferred, virtual shadow map filtering is supported on single layer water. This cvar can be used to toggle it on/off at runtime. |
r.Water.SingleLayerWater.SupportCloudShadow | Enables cloud shadows on SingleLayerWater materials. |
r.WideCustomResolve | Use a wide custom resolve filter when MSAA is enabled0: Disabled [hardware box filter]1: Wide (r=1.25, 12 samples)2: Wider (r=1.4, 16 samples)3: Widest (r=1.5, 20 samples) |
r.WireframeCullThreshold | Threshold below which objects in ortho wireframe views will be culled. |
r.XGEController.AvoidUsingLocalMachine | Whether XGE tasks should avoid running on the local machine (to reduce the oversubscription with local async and out-of-process work). 0: Do not avoid. Distributed tasks will be spawned on all available XGE agents. Can cause oversubscription on the initiator machine. 1: Avoid spawning tasks on the local (initiator) machine except when running a commandlet or -buildmachine is passed (default). 2: Avoid spawning tasks on the local (initiator) machine. |
r.XGEController.Enabled | Enables or disables the use of XGE for various build tasks in the engine. 0: Local builds only. 1: Distribute builds using XGE (default). |
r.XGEController.Timeout | The time, in seconds, to wait after all tasks have been completed before shutting down the controller. (default: 2 seconds). |
r.XGEShaderCompile.MinBatchSize | This CVar is deprecated, please use r.ShaderCompiler.DistributedMinBatchSize |
rContextMenu.PercentageMatchWeightMultiplier | A multiplier for how much weight to give something based on the percentage match it is |
Reattach.Components | Useful for debugging, reattaches all components. Parameter needs to be the class name. Example: Reattach.Components class="SkeletalMeshComponent" |
Reattach.MaterialInstances | Useful for debugging, reattaches all materials. Optional parameter can be a materialinstance name (e.g. DecoStatue_Subsurface0). |
Reattach.Materials | Useful for debugging, reattaches all materials. Optional parameter can be a material name (e.g. DecoStatue_Subsurface0_Inst). |
REBUILDVOLUMES | Sorry: Exec commands have no help |
RecompileGlobalShaders | Sorry: Exec commands have no help |
RecompileShaders | Sorry: Exec commands have no help |
RECONNECT | Sorry: Exec commands have no help |
RecordAnimation | Sorry: Exec commands have no help |
RecordSequence | Sorry: Exec commands have no help |
RecordTake | Sorry: Exec commands have no help |
RecreateLandscapeCollision | Sorry: Exec commands have no help |
RedirectCollector.ResolveAllSoftObjectPaths | Attempts to load / resolve all currently referenced Soft Object Paths |
ref.AllowParallelCollection | Used to control parallel reference collection. |
ReferenceInfo | Outputs reference info for selected actors to a log file. Syntax is: ReferenceInfo [-depth=] [-nodefault] [-noscript] |
RELOADCFG | Sorry: Exec commands have no help |
RELOADCONFIG | Sorry: Exec commands have no help |
ReloadGlobalShaders | Reloads the global shaders file |
ReloadPakReaders | Sorry: Exec commands have no help |
REMOTETEXTURESTATS | Sorry: Exec commands have no help |
REMOVEARCHETYPEFLAG | Sorry: Exec commands have no help |
RemoveLandscapeXYOffsets | Sorry: Exec commands have no help |
RenameAssets | Sorry: Exec commands have no help |
renderdoc.AutoAttach | RenderDoc will attach on startup. |
renderdoc.BinaryPath | Path to the main RenderDoc executable to use. |
renderdoc.CaptureAllActivity | 0 - RenderDoc will only capture data from the current viewport. 1 - RenderDoc will capture all activity, in all viewports and editor windows for the entire frame. |
renderdoc.CaptureCallstacks | 0 - Callstacks will not be captured by RenderDoc. 1 - Capture callstacks for each API call. |
renderdoc.CaptureDelay | If > 0, RenderDoc will trigger the capture only after this amount of time (or frames, if CaptureDelayInSeconds is false) has passed. |
renderdoc.CaptureDelayInSeconds | 0 - Capture delay's unit is in frames.1 - Capture delay's unit is in seconds. |
renderdoc.CaptureFrameCount | If > 0, the RenderDoc capture will encompass more than a single frame. Note: this implies that all activity in all viewports and editor windows will be captured (i.e. same as CaptureAllActivity) |
renderdoc.EnableCrashHandler | 0 - Crash handling is completely delegated to the engine. 1 - The RenderDoc crash handler will be used (Only use this if you know the problem is with RenderDoc and you want to notify the RenderDoc developers!). |
renderdoc.ReferenceAllResources | 0 - Only include resources that are actually used. 1 - Include all rendering resources in the capture, even those that have not been used during the frame. Please note that doing this will significantly increase capture size. |
renderdoc.SaveAllInitials | 0 - Disregard initial states of resources. 1 - Always capture the initial state of all rendering resources. Please note that doing this will significantly increase capture size. |
renderdoc.ShowHelpOnStartup | 0 - Greeting has been shown and will not appear on startup. 1 - Greeting will be shown during next startup. |
RepairBlueprint | Sorry: Exec commands have no help |
Replay.UseReplayConnection | |
REPLAYSTREAMER | Sorry: Exec commands have no help |
ResetMaxEverRequiredRenderAssetMemory | Sorry: Exec commands have no help |
ResetMaxEverRequiredTextures | Sorry: Exec commands have no help |
ResetSoundState | Sorry: Exec commands have no help |
rhi.Bindless.Resources | Set to Enabled to enable for all shader types. Set to RayTracingOnly to restrict to Raytracing shaders. |
rhi.Bindless.Samplers | Set to Enabled to enable for all shader types. Set to RayTracingOnly to restrict to Raytracing shaders. |
rhi.DumpMemory | Dumps RHI memory stats to the log |
rhi.DumpResourceCounts | Dumps RHI resource counts to the log |
rhi.DumpResourceMemory | Dumps RHI resource memory stats to the log Usage: rhi.DumpResourceMemory [] [all] [summary] [Name=] [Type=] [Transient=<no, yes,="" or="" all=""> [csv] |
rhi.EnableConsole120Fps | Enable Console 120fps if Monitor supports it and Console is properly setup |
RHI.GPUHitchThreshold | Threshold for detecting hitches on the GPU (in milliseconds). |
rhi.PresentThreshold.Bottom | Specifies the percentage of the screen from the bottom where tearing is allowed. Only effective on supported platforms. Range: 0.0 - 1.0 |
rhi.PresentThreshold.Top | Specifies the percentage of the screen from the top where tearing is allowed. Only effective on supported platforms. Range: 0.0 - 1.0 |
rhi.ResourceTableCaching | If 1, the RHI will cache resource table contents within a frame. Otherwise resource tables are rebuilt for every draw call. |
rhi.SyncAllowEarlyKick | When 1, allows the RHI vsync thread to kick off the next frame early if we've missed the vsync. |
rhi.SyncAllowVariable | When 1, allows the RHI to use variable refresh rate, if supported by the output hardware. |
rhi.SyncInterval | Determines the frequency of VSyncs in supported RHIs. This is in multiples of 16.66 on a 60hz display, but some platforms support higher refresh rates. Assuming 60fps, the values correspond to: 0 - Unlocked (present immediately) 1 - Present every vblank interval 2 - Present every 2 vblank intervals 3 - etc... |
rhi.SyncSlackMS | Increases input latency by this many milliseconds, to help performance (trade-off tunable). Gamethread will be kicked off this many milliseconds before the vsync |
RHI.TransientAllocator.BufferCacheSize | The maximum number of RHI buffers to cache on each heap before garbage collecting. |
RHI.TransientAllocator.GarbageCollectLatency | Amount of update cycles before memory is reclaimed. |
RHI.TransientAllocator.MaximumHeapSize | Maximum size of an RHI transient allocation in MB. Allocations larger than this will fail the transient allocator (Default 512). |
RHI.TransientAllocator.MinimumHeapSize | Minimum size of an RHI transient heap in MB. Heaps will default to this size and grow to the maximum based on the first allocation (Default 128). |
RHI.TransientAllocator.TextureCacheSize | The maximum number of RHI textures to cache on each heap before garbage collecting. |
rhi.UseSubmissionThread | Whether to enable the RHI submission thread. 0: No 1: Yes, but not when running with multi-gpu. 2: Yes, always |
RHIPoolAllocator.DefragMaxPoolsToClear | Maximum amount of pools to try and clear during a single alloctor defrag call (default: 1 - negative then all pools will be tried and no timeslicing) |
RHIPoolAllocator.DefragSizeFraction | Skip defrag of pool if usage is more than given fraction (default: 0.9f). |
RHIPoolAllocator.ValidateLinkedList | Validate all the internal linked list data of all the RHIPoolAllocators during every operation. |
RigVM.DisableExecutionAll | if nonzero we disable all execution of rigvms. |
RigVM.DisableNativizedVMs | if nonzero we disable swapping to nativized VMs. |
RigVM.EnableDrawInterfaceInShipping | Set to 1 to enable control rig draw interface in shipping |
RigVM.EnablePostLoadHashing | When true refreshing the RigVMGraphs will be skipped if the hash matches the serialized hash. |
RigVM.EnablePreLoadFiltering | When true the RigVMGraphs will be skipped during preload to speed up load times. |
RigVM.Graph.DisableCompactNodes | When true all nodes are going to be drawn as full nodes. |
RigVM.NameCacheMaxSize | Change to control how many names are cached per VM instance. |
RigVM.StackDetailedLabels | Set to true to turn on detailed labels for the execution stack widget |
RigVM.UInterfaceSupport | When true the RigVMCompiler will allow UInterfaces. |
RunAsyncTraceOnWorkerThread | Whether to use worker thread for async trace functionality. This works if FApp::ShouldUseThreadingForPerformance is true. Otherwise it will always use game thread. 0: Use game thread, 1: User worker thread |
RunTask | |
RunUAT | Sorry: Exec commands have no help |
s.AdaptiveAddToWorld.AddToWorldTimeSliceMax | Maximum adaptive AddToWorld timeslice |
s.AdaptiveAddToWorld.AddToWorldTimeSliceMin | Minimum adaptive AddToWorld timeslice |
s.AdaptiveAddToWorld.Enabled | Enables the adaptive AddToWorld timeslice (replaces s.LevelStreamingActorsUpdateTimeLimit) (default: off) |
s.AdaptiveAddToWorld.Method | Heuristic to use for the adaptive timeslice 0 - compute the target timeslice based on remaining work time 1 - compute the target timeslice based on total work time for levels in flight (this avoids slowing before a level completes) |
s.AdaptiveAddToWorld.TargetMaxTimeRemaining | Target max time remaining in seconds. If our estimated completion time is longer than this, the timeslice will increase. Lower values are more aggressive |
s.AdaptiveAddToWorld.TimeSliceMaxIncreasePerSecond | Max rate at which the adptive AddToWorld timeslice will increase. Set to 0 to increase instantly |
s.AdaptiveAddToWorld.TimeSliceMaxReducePerSecond | Max rate at which the adptive AddToWorld timeslice will reduce. Set to 0 to reduce instantly |
s.AllowLevelRequestsWhileAsyncLoadingInMatch | Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up. |
s.AllowParseObjectLoading | If true, allows ParseObject to load fully qualified objects if needed and requested. |
s.AllowUnversionedContentInEditor | If true, allows unversioned content to be loaded by the editor. |
s.AsyncLoadingPrecachePriority | Priority of asyncloading precache requests |
s.AsyncLoadingThreadEnabled | Placeholder console variable, currently not used in runtime. |
s.AsyncLoadingTimeLimit | Maximum amount of time to spend doing asynchronous loading (ms per frame). |
s.AsyncLoadingUseFullTimeLimit | Whether to use the entire time limit even if blocked on I/O. |
s.ContinuouslyIncrementalGCWhileLevelsPendingPurge | Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged. |
s.DebugPackageNames | Add debug breaks for all listed package names, also automatically added to s.VerbosePackageNames. |
s.EditorLoadPrecacheSizeKB | Size, in KB, to precache when loading packages in the editor. |
s.EnforcePackageCompatibleVersionCheck | If true, package loading will fail if the version stored in the package header is newer than the current engine version |
s.EventDrivenLoaderEnabled | Placeholder console variable, currently not used in runtime. |
s.FlushStreamingOnExit | Placeholder console variable, currently not used in runtime. |
s.ForceGCAfterLevelStreamedOut | Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch. |
s.ForceRouteActorInitializeNextFrame | Whether to force routing actor initialize phase in its own frame. |
s.ForceVerifyLevelsGotRemovedByGC | Whether to force a verification of objects residing in a GC'ed level package (ignored in shipping builds). |
s.IasHttpPollTimeout | Tick() poll timeout in milliseconds |
s.IasMaxHttpConnectionCount | Max number of open HTTP connections to the on demand endpoint(s). |
s.IasMaxHttpRetryCount | Max number of HTTP request retries before failing the I/O request. |
s.IoDispatcherBufferAlignment | IoDispatcher read buffer alignment. |
s.IoDispatcherBufferMemoryMB | IoDispatcher buffer memory size (in megabytes). |
s.IoDispatcherBufferSizeKB | IoDispatcher read buffer size (in kilobytes). |
s.IoDispatcherCacheSizeMB | IoDispatcher cache memory size (in megabytes). |
s.IoDispatcherDecompressionWorkerCount | IoDispatcher decompression worker count. |
s.IoDispatcherMaintainSortingOnPriorityChange | If s.IoDispatcherSortRequestsByOffset > 0 and this > 0, io dispatcher remembers the last file handle/offset read from even when switching priority levels. |
s.IoDispatcherMaxForwardSeekKB | If s.IoDispatcherSortRequestsByOffset is enabled and this is > 0, if the next sequential read is further than this offset from the last one, read the oldest request instead |
s.IoDispatcherRequestLatencyCircuitBreakerMS | If s.IoDispatcherSortRequestsByOffset is enabled and this is >0, if the oldest request has been in the queue for this long, read it instead of the most optimal read |
s.IoDispatcherSortRequestsByOffset | If > 0, io dispatcher sorts the outstanding request queue by offset rather than sequence. |
s.IoDispatcherTocsEnablePerfectHashing | Enable perfect hashmap lookups for iostore tocs |
s.LargeMemoryDataMaxPoolLength | Limit LargeMemoryData pool size to the given number of elements. |
s.LevelStreamingActorsUpdateTimeLimit | Maximum allowed time to spend for actor registration steps during level streaming (ms per frame). |
s.LevelStreamingAddPrimitiveGranularity | Batching granularity used to add primitives to scene in parallel when registering actor components during level streaming. |
s.LevelStreamingComponentsRegistrationGranularity | Batching granularity used to register actor components during level streaming. |
s.LevelStreamingComponentsUnregistrationGranularity | Batching granularity used to unregister actor components during level unstreaming. |
s.LevelStreamingLowMemoryPendingPurgeCount | When system is in low memory state, if the number of streaming levels to purge meets or exceeds this value, perform a 'soft' GC. |
s.LevelStreamingRouteActorInitializationGranularity | Batching granularity used to initialize actors during level streaming. If this is zero, we process all actors and stages in one pass. |
s.MaxIncomingRequestsToStall | Controls the maximum number of unhandled IO requests before we stall the pak precacher to let the CPU catch up. |
s.MaxLevelRequestsAtOnceWhileInMatch | When we're already loading this many levels and actively in match, don't allow any more requests until one of those completes. Set to zero to disable. |
s.MaxPrecacheRequestsInFlight | Controls the maximum amount of precache requests to have in flight. |
s.MaxReadyRequestsToStallMB | Controls the maximum amount memory for unhandled IO requests before we stall the pak precacher to let the CPU catch up (in megabytes). |
s.MinBulkDataSizeForAsyncLoading | Minimum time the time limit exceeded warning will be triggered by. |
s.OnlyProcessRequiredPackagesWhenSyncLoading | When sync loading a package process only that package and its imports |
s.PriorityAsyncLoadingExtraTime | Additional time to spend asynchronous loading during a high priority load. |
s.PriorityLevelStreamingActorsUpdateExtraTime | Additional time to spend on actor registration steps during a high priority load. |
s.ProcessPrestreamingRequests | If non-zero, then we process prestreaming requests in cooked builds. |
s.RandomizeLoadOrder | If > 0, will randomize the load order of pending packages using this seed instead of using the most efficient order. This can be used to find bugs. |
s.RemoveUnreachableObjectsOnGT | Remove unreachable objects from GlobalImportStore on the GT from the GC callback NotifyUnreachableObjects (slow). |
s.RouteActorInitializationWorkUnitWeighting | Weighting to apply to RouteActorInitialization when computing work units (relative to component init) |
s.SkipChangelistCompatibilityVersionCheck | If true, engine version compatibility checks will not use changelist numbers to determine compatibility. NOTE: Changelist compatibility checks are automatically skipped in licensee builds. |
s.StorageServerIoDispatcherBatchSize | StorageServer IoDispatcher batch size. |
s.StorageServerIoDispatcherMaxActiveBatchCount | StorageServer IoDispatcher max submitted batches count. |
s.StreamableDelegateDelayFrames | Number of frames to delay StreamableManager delegates |
s.StreamableFlushAllAsyncLoadRequestsOnWait | Flush async loading without a specific request ID when waiting on streamable handles. |
s.TimeLimitExceededMinTime | Minimum time the time limit exceeded warning will be triggered by. |
s.TimeLimitExceededMultiplier | Multiplier for time limit exceeded warning time threshold. |
s.UnregisterComponentsTimeLimit | Maximum allowed time to spend for actor unregistration steps during level streaming (ms per frame). If this is zero then we don't timeslice |
s.UseBackgroundLevelStreaming | Whether to allow background level streaming. |
s.VerbosePackageNames | Restrict verbose logging to listed package names. |
s.VerifyObjectLoadFlags | Run AsyncFlags verifications for all objects when finished loading from the GC callback NotifyUnreachableObjects (slow). |
s.VerifyUnreachableObjects | Run GlobalImportStore verifications for unreachable objects from the GC callback NotifyUnreachableObjects (slow). |
s.WarnIfTimeLimitExceeded | Enables log warning if time limit for time-sliced package streaming has been exceeded. |
s.World.SkipPerfTrackerForUninitializedWorlds | When set, disables allocation of InGamePerformanceTrackers for Worlds that aren't initialized. |
SafeZone.EnableScale | IS the safe zone scale enabled? |
SafeZone.Scale | The safezone scale. |
save.FixupStandaloneFlags | If non-zero, when the UAsset of a package is missing RF_Standalone, the flag is added. If zero, the flags are not changed and the save fails. |
SCALABILITY | Sorry: Exec commands have no help |
SCALELEVEL | Sorry: Exec commands have no help |
ScaleMeshes | Sorry: Exec commands have no help |
SceneOutliner.AutoRepresentingWorldNetMode | The preferred NetMode of the world shown in the scene outliner when the 'Auto' option is chosen: 0=Standalone, 1=DedicatedServer, 2=ListenServer, 3=Client |
SceneOutliner.AutoRepresentingWorldNetModeForObjectMixer | The preferred NetMode of the world shown in the scene outliner when the 'Auto' option is chosen: 0=Standalone, 1=DedicatedServer, 2=ListenServer, 3=Client |
SceneOutliner.ProcessingBudgetPerFrame | Maximum time in milliseconds to spend processing operations per frame |
ScriptAudit | Sorry: Exec commands have no help |
SELECT | Sorry: Exec commands have no help |
SELECTNAME | Sorry: Exec commands have no help |
Sequencer | Sorry: Exec commands have no help |
Sequencer.AddKeepStateDeterminismFences | Whether the Sequencer compiler should auto-add determinism fences for the last frame of KeepState sections. This ensures that the last possible value of the section is consistently evaluated regardless of framerate, at the cost of an extra evaluation on frames that cross over KeepState sections' end time. |
Sequencer.Audio.IgnoreAudioSyncDuringWorldTimeDilation | Ignore correcting audio if there is world time dilation. |
Sequencer.Audio.MaxDesyncTolerance | Controls how many seconds an audio track can be out of sync in a Sequence before we attempt a time correction. |
Sequencer.Audio.PlayAudioWhenPlaybackJumps | Play audio when playback jumps. |
Sequencer.Audio.UseAudioClockForAudioDesync | When set to 1, we will use the audio render thread directly to query whether audio has went out of sync with the sequence. |
Sequencer.AutoScrub | Enable/disable auto-scrubbing |
Sequencer.AutoScrubCurveExponent | How much to ramp in and out the scrub speed when auto-scrubbing |
Sequencer.AutoScrubSpeed | How fast to scrub forward/backward when auto-scrubbing |
Sequencer.AutoTangentNew | If 1 Auto Tangent will use new algorithm to gradually flatten maximum/minimum keys, if 0 Auto Tangent will average all keys (pre 4.23 behavior). |
Sequencer.CachedChannelEvaluationParityThreshold | Threshold for testing Evaluate parity with cached/uncached routines. |
Sequencer.CheckEntityManagerInvariants | Defines whether FEntityManager invariants should be checked on mutation or not. Note: severely impairs performance. |
Sequencer.CompilerVersion | Defines a global identifer for moviescene compiler logic. |
Sequencer.CustomTaskScheduling | (Default: true. Enables more efficient custom task scheduling of asynchronous Sequencer evaluation. |
Sequencer.DeferMovementUpdates | (Default: false) Enables deferring all Scene Component movement updates to the end of a sequencer evaluation to avoid excessive calls to UpdateOverlaps or cascading transform updates for attached components. |
Sequencer.DrawMeshTrails | Toggle to show or hide Level Sequence VR Editor trails |
Sequencer.DuplicateLinkedAnimSequence | When true when we duplicate a level sequence that has a linked anim sequence it will duplicate and link the anim sequencel, if false we leave any link alone. |
Sequencer.EnableCachedChannelEvaluation | Toggles whether channel evaluation will use cached or non-cached evaluation. |
Sequencer.IgnoreDependenciesWhenNotThreading | (Default: true) Whether to ignore task dependencies when there is no threading. |
Sequencer.LinearCubicInterpolation | If 1 Linear Keys Act As Cubic Interpolation with Linear Tangents, if 0 Linear Key Forces Linear Interpolation to Next Key. |
Sequencer.MaterialParameterBlending | (Default: true) Defines whether material parameter blending should be enabled or not. |
Sequencer.MaterialParameterEntityLifetimeTracking | (Default: false) Ensure on destruction that all entities have been cleaned up. This can report false positives (when the linker and material system are both cleaned up together) so is not enabled by default. |
Sequencer.MaxLatentActionLoops | Defines the maximum number of latent action loops that can be run in one frame. |
Sequencer.NetSyncThreshold | (Default: 200ms. Defines the threshold at which clients and servers must be forcibly re-synced during playback. |
Sequencer.OutputDeferredMovementMode | Integer value specifying how to output Scene Components with deferred movement updates from Sequencer: (0 - Default) No output, (1 - Dump Once) Request a single output on the next evaluation, (2 - Dump every frame) Dump all movement updates every frame |
Sequencer.RelativeTimecodeSmoothing | If nonzero, accumulate with platform time since when the timecodes were equal. |
Sequencer.SecondsPerFrame | Seconds per frame to wait when in play every frame mode. |
Sequencer.SmartAutoBlendLocationPercentage | Percentage near the next value that the tangent will blend to the adjacent tangent, if over 1.0 we won't blend. Default to 0.8 |
Sequencer.SmoothedMaxNetSyncSampleAge | (Default: 5000. Defines the range of samples (in milliseconds) required to perform smoothed net sync. Use 0 to disable smoothing. |
Sequencer.SmoothedMaxNetSyncSampleCount | (Default: 50. The maximum number of samples to keep in memory. |
Sequencer.SmoothedNetSyncDeviationThreshold | (Default: 200ms. Defines the acceptable deviation for smoothed net sync samples. Samples outside this deviation will be discarded. |
Sequencer.StartTransformOffsetInBoneSpace | When true we offset the start offsets for skeletal animation matching in bone space, if false we do it in root space, by default true |
Sequencer.TagSaturation | Specifies how saturated object binding tags should appear in the Sequencer UI. |
Sequencer.ThreadedEvaluation.AllocationThreshold | (Default: 32) Defines the entity allocation fragmentation threshold above which threaded evaluation will be used. |
Sequencer.ThreadedEvaluation.EntityThreshold | (Default: 256) Defines the number of entities that need to exist to justify threaded evaluation. |
Sequencer.TickIntervalGroupingResolutionMs | Defines the maximum resolution for actor tick interval groupings. Bigger numbers will group more actors together when they have custom tick intervals, but will lead to less accurate intervals. |
Sequencer.TimeUndo | Enable/disable ability to undo time when making changes |
Sequencer.UseOldSequencerTrails | If true show old motion trails, if false use new editable motion trails. |
Sequencer.UseSoftObjectPtrsForPreAnimatedMaterial | Defines whether to use soft-object-ptrs for referencing pre-animated state (default), or strong TObjectPtrs. |
Sequencer.VolatileSequencesInEditor | (Default: 1) When non-zero, all assets will be treated as volatile in editor. Can be disabled to bypass volatility checks in-editor for more representative runtime performance metrics. |
SequenceRecorder | Enables the Sequence Recorder tab |
Serialization.AllowSidecarSyncing | When true FEditorBulkData will attempt to sync it's .upayload file via sourcecontrol if the first attempt to load from it fails |
Serialization.ApplyBulkDataOffsetFix | When true, we will try to fix potentially bad bulkdata offsets |
Serialization.LoadFromSidecar | When true FEditorBulkData will load from the sidecar file |
Serialization.LoadFromTrailer | When true FEditorBulkData will load payloads via the package trailer rather than the package itself |
Serialization.RehydrateOnSave | When true FVirtualizedUntypedBulkData virtualized payloads will by hydrated and stored locally when saved to a package |
SERVERTRAVEL | Sorry: Exec commands have no help |
SESSION | Sorry: Exec commands have no help |
SET | Sorry: Exec commands have no help |
SetBaseSoundMix | Sorry: Exec commands have no help |
SETDETAILMODE | Sorry: Exec commands have no help |
SETDETAILMODEVIEW | Sorry: Exec commands have no help |
SetGlobalShaderCacheOverrideDirectory | Set the directory to read the override global shader map file from. |
SETNOPEC | Sorry: Exec commands have no help |
SetThreadConfig | Sets a thread Priority and/or Affinity. A single arg of default resets all the thread Priorities and Affinities, otherwise [GT|RT|RHI|Task|TaskBP] both/either [TPri_type] [0x] sets the Priority and/or Affinity. |
SettingsEditor.HideSetAsDefaultButton | Hide the Settings Editor button to save to default config. |
sg.AntiAliasingQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.AntiAliasingQuality.NumLevels | Number of settings quality levels in sg.AntiAliasingQuality default: 5 (0..4) |
sg.EffectsQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.EffectsQuality.NumLevels | Number of settings quality levels in sg.EffectsQuality default: 5 (0..4) |
sg.FoliageQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.FoliageQuality.NumLevels | Number of settings quality levels in sg.FoliageQuality default: 5 (0..4) |
sg.GlobalIlluminationQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.GlobalIlluminationQuality.NumLevels | Number of settings quality levels in sg.GlobalIlluminationQuality default: 5 (0..4) |
sg.PostProcessQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.PostProcessQuality.NumLevels | Number of settings quality levels in sg.PostProcessQuality default: 5 (0..4) |
sg.ReflectionQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.ReflectionQuality.NumLevels | Number of settings quality levels in sg.ReflectionQuality default: 5 (0..4) |
sg.ResolutionQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 10..100, default: 100 |
sg.ShadingQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.ShadingQuality.NumLevels | Number of settings quality levels in sg.ShadingQuality default: 5 (0..4) |
sg.ShadowQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.ShadowQuality.NumLevels | Number of settings quality levels in sg.ShadowQuality default: 5 (0..4) |
sg.Test.CPUPerfIndexOverride | Custom override for the CPU perf index returned by the GPU benchmark. |
sg.Test.GPUPerfIndexOverride | Custom override for the GPU perf index returned by the GPU benchmark. |
sg.TextureQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.TextureQuality.NumLevels | Number of settings quality levels in sg.TextureQuality default: 5 (0..4) |
sg.ViewDistanceQuality | Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command) 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3 |
sg.ViewDistanceQuality.NumLevels | Number of settings quality levels in sg.ViewDistanceQuality default: 5 (0..4) |
SHADERCOMPLEXITY | Sorry: Exec commands have no help |
shaderpipeline.MinPrecompileTasksInFlight | Note: Only used when threadpool PSO precompiling is active. The number of active PSO precompile jobs in flight before we will submit another batch of jobs. i.e. when the number of inflight precompile tasks drops below this threshold we can add the next batch of precompile tasks. This is to prevent bubbles between precompile batches but also to avoid saturating dispatch. |
ShadowmapStreamingFactor | Sorry: Exec commands have no help |
ShowFlag.AmbientCubemap | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.AmbientOcclusion | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.AntiAliasing | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Atmosphere | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.AudioRadius | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.BillboardSprites | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Bloom | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Bones | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Bounds | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Brushes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.BSP | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.BSPSplit | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.BSPTriangles | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.BuilderBrush | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.CameraAspectRatioBars | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.CameraFrustums | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.CameraImperfections | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.CameraInterpolation | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.CameraSafeFrames | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.CapsuleShadows | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Cloud | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Collision | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.CollisionPawn | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.CollisionVisibility | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ColorGrading | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.CompositeEditorPrimitives | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Constraints | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ContactShadows | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Cover | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DebugAI | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DebugDrawDistantVirtualSMLights | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Decals | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DeferredLighting | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DepthOfField | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Diffuse | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DirectionalLights | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DirectLighting | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DisableOcclusionQueries | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DistanceCulledPrimitives | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DistanceFieldAO | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DrawOnlyVSMInvalidatingGeo | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.DynamicShadows | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.EditingLevelInstance | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Editor | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.EyeAdaptation | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Fog | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ForceFeedbackRadius | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Game | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.GameplayDebug | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.GBufferHints | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.GlobalIllumination | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Grain | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Grid | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.HeterogeneousVolumes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.HighResScreenshotMask | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.HISMCClusterTree | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.HISMCOcclusionBounds | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.HitProxies | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.HLODColoration | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.HMDDistortion | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.IndirectLightingCache | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.InputDebugVisualizer | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.InstancedFoliage | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.InstancedGrass | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.InstancedStaticMeshes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Landscape | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LargeVertices | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LensFlares | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LevelColoration | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LightComplexity | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LightFunctions | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LightInfluences | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Lighting | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LightingOnlyOverride | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LightMapDensity | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LightRadius | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LightShafts | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LocalExposure | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LOD | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LODColoration | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LumenDetailTraces | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LumenFarFieldTraces | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LumenGlobalIllumination | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LumenGlobalTraces | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LumenReflections | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LumenScreenTraces | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LumenSecondaryBounces | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.LumenShortRangeAmbientOcclusion | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.MassProperties | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Materials | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.MaterialTextureScaleAccuracy | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.MediaPlanes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.MeshEdges | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.MeshUVDensityAccuracy | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ModeWidgets | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.MotionBlur | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.NaniteMeshes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.NaniteStreamingGeometry | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Navigation | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Niagara | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.OcclusionMeshes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.OnScreenDebug | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.OpaqueCompositeEditorPrimitives | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.OutputMaterialTextureScales | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.OverrideDiffuseAndSpecular | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Paper2DSprites | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Particles | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PathTracing | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PhysicalMaterialMasks | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PhysicsField | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Pivot | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PointLights | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PostProcessing | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PostProcessMaterial | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PrecomputedVisibility | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PrecomputedVisibilityCells | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PreviewShadowsIndicator | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PrimitiveDistanceAccuracy | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.PropertyColoration | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.QuadOverdraw | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.RayTracedDistanceFieldShadows | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.RayTracingDebug | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.RectLights | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ReflectionEnvironment | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ReflectionOverride | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Refraction | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Rendering | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.RequiredTextureResolution | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.SceneColorFringe | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ScreenPercentage | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ScreenSpaceAO | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ScreenSpaceReflections | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Selection | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.SelectionOutline | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.SeparateTranslucency | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ServerDrawDebug | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ShaderComplexity | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ShaderComplexityWithQuadOverdraw | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ShaderPrint | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ShadowFrustums | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.SkeletalMeshes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.SkyLighting | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Snap | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Specular | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Splines | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.SpotLights | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.StaticMeshes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.StationaryLightOverlap | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.StereoRendering | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.StreamingBounds | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.SubsurfaceScattering | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.TemporalAA | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.TestImage | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.TextRender | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.TexturedLightProfiles | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.ToneCurve | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Tonemapper | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Translucency | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VectorFields | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VertexColors | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Vignette | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VirtualShadowMapCaching | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VirtualTexturePendingMips | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VirtualTexturePrimitives | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VirtualTextureResidency | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisLog | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeBuffer | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeCalibrationColor | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeCalibrationCustom | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeCalibrationGrayscale | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeDistanceFieldAO | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeDOF | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeGlobalDistanceField | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeGPUSkinCache | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeGroom | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeHDR | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeInstanceUpdates | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeLevelInstanceEditing | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeLightCulling | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeLightingOnProbes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeLocalExposure | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeLumen | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeMeshDistanceFields | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeMotionBlur | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeMotionVectors | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeNanite | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeOutOfBoundsPixels | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizePostProcessStack | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeReprojection | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeSenses | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeShadingModels | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeSkyAtmosphere | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeSSR | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeSSS | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeSubstrate | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeTemporalUpscaler | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeVirtualShadowMap | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeVolumetricCloudConservativeDensity | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeVolumetricCloudEmptySpaceSkipping | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VisualizeVolumetricLightmap | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VolumeLightingSamples | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Volumes | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VolumetricFog | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VolumetricLightmap | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.VREditing | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.WidgetComponents | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
ShowFlag.Wireframe | Allows to override a specific showflag (works in editor and game, "show" only works in game and UI only in editor) Useful to run a build many time with the same showflags (when put in consolevariables.ini like "showflag.abc=0") 0: force the showflag to be OFF 1: force the showflag to be ON 2: do not override this showflag (default) |
SHOWLOG | Sorry: Exec commands have no help |
ShowSoundClassHierarchy | Sorry: Exec commands have no help |
ShrinkUObjectHashTables | Shrinks all of the UObject hash tables. |
SigMan.FilterTag | Only display objects with the specified filter tag. If None objects with any will be displayed. |
SigMan.ObjectsToShow | How many objects to display when ShowDebug SignificanceManager is enabled. |
SkeletalMesh.UseExperimentalChunking | Whether skeletal mesh will use a experimental chunking algorithm when building LODModel. |
SkeletalMeshReport | Sorry: Exec commands have no help |
SkinWeightProfileManager.AllowCPU | Whether or not to allow cpu buffer generation |
Slate.AbsoluteIndices | 0: Each element first vertex index starts at 0 (default), 1: Use absolute indices, simplifies draw call setup on RHIs that do not support BaseVertex |
Slate.AccessibleWidgetsProcessedPerTick | To reduce performance spikes, generating the accessible widget tree is limited to this many widgets per tick to update. |
Slate.AllowBackgroundBlurWidgets | If 0, no background blur widgets will be rendered |
Slate.AllowPerUserHitTesting | Toggles between widgets mapping to a user id and requring a matching user id from an input event or allowing all users to interact with widget |
Slate.AllowSlateToSleep | Whether Slate should go to sleep when there are no active timers and the user is idle |
Slate.AlwaysInvalidate | Forces invalidation panels to cache, but to always invalidate. |
Slate.ApplyDisabledEffectOnWidgets | If true, disabled game-layer widgets will have alpha multiplied by 0.45. |
Slate.BackgroundBlurDownsample | |
Slate.BackgroundBlurMaxKernelSize | The maximum allowed kernel size. Note: Very large numbers can cause a huge decrease in performance |
Slate.bAllowNotifications | If false, then notifications will not be displayed to the user. |
Slate.bAllowThrottling | Allow Slate to throttle parts of the engine to ensure the UI is responsive |
Slate.CheckUObjectRenderResources | |
Slate.CheckUObjectShapedGlyphSequence | |
Slate.Commands.ListAll | |
Slate.Commands.ListBound | |
Slate.Contrast | The amount of contrast to apply to the UI (default 1). |
Slate.CullingSlackFillPercent | Scales the culling rect by the amount to provide extra slack/wiggle room for widgets that have a true bounds larger than the root child widget in a container. |
Slate.CursorSignificantMoveDetectionThreshold | The distance from previous cursor position above which the move will be considered significant (used to trigger the display of the tooltips). |
Slate.Debug.TraceNavigationConfig | True enables tracing of navigation config & callstack to log. |
Slate.DebugCulling | Controls whether we should ignore clip rects, and just use culling. |
Slate.DefaultTextFlowDirection | 0: Auto (default), 1: LeftToRight, 2: RightToLeft. |
Slate.DefaultTextShapingMethod | 0: Auto (default), 1: KerningOnly, 2: FullShaping. |
Slate.DeferRetainedRenderingRenderThread | Whether or not to defer retained rendering to happen at the same time as the rest of slate render thread work |
Slate.DeferWindowsMessageProcessing | Whether windows message processing is deferred until tick or if they are processed immediately |
Slate.DeleteResources | Flushes and deletes all resources created by Slate's RHI Resource Manager. |
Slate.DemoMode.KeyEvent | Visualize any pressed keys for demo-recording purposes. |
Slate.DemoMode.MouseEvent | Visualize the cursor events for demo-recording purposes. |
Slate.DrawBatchNum | . |
Slate.DrawToVRRenderTarget | If enabled while in VR. Slate UI will be drawn into the render target texture where the VR imagery for either eye was rendered, allow the viewer of the HMD to see the UI (for better or worse.) This render target will then be cropped/scaled into the back buffer, if mirroring is enabled. When disabled, Slate UI will be drawn on top of the backbuffer (not to the HMD) after the mirror texture has been cropped/scaled into the backbuffer. |
Slate.DumpFontCacheStats | Dump statistics about font cache usage. |
Slate.DumpUpdateList | (Deprecated) use Slate.InvalidationRoot.DumpUpdateListOnce |
Slate.EnableCrashHandler | Slate will add states into the crash reporter. |
Slate.EnableCursorQueries | |
Slate.EnableDesignerRetainedRendering | Controls if retainer renders in designer; 0 - Never; 1 - Per Widget Properties |
Slate.EnableDrawEvents | . |
Slate.EnableFastWidgetPath | Whether or not we enable fast widget pathing. This mode relies on parent pointers to work correctly. |
Slate.EnableFontAntiAliasing | Enable or disable anti-aliasing for font rendering (0 = off, 1 = on). Enabled by default. |
Slate.EnableGamepadEditorNavigation | True implies we allow gamepad navigation outside of the game viewport. |
Slate.EnableGlobalInvalidation | |
Slate.EnableInvalidationPanels | Whether to attempt to cache any widgets through invalidation panels. |
Slate.EnableLayoutLocalization | Controls if we enable or disable localized layout, which affects left to right or right to left detection for cultures. |
Slate.EnableLegacyFontHinting | Enable the legacy font hinting? (0/1). |
Slate.EnableRawInputSimulationOverRDP | |
Slate.EnableRetainedRendering | Whether to attempt to render things in SRetainerWidgets to render targets first. |
Slate.EnableRetainedRenderingWithLocalTransform | Whether to render with the local transform or the one passed down from the parent widget. |
Slate.EnableSlateWidgetTracker | Whether or not we enable the tracking of widgets via the Slate Widget Tracker. |
Slate.EnableSyntheticCursorMoves | |
Slate.EnableTooltips | Whether to allow tooltips to spawn at all. |
Slate.EnsureAllVisibleWidgetsPaint | Ensures that if a child widget is visible before OnPaint, that it was painted this frame after OnPaint, if still marked as visible. Only works if we're on the FastPaintPath. |
Slate.EnsureOutgoingLayerId | Ensures that child widget returns the correct layer id with OnPaint. |
Slate.FlushFontCache | Flush the font cache. |
Slate.Font.AsyncLazyLoad | Causes unloaded font faces that are lazily loaded, to be loaded asynchronusly, until then the font won't measure correctly. Once complete the UI will invalidate. |
Slate.ForceBackgroundBlurLowQualityOverride | Whether or not to force a slate brush to be used instead of actually blurring the background |
Slate.ForceRawInputSimulation | |
Slate.GameLayer.AllCanvasesVisible | Show/Hide the viewport slot, player canvas, and debug canvas. |
Slate.GameLayer.DebugCanvasVisible | Show/Hide the debug canvas. |
Slate.GameLayer.PlayerCanvasVisible | Show/Hide the player canvas. |
Slate.GameLayer.ViewportSlotVisible | Show/Hide the slot on viewport |
Slate.GlobalScrollAmount | How much to scroll for each click of the mouse wheel (in Slate Screen Units). |
Slate.GrowFontAtlasFrameWindow | The number of frames within the font atlas will resize rather than flush. |
Slate.GrowFontNonAtlasFrameWindow | The number of frames within the large font glyph pool will resize rather than flush. |
Slate.GrowSVGAtlasFrameWindow | The number of frames within the atlas will resize rather than flush. |
Slate.GrowSVGNonAtlasFrameWindow | The number of frames within the large pool will resize rather than flush. |
Slate.HitTestGridDebugging | Whether to show a visualization of everything in the hit teest grid |
Slate.Input.MotionFiresUserInteractionEvents | If this is false, LastUserInteractionTimeUpdateEvent events won't be fired based on motion input, and LastInteractionTime won't be updated Some motion devices report small tiny changes constantly without filtering, so motion input is unhelpful for determining user activity |
Slate.InvalidationDebugging | Deprecated - Use SlateDebugger.Invalidate.Enable |
Slate.InvalidationList.EnableReindexLayerId | With invalidation system, when a painted widget returns a bigger LayerId that it used to, re-index the other widgets. |
Slate.InvalidationList.MaxArrayElements | With the invalidation system, the preferred size of the elements array. |
Slate.InvalidationList.NumberElementLeftBeforeSplitting | With the invalidation system, when splitting, only split the array when the number of element left is under X. |
Slate.InvalidationRoot.DumpPostInvalidationList | Each frame, log the widgets that are processed in the post update phase. |
Slate.InvalidationRoot.DumpPreInvalidationList | Each frame, log the widgets that are processed in the pre update phase. |
Slate.InvalidationRoot.DumpPrepassInvalidationList | Each frame, log the widgets that are processed in the prepass update phase. |
Slate.InvalidationRoot.DumpUpdateList | Each frame, log the widgets that will be updated. |
Slate.InvalidationRoot.DumpUpdateListOnce | Log the widgets that will be updated this frame. |
Slate.InvalidationRoot.VerifyHittestGrid | Every tick, verify the hittest grid. |
Slate.InvalidationRoot.VerifySlateAttribute | Every tick, verify that the widgets that have registered attribute are correctly updated once and the list contains all the widgets. |
Slate.InvalidationRoot.VerifyValidWidgets | Every tick, verify that every WidgetProxy has a valid SWidget. |
Slate.InvalidationRoot.VerifyWidgetHeapContains | Verify that the widget is not already in the list before adding it. |
Slate.InvalidationRoot.VerifyWidgetList | Every tick, verify that the updated list does match a newly created list. |
Slate.InvalidationRoot.VerifyWidgetsAreUpdatedOnce | Verify that the widgets are painted only once per tick. |
Slate.InvalidationRoot.VerifyWidgetsIndex | Every tick, verify that every widgets has the correct corresponding index. |
Slate.InvalidationRoot.VerifyWidgetUpdateList | Every tick, verify that pre and post update list contains the correct information and they are sorted. |
Slate.InvalidationRoot.VerifyWidgetVisibility | Every tick, verify that the cached visibility of the widgets is properly set. |
Slate.InvalidationRoot.VerifyWidgetVolatile | Every tick, verify that volatile widgets are mark properly and are in the correct list. |
Slate.LogPaintedText | If true, all text that is visible to the user will be logged when it is painted. This will log the full text to be painted, not the truncated or clipped version based on UI constraints. |
Slate.MaxFontAtlasPagesBeforeFlush | The number of font atlas textures created and used before we flush the font cache if a texture atlas is full |
Slate.MaxFontNonAtlasTexturesBeforeFlush | The number of large glyph font textures initially. |
Slate.MaxSVGAtlasPagesBeforeFlush | The number of atlas textures created and used before we flush the cache if a texture atlas is full |
Slate.MaxSVGNonAtlasTexturesBeforeFlush | The number of large textures initially. |
Slate.MemorylessDepthStencil | Whether to use memoryless DepthStencil target for Slate. Reduces memory usage and implies that DepthStencil state can't be preserved between Slate renderpasses |
Slate.Navigation.Simulate | Log the result of what the widget may do when it received a navigation event.Use: "Slate.Navigation.Simulate Widget=0x00AABBCCDD Navigation=UINavigationIndex [UserIndex=Number] [Genesis=NavigationGenesisIndex]"UINavigationIndex use: 0 for Left, 1 for Right, 2 for Up, 3 for Down, 4 for Next, 5 for PreviousNavigationGenesisIndex use: 0 for Keyboard|, 1 for Controller, 2 for User |
Slate.OutlineFontRenderMethod | Changes the render method for outline fonts. 0 = freetype does everything and generates a bitmap for the base glyph (default). 1 = We override the freetype rasterizer. Can help with some rendering anomalies on complicated fonts. |
Slate.OverrideScissorRect | Whether to allow Slate to apply a scissor clip to UI elements to prevent certain artifacts. You might need to disable this if you are drawing UI over a mirror backbuffer while in VR. |
Slate.PreventDuplicateMouseEventsForTouchForWindows7 | Hack to get around multiple mouse events being triggered for touch events on Windows 7 and lower. Enabling this will prevent pen tablets from working on windows 7 since until we switch to the windows 8 sdk (and can use WM_POINTER* events) we cannot detect the difference |
Slate.RequireFocusForGamepadInput | Whether gamepad input should be ignored by the engine if the application is not currently active |
Slate.ResourceManager.LockResourceDuringGC | Lock the Slate RHI Resource Manager when GCing and when the loading screen has ownership to prevent multithreaded access to the resources. |
Slate.ShouldFollowCultureByDefault | Should we initially follow the culture's flow direction at the window level. |
Slate.ShowBatching | 0: Don't show batching, 1: Show Batching |
Slate.ShowClipping | Controls whether we should render a clipping zone outline. Yellow = Axis Scissor Rect Clipping (cheap). Red = Stencil Clipping (expensive). |
Slate.ShowOverdraw | 0: Don't show overdraw, 1: Show Overdraw |
Slate.ShowTextDebugging | Show debugging painting for text rendering. |
Slate.ShowWireFrame | |
Slate.SleepBufferPostInput | The amount of time that must pass without any user action before Slate is put to sleep (provided that there are no active timers). |
Slate.SoftwareCursorScale | Scale factor applied to the software cursor. Requires the cursor widget to be scale-aware. |
Slate.TargetFrameRateForResponsiveness | Minimum sustained average frame rate required before we consider the editor to be "responsive" for a smooth UI experience |
Slate.TestMessageDialog | |
Slate.TestMessageLog | |
Slate.TestNotifications | |
Slate.TestProgressNotification | |
Slate.ThrottleWhenMouseIsMoving | Whether to attempt to increase UI responsiveness based on mouse cursor movement. |
Slate.TooltipIntroDuration | How long it takes for a tooltip to animate into view, in seconds. |
Slate.TooltipSummonDelay | Delay in seconds before a tooltip is displayed near the mouse cursor when hovering over widgets that supply tooltip data. |
Slate.ToolTipWrapWidth | Width of Slate tool-tips before we wrap the tool-tip text |
Slate.Transform.FullscreenMouseInput | Set true to transform mouse input to account for viewport stretching at fullscreen resolutions not natively supported by the monitor. |
Slate.TriggerInvalidate | Triggers a global invalidate of all widgets |
Slate.UnloadFreeTypeDataOnFlush | Releases the free type data when the font cache is flushed |
Slate.UseFixedDeltaTime | True means we use a constant delta time on every widget tick. |
Slate.VerifyParentChildrenRelationship | Every tick, verify that a widget has only one parent. |
Slate.VerifyWidgetLayerId | Every tick, verify that widgets have a LayerId range that fits with their siblings and their parent. |
Slate.WorldWidgetIgnoreNotVisibleWidgets | Whether to not update the position of world widgets if they are not visible - to prevent invalidating the whole layer unnecessarily |
Slate.WorldWidgetZOrder | Whether to re-order world widgets projected to screen by their view point distance 0: Disable re-ordering 1: Re-order by distance (default, less batching, less artifacts when widgets overlap) |
SlateDebugger.bCaptureRootInvalidationCallstacks | Whenever a widget is the root cause of an invalidation, capture the callstack for slate insights. |
SlateDebugger.Break.OnWidgetBeginPaint | Break before the widget get painted (must be attached to a debugger). Usage: [WidgetPtr=0x1234567]|[WidgetId=12345] |
SlateDebugger.Break.OnWidgetEndPaint | Break after the widget got painted (must be attached to a debugger). Usage: [WidgetPtr=0x1234567]|[WidgetId=12345] |
SlateDebugger.Break.OnWidgetInvalidation | Break when the widget get invalidated (must be attached to a debugger). Usage: [WidgetPtr=0x1234567]|[WidgetId=12345] [Reason=Paint|Volatility|ChildOrder|RenderTransform|Visibility|AttributeRegistration|Prepass|All|] |
SlateDebugger.Break.RemoveAll | Remove all request to break. |
SlateDebugger.Event.CaptureStack | Should we capture the stack when there are events? |
SlateDebugger.Event.DisableAllFocusFilters | Disable all focus filters |
SlateDebugger.Event.DisableAllInputFilters | Disable all input filters |
SlateDebugger.Event.EnableAllFocusFilters | Enable all focus filters |
SlateDebugger.Event.EnableAllInputFilters | Enable all input filters |
SlateDebugger.Event.InputRoutingModeEnabled | Should we output the route that an input event took? |
SlateDebugger.Event.LogAttemptNavigationEvent | Log attempt navigation events |
SlateDebugger.Event.LogCaptureStateChangeEvent | Log cursor state change events |
SlateDebugger.Event.LogCursorChangeEvent | Log cursor change events |
SlateDebugger.Event.LogExecuteNavigationEvent | Log execute navigation events |
SlateDebugger.Event.LogFocusEvent | Log focus events |
SlateDebugger.Event.LogInputEvent | Log input events |
SlateDebugger.Event.LogWarning | Log warning events |
SlateDebugger.Event.SetFocusFilter | Enable or Disable specific focus filters |
SlateDebugger.Event.SetInputFilter | Enable or Disable specific input filters |
SlateDebugger.Event.Start | Starts the debugger. |
SlateDebugger.Event.Stop | Stops the debugger. |
SlateDebugger.Invalidate.bLogInvalidatedWidget | Option to log the invalidated widget to the console. |
SlateDebugger.Invalidate.bShowLegend | Option to display the color legend. |
SlateDebugger.Invalidate.bShowWidgetList | Option to display the names of invalidated widgets. |
SlateDebugger.Invalidate.bUsePerformanceThreshold | Only display the invalidated widgets and/or log them if the performance are worst than the threshold (in millisecond). |
SlateDebugger.Invalidate.Enabled | Start/Stop the Invalidation widget debug tool. It shows widgets that are invalidated. |
SlateDebugger.Invalidate.SetInvalidateRootReasonFilter | Enable Invalidate Root Reason filters. Usage: SetInvalidateRootReasonFilter None|ChildOrder|Root|ScreenPosition|Any |
SlateDebugger.Invalidate.SetInvalidateWidgetReasonFilter | Enable Invalidate Widget Reason filters. Usage: SetInvalidateWidgetReasonFilter None|Layout|Paint|Volatility|ChildOrder|RenderTransform|Visibility|Any |
SlateDebugger.Invalidate.Start | Start the Invalidation widget debug tool. It shows widgets that are invalidated. |
SlateDebugger.Invalidate.Stop | Stop the Invalidation widget debug tool. |
SlateDebugger.Invalidate.ThresholdPerformanceMS | For bUsePerformanceThreshold, threshold in milliseconds to reach before logging and/or displaying the invalidated widgets. |
SlateDebugger.InvalidationRoot.Enable | Start/Stop the Invalidation Root widget debug tool. It shows when Invalidation Roots are using the slow or the fast path. |
SlateDebugger.InvalidationRoot.Start | Start the Invalidation Root widget debug tool. It shows when Invalidation Roots are using the slow or the fast path. |
SlateDebugger.InvalidationRoot.Stop | Stop the Invalidation Root widget debug tool. |
SlateDebugger.InvalidationRoot.ToggleLegend | Option to display the color legend. |
SlateDebugger.InvalidationRoot.ToggleWidgetNameList | Option to display the name of the Invalidation Root. |
SlateDebugger.Paint.Enable | Start/Stop the painted widget debug tool. It shows when widgets are painted. |
SlateDebugger.Paint.LogOnce | Log the names of all widgets that were painted during the last update. |
SlateDebugger.Paint.LogWarningIfWidgetIsPaintedMoreThanOnce | Option to log a warning if a widget is painted more than once in a single frame. |
SlateDebugger.Paint.MaxNumberOfWidgetDisplayedInList | The max number of widgets that will be displayed when DisplayWidgetNameList is active. |
SlateDebugger.Paint.OnlyGameWindow | Option to only the debug the game window |
SlateDebugger.Paint.Start | Start the painted widget debug tool. Use to show widget that have been painted this frame. |
SlateDebugger.Paint.Stop | Stop the painted widget debug tool. |
SlateDebugger.Paint.ToggleWidgetNameList | Option to display the name of the widgets that have been painted. |
SlateDebugger.Start | Alias to 'SlateDebugger.Event.Start'. |
SlateDebugger.Stop | Alias to 'SlateDebugger.Event.Stop'. |
SlateDebugger.Update.Enable | Start/Stop the painted widget debug tool. It shows when widgets are updated. |
SlateDebugger.Update.OnlyGameWindow | Option to only the debug the game window |
SlateDebugger.Update.SetInvalidationRootIdFilter | Option to show only the widgets that are part of an invalidation root. |
SlateDebugger.Update.SetWidgetUpdateFlagsFilter | Enable or Disable specific Widget Update Flags filters. Usage: SetWidgetUpdateFlagsFilter [None] [Tick] [ActiveTimer] [Repaint] [VolatilePaint] [Any] |
SlateDebugger.Update.Start | Start the update widget debug tool. It shows when widgets are updated. |
SlateDebugger.Update.Stop | Stop the update widget debug tool. |
SlateDebugger.Update.ToggleLegend | Option to display the color legend. |
SlateDebugger.Update.ToggleUpdateFromPaint | Option to also display the widgets that do not have an update flag but are updated as a side effect of an other widget. |
SlateDebugger.Update.ToggleWidgetNameList | Option to display the name of the widgets that have been updated. |
sm.DerivedDataTimings | Dumps derived data timings to the log. |
SOCKETSUB | Sorry: Exec commands have no help |
SoloAudio | Sorry: Exec commands have no help |
SoundClassFixup | Sorry: Exec commands have no help |
SourceControl.LoginDialog.ForceModal | Forces the SourceControl 'Login Dialog' to always be a modal dialog. |
SourceControl.P4.AllowNonTicketLogins | Whether or not to allow logging in with a password directly from the perforce dialog. This is off by default because it is not a secure option. Perforce often your password as plain text in their enviroment variables |
SourceControl.Perforce.IdleConnectionDisconnectSeconds | The number of seconds a perforce connection will be kept open without activity before being automatically disconnected |
SourceControl.Revert.EnableFromSceneOutliner | Allows a SourceControl 'Revert' operation to be triggered from the SceneOutliner. |
SourceControl.Revert.EnableFromSubmitWidget | Allows a SourceControl 'Revert' operation to be triggered from the SubmitWidget. |
SourceControl.RevertUnsaved.Enable | Allows a SourceControl 'Revert' operation to be triggered on an unsaved asset. |
SourceControlAssetDataCache.MaxAsyncTask | Maximum number of task running in parallel to fetch AssetData information. |
SparseDelegateReport | Outputs a report of what sparse delegates are bound. SparseDelegateReport [name=] [delegate=] [class=] -details |
spawnactortimer | Allows recording of spawn actor times. |
spectatorbeacon.DelayCancellationResponse | Delay time between received cancel response and notification Time in secs |
spectatorbeacon.DelayFullResponse | Delay time between received full response and notification Time in secs |
spectatorbeacon.DelayReservationResponse | Delay time between received response and notification Time in secs |
spectatorbeacon.DelayUpdateResponse | Delay time between received update response and notification Time in secs |
SpewAnimRateOptimization | True to spew overall anim rate optimization tick rates. |
splines.blockall | Force splines to always use the BlockAll collision profile instead of whatever is stored in the CollisionProfileName property |
STARTFPSCHART | Sorry: Exec commands have no help |
STARTMOVIECAPTURE | Sorry: Exec commands have no help |
StartWorkTest | |
STAT | Sorry: Exec commands have no help |
Stat MapBuildData | |
STATICMESH | Sorry: Exec commands have no help |
stats.AutoEnableNamedEventsWhenProfiling | If 1, toggles named events on when a profiler is detected and capturing. Toggles named events off if 0 or when profiling stops. |
stats.MaxPerGroup | The max number of lines of stats to show in a group |
stats.NamedEvents | Enables or disables the Named Events. |
stats.SpewSpam | If set to 1, periodically prints a profile of messages coming into the stats system. Messages should be minimized to cut down on overhead. |
stats.VerboseNamedEvents | Enables or disables the Verbose Named Events. |
STOPFPSCHART | Sorry: Exec commands have no help |
STOPMOVIECAPTURE | Sorry: Exec commands have no help |
StopRecordingAnimation | Sorry: Exec commands have no help |
StopRecordingSequence | Sorry: Exec commands have no help |
StopRecordingTake | Sorry: Exec commands have no help |
StopWorkTest | |
StreamingManagerMemory | Sorry: Exec commands have no help |
STREAMMAP | Sorry: Exec commands have no help |
StreamOut | Sorry: Exec commands have no help |
SWARMDISTRIBUTION | Sorry: Exec commands have no help |
SynthBenchmark | Run simple benchmark to get some metrics to find reasonable game settings automatically Optional (float) parameter allows to scale with work amount to trade time or precision (default: 10). |
t.DumpHitches.AllThreads | Dump all Threads when doing stat dumphitches 0: Only Game and Render Threads (default) 1: All threads |
t.FPSChart.DoCsvProfile | Whether to record a CSV profile when recording FPSChart data default: 0 |
t.FPSChart.ExcludeIdleTime | Should we exclude idle time (i.e. one which we spent sleeping) when doing a FPS chart? default: 0 |
t.FPSChart.InterestingFramerates | Comma separated list of interesting frame rates default: 30,60,120 |
t.FPSChart.MaxFrameDeltaSecsBeforeDiscarding | The maximum length a frame can be (in seconds) to be considered for FPS chart binning (default 1.0s; no maximum length if <= 0.0) |
t.FPSChart.OpenFolderOnDump | Should we explore to the folder that contains the .log / etc... when a dump is finished? This can be disabled for automated testing default: 1 |
t.FPSChart.RoundFPSBeforeBinning | Should we round raw FPS values before thresholding them into bins when doing a FPS chart? default: 0 |
t.HitchDeadTimeWindow | Minimum time passed before we'll record a new hitch (in ms) default: 200.0 ms |
t.HitchFrameTimeThreshold | Definition of a hitchy frame (in ms) default: 60.0 ms |
t.HitchVersusNonHitchRatio | For the current frame to be considered a hitch, it must have run at least this many times slower than the previous frame. The actual ratio is clamped to be between this and t.HitchFrameTimeThreshold/t.TargetFrameTimeThreshold default: 1.5 |
t.IdleWhenNotForeground | Prevents the engine from taking any CPU or GPU time while not the foreground app. |
t.MaxFPS | Caps FPS to the given value. Set to <= 0 to be uncapped. |
t.OverrideFPS | This allows to override the frame time measurement with a fixed fps number (game can run faster or slower). <=0:off, in frames per second, e.g. 60 |
t.SlowFrameLoggingThreshold | How slow must a frame be (in seconds) to be logged out (<= 0 to disable). |
t.TargetFrameTimeThreshold | The target frame time (in ms); values below this will be drawn in green, values above will be yellow or red depending on the severity default: 33.9 ms |
t.TickComponentLatentActionsWithTheComponent | Should we tick latent actions fired for a component at the same time as the component? 0: Tick component latent actions later on in the frame (behavior prior to 4.16, provided for games relying on the old behavior but will be removed in the future) 1: Tick component latent actions at the same time as the component (default) |
t.UnacceptableFrameTimeThreshold | The frame time theshold for what is considered completely unacceptable (in ms); values above this will be drawn as red default: 50.0 ms |
t.UnsteadyFPS | Causes FPS to bounce around randomly in the 8-32 range. |
TAGSOUNDS | Sorry: Exec commands have no help |
TakeRecorder.AllowMenuExtensions | |
TakeRecorder.SaveRecordedAssetsOverride | 0: Save recorded assets is based on user settings 1: Override save recorded assets to always start on |
TaskGraph.ABTestThreads | Takes two 0/1 arguments. Equivalent to setting TaskGraph.UseHiPriThreads and TaskGraph.UseBackgroundThreads, respectively. Packages as one command for use with the abtest command. |
TaskGraph.Benchmark | Prints the time to run 1000 no-op tasks. |
TaskGraph.EnableForkedMultithreading | When false will prevent the task graph from running multithreaded on forked processes. |
TaskGraph.ForkedProcessMaxWorkerThreads | Configures the number of worker threads a forked process should spawn if it allows multithreading. |
TaskGraph.IgnoreThreadToDoGatherOn | DEPRECATED! If 1, then we ignore the hint provided with SetGatherThreadForDontCompleteUntil and just run it on AnyHiPriThreadHiPriTask. |
TaskGraph.NumForegroundWorkers | Configures the number of foreground worker threads. Requires the scheduler to be restarted to have an affect |
TaskGraph.NumWorkerThreadsToIgnore | Used to tune the number of task threads. Generally once you have found the right value, PlatformMisc::NumberOfWorkerThreadsToSpawn() should be hardcoded. |
TaskGraph.PrintBroadcastWarnings | If > 0 taskgraph will emit warnings when waiting on broadcasts |
TaskGraph.Randomize | Useful for debugging, adds random sleeps throughout the task graph. |
TaskGraph.RenderThreadPollPeriodMs | Render thread polling period in milliseconds. If value < 0, task graph tasks explicitly wake up RT, otherwise RT polls for tasks. |
TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks | Task and thread priority for the experiemntal async end of frame tasks. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks bnh |
TaskGraph.TaskPriorities.AsyncTraceTask | Task and thread priority for async traces. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.AsyncTraceTask bnh |
TaskGraph.TaskPriorities.ClearAudioChunkCacheReadRequest | Task and thread priority for an async task that clears FCacheElement::ReadRequest Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.ClearAudioChunkCacheReadRequest bnh |
TaskGraph.TaskPriorities.CompilePipelineStateTask | Task and thread priority for FCompilePipelineStateTask. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.CompilePipelineStateTask bnh |
TaskGraph.TaskPriorities.FMeshDrawCommandPassSetupTask | Task and thread priority for FMeshDrawCommandPassSetupTask. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.FMeshDrawCommandPassSetupTask bnh |
TaskGraph.TaskPriorities.GatherShadowPrimitives | Task and thread priority for GatherShadowPrimitives tasks. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.GatherShadowPrimitives bnh |
TaskGraph.TaskPriorities.HiPriAsyncTickTaskPriority | Task and thread priority for async ticks that are high priority. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.HiPriAsyncTickTaskPriority bnh |
TaskGraph.TaskPriorities.IoDispatcherAsyncTasks | Task and thread priority for IoDispatcher decompression. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.IoDispatcherAsyncTasks bnh |
TaskGraph.TaskPriorities.NavTriggerAsyncQueries | Task and thread priority for UNavigationSystemV1::PerformAsyncQueries. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.NavTriggerAsyncQueries bnh |
TaskGraph.TaskPriorities.NormalAsyncTickTaskPriority | Task and thread priority for async ticks that are not high priority. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.NormalAsyncTickTaskPriority bnh |
TaskGraph.TaskPriorities.ParallelAnimationEvaluationTask | Task and thread priority for FParallelAnimationEvaluationTask Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.ParallelAnimationEvaluationTask bnh |
TaskGraph.TaskPriorities.ParallelAnimCompletionTaskHighPriority | Allows parallel anim completion tasks to take priority on the GT so further work (if needed) can be kicked off earlier. |
TaskGraph.TaskPriorities.ParallelBlendPhysicsTask | Task and thread priority for FParallelBlendPhysicsTask. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.ParallelBlendPhysicsTask bnh |
TaskGraph.TaskPriorities.ParallelClothTask | Task and thread priority for parallel cloth. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.ParallelClothTask bnh |
TaskGraph.TaskPriorities.ParallelTranslateCommandList | Task and thread priority for FParallelTranslateCommandList. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.ParallelTranslateCommandList bnh |
TaskGraph.TaskPriorities.ParallelTranslateCommandListPrepass | Task and thread priority for FParallelTranslateCommandList for the prepass, which we would like to get to the GPU asap. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.ParallelTranslateCommandListPrepass bnh |
TaskGraph.TaskPriorities.ParticleAsyncTask | Task and thread priority for FParticleAsyncTask. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.ParticleAsyncTask bnh |
TaskGraph.TaskPriorities.ParticleManagerAsyncTask | Task and thread priority for FParticleManagerAsyncTask. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.ParticleManagerAsyncTask bnh |
TaskGraph.TaskPriorities.PhysicsTickTask | Task and thread priotiry for Chaos physics tick Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.PhysicsTickTask bnh |
TaskGraph.TaskPriorities.RHIThreadOnTaskThreads | Task and thread priority for when we are running 'RHI thread' tasks on any thread. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.RHIThreadOnTaskThreads bnh |
TaskGraph.TaskPriorities.SceneRenderingTask | Task and thread priority for various scene rendering tasks. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.SceneRenderingTask bnh |
TaskGraph.TaskPriorities.TickCleanupTaskPriority | Task and thread priority for tick cleanup. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.TickCleanupTaskPriority bnh |
TaskGraph.TaskPriorities.TickDispatchTaskPriority | Task and thread priority for tick tasks dispatch. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.TickDispatchTaskPriority bnh |
TaskGraph.TaskPriorities.UpdateCachePrimitivesTask | Task and thread priority for FUpdateCachePrimitivesTask. Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.UpdateCachePrimitivesTask bnh |
TaskGraph.TaskThreadPriority | Sets the priority of the task threads. Argument is one of belownormal, normal or abovenormal. |
TaskGraph.TestCriticalLockFree | If > 0, then we sleep periodically at critical points in the lock free lists. Threads must not starve...this will encourage them to starve at the right place to find livelocks. |
TaskGraph.TestDontCompleteUntilForAlreadyComplete | If 1, then we before spawning a gather task, we just check if all of the subtasks are complete, and in that case we can skip the gather. |
TaskGraph.TestLockFree | Test lock free lists |
TaskGraph.TestLowToHighPri | Test latency of high priority tasks when low priority tasks are saturating the CPU |
TaskGraph.UseBackgroundThreads | If > 0, then use background threads, otherwise run background tasks on normal priority task threads. Used for performance tuning. |
TaskGraph.UseDynamicPrioritization | Adjust thread priority per-task so that higher priority tasks running on background threads can't be preempted as easily. Helps a lot under high load. |
TaskGraph.UseHiPriThreads | If > 0, then use hi priority task threads, otherwise run background tasks on normal priority task threads. Used for performance tuning. |
TCPMESSAGING | Sorry: Exec commands have no help |
TestLFEBleed | Sorry: Exec commands have no help |
TestLPF | Sorry: Exec commands have no help |
TESTPROPS | Sorry: Exec commands have no help |
TESTSLATEGAMEUI | Sorry: Exec commands have no help |
TestVADialog | |
Tex.AsyncDXTBlocksPerBatch | The number of blocks to compress in parallel for DXT compression. |
TextAssetTool | -- |
TextureAtlasVisualizer | Displays the Slate texture atlas visualizer |
TextureGroups | Sorry: Exec commands have no help |
tick.AddIndirectTestTickFunctions | Add no-op ticks to test performance of ticking infrastructure. |
tick.AddTestTickFunctions | Add no-op ticks to test performance of ticking infrastructure. |
tick.AllowAsyncComponentTicks | Used to control async component ticks. |
tick.AllowAsyncTickCleanup | If true, ticks are cleaned up in a task thread. |
tick.AllowAsyncTickDispatch | If true, ticks are dispatched in a task thread. |
tick.AllowConcurrentTickQueue | If true, queue ticks concurrently. |
tick.AnimationDelaysEndGroup | If > 0, then skeletal meshes that do not rely on physics simulation will set their animation end tick group to TG_PostPhysics. |
tick.DoAsyncEndOfFrameTasks | Experimental option to run various things concurrently with the HUD render. |
tick.DoAsyncEndOfFrameTasks.Randomize | Used to add random sleeps to tick.DoAsyncEndOfFrameTasks to shake loose bugs on either thread. Also does random render thread flushes from the game thread. |
tick.DoAsyncEndOfFrameTasks.ValidateReplicatedProperties | If true, validates that replicated properties haven't changed during the Slate tick. Results will not be valid if demo.ClientRecordAsyncEndOfFrame is also enabled. |
tick.HiPriSkinnedMeshes | If > 0, then schedule the skinned component ticks in a tick group before other ticks. |
tick.LightweightTimeguardThresholdMS | Threshold in milliseconds for the tick timeguard |
tick.LogTicks | Spew ticks for debugging. |
tick.RemoveTestTickFunctions | Remove no-op ticks to test performance of ticking infrastructure. |
tick.SecondsBeforeEmbeddedAppSleeps | When built as embedded, how many ticks to perform before sleeping |
tick.ShowPrerequistes | When logging ticks, show the prerequistes; debugging. |
timecode.UseDropFormatTimecodeByDefaultWhenSupported | By default, should we generate a timecode in drop frame format when the frame rate does support it. |
TimecodeProvider.reset | Resets the current timecode provider. |
TimedMemReport.Delay | Determines how long to wait before getting a memreport. < 0 is off |
TimerManager.BuildTimerSourceList | When non-zero, tracks which timers expire each frame, dumping them during shutdown or when the flag is changed back to 0. 0: Off 1: On - Group timers by class (useful to focus on entire systems of things, especially bad spikey frames where we care about aggregates) 2: On - Do not group timers by class (useful if individual instances are problematic) |
TimerManager.DumpAllTimerLogsThreshold | Threshold (in count of active timers) at which to dump info about all active timers to logs. -1 means this is disabled. NOTE: This will only be dumped once per process launch. |
TimerManager.DumpTimerLogResolveVirtualFunctions | When logging timer info virtual functions will be resolved, if possible. |
TimerManager.DumpTimerLogsThreshold | Threshold (in milliseconds) after which we log timer info to try and help track down spikes in the timer code. Disabled when set to 0 |
TimerManager.DumpTimerLogSymbolNames | When logging timer info, symbol names will be included if set to 1. |
TimerManager.MaxExpiredTimersToLog | Maximum number of TimerData exceeding the threshold to log in a single frame. |
TMH | Sorry: Exec commands have no help |
TOGGLEALLSCREENMESSAGES | Sorry: Exec commands have no help |
ToggleAsyncCompute | Sorry: Exec commands have no help |
ToggleForceDefaultMaterial | Render all meshes with the default material. |
TOGGLEGTPSYSLOD | Sorry: Exec commands have no help |
ToggleHRTFForAll | Sorry: Exec commands have no help |
ToggleLight | Toggles all lights whose name contains the specified string |
TOGGLEONSCREENDEBUGMESSAGEDISPLAY | Sorry: Exec commands have no help |
TOGGLEONSCREENDEBUGMESSAGESYSTEM | Sorry: Exec commands have no help |
ToggleRenderingThread | Sorry: Exec commands have no help |
ToggleReversedIndexBuffers | Render static meshes with negative transform determinants using a reversed index buffer. |
TOGGLESCREENMESSAGES | Sorry: Exec commands have no help |
ToggleShadowIndexBuffers | Render static meshes with an optimized shadow index buffer that minimizes unique vertices. |
TOGGLESOCKETGMODE | Sorry: Exec commands have no help |
ToggleSpatExt | Sorry: Exec commands have no help |
ToolMenus.Edit | Experimental: Enable edit menus mode toggle in level editor's windows menu |
ToolMenus.RefreshAllWidgets | Refresh All Tool Menu Widgets |
Trace.Bookmark | [Name] - Emits a TRACE_BOOKMARK() event with the given string name. |
Trace.Disable | [ChannelSet] - Disables a set of channels. ChannelSet is comma-separated list of trace channels/presets to be disabled. If no channel is specified, it disables all channels. |
Trace.Enable | [ChannelSet] - Enables a set of channels. ChannelSet is comma-separated list of trace channels/presets to be enabled. |
Trace.File | [Path] [ChannelSet] - Starts tracing to a file. ChannelSet is comma-separated list of trace channels/presets to be enabled. Either Path or ChannelSet can be excluded. |
Trace.Pause | Pauses all trace channels currently sending events. |
Trace.Resume | Resumes tracing that was previously paused (re-enables the paused channels). |
Trace.Screenshot | [Name] [ShowUI] Takes a screenshot and saves it in the trace. Ex: Trace.Screenshot ScreenshotName true |
Trace.Send | [ChannelSet] - Starts tracing to a trace store. is the IP address or hostname of the trace store. ChannelSet is comma-separated list of trace channels/presets to be enabled. |
Trace.SnapshotFile | [Path] - Writes a snapshot of the current in-memory trace buffer to a file. |
Trace.SnapshotSend | - Sends a snapshot of the current in-memory trace buffer to a server. If no host is specified 'localhost' is used. |
Trace.Start | [ChannelSet] - (Deprecated: Use Trace.File instead.) Starts tracing to a file. ChannelSet is comma-separated list of trace channels/presets to be enabled. |
Trace.Status | Prints Trace status to console. |
Trace.Stop | Stops tracing profiling events. |
TraceFilter.FlushState | Flushes the current trace filtering state to the output log. |
TRACETAG | Sorry: Exec commands have no help |
TRACETAGALL | Sorry: Exec commands have no help |
TrackAsyncLoadRequests.Dedupe | If > 0 then deduplicate requests to async load the same package in the report. |
TrackAsyncLoadRequests.Dump | Dump tracked async load requests and reset tracking |
TrackAsyncLoadRequests.DumpAfterCsvProfiling | If > 0, dumps tracked async load requests to a file when csv profiling ends. |
TrackAsyncLoadRequests.DumpToFile | Dump tracked async load requests and reset tracking |
TrackAsyncLoadRequests.Enable | If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower. |
TrackAsyncLoadRequests.RemoveAliases | If > 0 then remove aliases from the counting process. This essentialy merges addresses that have the same human readable string. It is slower. |
TrackAsyncLoadRequests.Reset | Reset tracked async load requests |
TrackAsyncLoadRequests.StackIgnore | Number of items to discard from the top of a stack frame. |
TrackAsyncLoadRequests.StackLen | Maximum number of stack frame items to keep. This improves aggregation because calls that originate from multiple places but end up in the same place will be accounted together. |
TrackAsyncLoadRequests.Threshhold | Minimum number of hits to include in the report. |
TRACKPARTICLERENDERINGSTATS | Sorry: Exec commands have no help |
TrackRenderAsset | Sorry: Exec commands have no help |
TrackTexture | Sorry: Exec commands have no help |
TRANSACTION | Sorry: Exec commands have no help |
TransBuffer.DumpObjectMap | Whether to dump the object map each time a transaction is written for debugging purposes. |
TRAVEL | Sorry: Exec commands have no help |
TriggerFailedWindowsRead | Tests low level IO errors on Windows |
Turnkey | Sorry: Exec commands have no help |
TypedElements.EnableElementsCopyAndPaste | Is support for elements copy and paste enabled? |
TypedElements.EnableFoliageInstanceElements | Is support for static mesh instance elements enabled for foliage owned instances? |
TypedElements.EnableReferenceTracking | Is support for element reference tracking enabled? |
TypedElements.EnableSMInstanceElements | Is support for static mesh instance elements enabled? |
TypedElements.EnableViewportSMInstanceSelection | Enable direct selection of Instanced Static Mesh Component (ISMC) Instances in the Level Editor Viewport |
TypedElements.OutputRegistredTypeElementsToClipboard | Output a debug string to the clipboard and to the log./n It contains the names of the Typed Elements registred and their Interfaces./n For each Interface it also provide the path of the class that implements it. |
UAssetLoadTest | Continuously load assets and GC in the backgroud. Debugging option, this may or may not work with all assets. The test runs forever. If no arg is given all assets in /Game/Content are scanned. |
UDPMESSAGING | Sorry: Exec commands have no help |
UMG.AnimationBudgetMs | (Default: 0.0) EXPERIMENTAL: A per-frame animation budget to use for evaluation of all UMG animations this frame. |
UMG.AnimationMarkers | (Default: false) Whether to emit profiling frame markers for starting and stopping UMG animations. |
UMG.AsyncAnimationControlFlow | (Default: true) Whether to perform animation control flow functions (Play, Pause, Stop etc) asynchronously. |
UMG.Editor.EnableWidgetDesignerTools | Toggles processing of widget designer tools. Must be set before opening widget designer. |
UMG.EnablePreviewMode | Whether or not to enable the UMG Preview mode. |
UMG.FlushAnimationsAtEndOfFrame | Whether to automatically flush any outstanding animations at the end of the frame, or just wait until next frame. |
UMG.ThumbnailRenderer.Enable | Option to enable/disable thumbnail rendering. |
Unmount | Sorry: Exec commands have no help |
UntrackRenderAsset | Sorry: Exec commands have no help |
UntrackTexture | Sorry: Exec commands have no help |
URLSERIALIZATION | Sorry: Exec commands have no help |
VA.AllowPkgVirtualization | When true submitting packages in the editor will no longer trigger the virtualization process |
VA.DisableSystem | When true the VA system will be disabled as though 'SystemName' was 'None' |
VA.LazyInitConnections | When true the VA backends will defer creating their connections until first use |
VA.LazyInitSystem | When true the VA system will be lazy initialized on first use |
ValidatePackagePayloads | Checks all payloads that a package references and makes sure that they are valid |
VerifyPersistentStorageCategory | VerifyPersistentStorageCategory |
VI.ActorSnap | Whether or not to snap to Actors in the scene. Off by default, set to 1 to enable. |
VI.AlignCandidateDistance | The distance candidate actors can be from our transformable (in multiples of our transformable's size |
VI.AllowCarryingCertainObjects | When enabled, allows the user to freely move and rotate certain selected objects with a one-hand drag. |
VI.AllowLaserSmooth | Allow laser smoothing using one euro |
VI.AllowVerticalWorldMovement | Whether you can move your tracking space away from the origin or not |
VI.AllowWorldRotationPitchAndRoll | When enabled, you'll not only be able to yaw, but also pitch and roll the world when rotating by gripping with two hands |
VI.CarrySmoothingLerpAlpha | How much to smooth out movement of the object you're carrying. |
VI.DragAtLaserImpactInterpolationDuration | How long we should interpolate objects between positions when dragging under the laser's impact point |
VI.DragAtLaserImpactInterpolationThreshold | Minimum distance jumped between frames before we'll force interpolation mode to activated |
VI.DragHapticFeedbackStrength | Default strength for haptic feedback when starting to drag objects |
VI.DragScale | Scales the translation when dragging yourself through the world |
VI.DragTranslationVelocityStopEpsilon | When dragging inertia falls below this value (cm/frame), we'll stop inertia and finalize the drag |
VI.ElasticSnap | When enabled with grid snap, you can 'pull' objects slightly away from their snapped position |
VI.ElasticSnapStrength | How much objects should 'reach' toward their unsnapped position when elastic snapping is enabled with grid snap |
VI.ForceGizmoPivotToCenterOfObjectsBounds | When enabled, the gizmo's pivot will always be centered on the selected objects. Otherwise, we use the pivot of the last selected object. |
VI.ForceMode | Toggles viewport interaction on desktop |
VI.ForceShowCursor | Whether or not the mirror window's cursor should be enabled. Off by default, set to 1 to enable. |
VI.ForceSnapDistance | The distance (in % of transformable size) where guide lines indicate that actors are aligned |
VI.GizmoHandleHoverAnimationDuration | How quickly to animate gizmo handle hover state |
VI.GizmoHandleHoverScale | How much to scale up transform gizmo handles when hovered over |
VI.GizmoScaleInDesktop | How big the transform gizmo should be when used in desktop mode |
VI.GizmoSelectionAnimationCurvePower | Controls the animation curve for the gizmo after objects are selected |
VI.GizmoSelectionAnimationDuration | How long to animate the gizmo after objects are selected |
VI.GizmoShowMeasurementText | When enabled, gizmo measurements will always be visible. Otherwise, only when hovering over a scale/stretch gizmo handle |
VI.GrabberSphereOffset | Offset from the controller origin that the grabber sphere should be centered at |
VI.GrabberSphereRadius | In radial mode, the radius of the sphere used to select and interact |
VI.GridHapticFeedbackStrength | Default strength for haptic feedback when moving across grid points |
VI.HighSpeedInertiaDamping | Hight Speed Inertia Damping multiplier |
VI.InertiaVelocityBoost | How much to scale object velocity when releasing dragged simulating objects in Simulate mode |
VI.LaserPointerMaxLength | Maximum length of the laser pointer line |
VI.LaserPointerRetractDuration | How fast the laser pointer should extend or retract |
VI.LaserSmoothLag | Laser smooth lag |
VI.LaserSmoothMinimumCutoff | Laser smooth lag |
VI.LowSpeedInertiaDamping | Low Speed Inertia Damping multiplier |
VI.MaxFlightSpeed | Maximum Superman speed |
VI.MinVelocityForInertia | Minimum velocity (in cm/frame in unscaled room space) before inertia will kick in when releasing objects (or the world) |
VI.NavigationMode | VR NavigationMode |
VI.OculusLaserPointerRotationOffset | How much to rotate the laser pointer (pitch) relative to the forward vector of the controller (Oculus) |
VI.OculusLaserPointerStartOffset | How far to offset the start of the laser pointer to avoid overlapping the hand mesh geometry (Oculus) |
VI.PivotGizmoAimAtAnimationSpeed | The speed to animate to the gizmo full size when aiming at it |
VI.PivotGizmoAimAtShrinkSize | The minimum size when not aiming at the gizmo (0 to 1) |
VI.PivotGizmoDistanceScaleFactor | How much the gizmo handles should increase in size with distance from the camera, to make it easier to select |
VI.PivotGizmoMinDistanceForScaling | How far away the camera needs to be from an object before we'll start scaling it based on distance |
VI.PivotGizmoPlaneTranslationPivotOffsetYZ | How much the plane translation is offsetted from the pivot |
VI.PivotGizmoScalePivotOffsetX | How much the non-uniform scale is offsetted from the pivot |
VI.PivotGizmoTranslationHoverScaleMultiply | Multiplies translation handles hover scale |
VI.PivotGizmoTranslationPivotOffsetX | How much the translation cylinder is offsetted from the pivot |
VI.PivotGizmoTranslationScaleMultiply | Multiplies translation handles scale |
VI.PlacementInterpolationDuration | How long we should interpolate newly-placed objects to their target location. |
VI.PlacementOffsetScaleWhileSimulating | How far to additionally offset objects (as a scalar percentage of the gizmo bounds) from the placement impact point while simulate mode is active |
VI.ScaleMax | Maximum world scale in centimeters |
VI.ScaleMin | Minimum world scale in centimeters |
VI.ScaleSensitivity | Sensitivity for scaling |
VI.SelectionHapticFeedbackStrength | Default strength for haptic feedback when selecting objects |
VI.SFXMultiplier | Default Sound Effect Volume Multiplier |
VI.ShowTransformGizmo | Whether the transform gizmo should be shown for selected objects |
VI.SmoothSnap | When enabled with grid snap, transformed objects will smoothly blend to their new location (instead of teleporting instantly) |
VI.SmoothSnapSpeed | How quickly objects should interpolate to their new position when grid snapping is enabled |
VI.SnapGridLineWidth | Width of the grid lines on the snap grid |
VI.SnapGridSize | How big the snap grid should be. At 1.0, this will be the maximum of the gizmo's bounding box and a multiple of the current grid snap size |
VI.SweepPhysicsWhileSimulating | If enabled, simulated objects won't be able to penetrate other objects while being dragged in Simulate mode |
VI.TriggerDeadZone_Rift | Trigger dead zone. The trigger must be fully released before we'll trigger a new 'light press' |
VI.TriggerDeadZone_Vive | Trigger dead zone. The trigger must be fully released before we'll trigger a new 'light press' |
VI.TriggerFullyPressedThreshold_Rift | Minimum trigger threshold before we consider the trigger 'fully pressed' |
VI.TriggerFullyPressedThreshold_Vive | Minimum trigger threshold before we consider the trigger 'fully pressed' |
VI.TriggerTouchThreshold_Rift | Minimum trigger threshold before we consider the trigger 'touched' |
VI.TriggerTouchThreshold_Vive | Minimum trigger threshold before we consider the trigger 'touched' |
VI.ViveLaserPointerRotationOffset | How much to rotate the laser pointer (pitch) relative to the forward vector of the controller (Vive) |
VI.ViveLaserPointerStartOffset | How far to offset the start of the laser pointer to avoid overlapping the hand mesh geometry (Vive) |
VI.WorldRotationDragThreshold | How much (degrees) you need to perform a rotation gesture before world rotation starts to happen. |
VI.WorldScalingDragThreshold | How much you need to perform a scale gesture before world scaling starts to happen. |
VIEWNAMES | Sorry: Exec commands have no help |
Vis | short version of visualizetexture |
VISLOG | Sorry: Exec commands have no help |
VisRT | GUI for visualizetexture |
VisualGraphUtils.ControlRig.TraverseHierarchy | Traverses the hierarchy for a given control rig |
VisualGraphUtils.Object.CollectReferences | Traces all references of an object |
VisualGraphUtils.Object.CollectTickables | Traces all tickables of an object |
VisualGraphUtils.Object.LogClassNames | Logs all class path names given a partial name |
VisualGraphUtils.Object.LogInstancesOfClass | Logs all instances of a given class |
VisualizeTexture | To visualize internal textures |
vm.BatchPackedVMOutput | If > 0 output elements will be packed and batched branch free. |
vm.BatchVMInput | If > 0 input elements will be batched. |
vm.BatchVMOutput | If > 0 output elements will be batched. |
vm.ChunkSizeInBytes | Number of bytes per VM chunk Ideally <= L1 size. (default=32768) |
vm.DetailedVMScriptStats | If > 0 the vector VM will emit stats for it's internal module calls. |
vm.FreeUnoptimizedByteCode | When we have optimized the VM byte code should we free the original unoptimized byte code? |
vm.InstancesPerChunk | Number of instances per VM chunk. (default=128) |
vm.MaxThreadsPerScript | Maximum number of threads per script. Set 0 to mean 'as many as necessary' |
vm.OptimizeVMByteCode | If > 0 vector VM code optimization will be enabled at runtime. |
vm.PageSizeInKB | Minimum allocation per VM instance. There are 64 of these, so multiply GVVMPageSizeInKB * 64 * 1024 to get total number of bytes used by the VVM |
vm.Parallel | If > 0 vector VM chunk level paralellism will be enabled. |
vm.ParallelChunksPerBatch | Number of chunks to process per task when running in parallel. |
vm.SafeOptimizedKernels | If > 0 optimized vector VM byte code will use safe versions of the kernels. |
vm.UseOptimizedVMByteCode | If > 0 optimized vector VM code will be excuted at runtime. |
voice.debug.PrintAmplitude | when set to 1, the current incoming amplitude of the VOIP engine will be displayed on screen. 0: disabled, 1: enabled. |
voice.DefaultPatchBufferSize | Changes the amount of audio we buffer for VOIP patching, in samples. |
voice.DefaultPatchGain | Changes the default gain of audio patches, in linear gain. |
voice.JitterBufferDelay | The default amount of audio we buffer, in seconds, before we play back audio. Decreasing this value will decrease latency but increase the potential for underruns. Value: Number of seconds of audio we buffer. |
voice.MicInputGain | The default gain amount in linear amplitude. Value: Gain multiplier. |
voice.MicNoiseAttackTime | Sets the fade-in time for our noise gate. Value: Number of seconds we fade in over. |
voice.MicNoiseGateThreshold | Our threshold, in linear amplitude, for our noise gate on input. Similar to voice.SilenceDetectionThreshold, except that audio quieter than our noise gate threshold will still output silence. Value: Number of seconds of audio we buffer. |
voice.MicNoiseReleaseTime | Sets the fade out time for our noise gate. Value: Number of seconds we fade out over. |
voice.MicStereoBias | This will attenuate the left or right channel. 0.0: Centered. 1.0: right channel only. -1.0: Left channel only. |
voice.MuteAudioEngineOutput | When set to a nonzero value, the output for the audio engine will be muted.. |
voice.NumChannels | Default number of channels to capture from mic input, encode to Opus, and output. Can be set to 1 or 2. Value: Number of channels to use for VOIP input and output. |
voice.playback.ResyncThreshold | If the amount of audio we have buffered is greater than this value, we drop the oldest audio we have and sync to have voice.JitterDelay worth of buffered audio. |
voice.playback.ShouldResync | If set to 1, we will resync VOIP audio once it's latency goes beyond voice.playback.ResyncThreshold. |
voice.sendLocalTalkersToEndpoint | This will send audio output for all outgoing voip audio to the named endpoint. if given no arguments, this will disconnect all external endpoints. |
voice.sendRemoteTalkersToEndpoint | This will send audio output for all incoming voip audio to the named endpoint. if given no arguments, this will route voice output through the game engine. |
voice.SilenceDetectionAttackTime | Attack time to be set for the VOIP microphone's silence detection algorithm in milliseconds. |
voice.SilenceDetectionReleaseTime | Release time to be set for the VOIP microphone's silence detection algorithm in milliseconds. |
voice.SilenceDetectionThreshold | Threshold to be set for the VOIP microphone's silence detection algorithm. |
vr.AllowMotionBlurInVR | For projects with motion blur enabled, this allows motion blur to be enabled even while in VR. |
vr.EnableMotionControllerLateUpdate | This command allows you to specify whether the motion controller late update is applied. 0: don't use late update 1: use late update (default) |
vr.InstancedStereo | 0 to disable instanced stereo (default), 1 to enable. |
vr.MobileMultiView | 0 to disable mobile multi-view, 1 to enable. |
vr.RoundRobinOcclusion | 0 to disable round-robin occlusion queries for stereo rendering (default), 1 to enable. |
VREd.AllowPlay | Allow to start play. |
VREd.AllowResetScale | Allowed to reset world to meters to default world to meters |
VREd.AssetEditorUIResolutionX | Horizontal resolution to use for VR editor asset editor UI render targets |
VREd.AssetEditorUIResolutionY | Vertical resolution to use for VR editor asset editor UI render targets |
VREd.CameraPreviewUISize | How big camera preview UIs should be |
VREd.CentralWidgetX | Horizontal resolution to use for VR editor radial UI render targets |
VREd.CentralWidgetY | Vertical resolution to use for VR editor radial UI render targets |
VREd.DefaultCameraUIResolutionX | Horizontal resolution to use for VR editor UI render targets |
VREd.DefaultCameraUIResolutionY | Vertical resolution to use for VR editor UI render targets |
VREd.DefaultEditorUIResolutionX | Horizontal resolution to use for VR editor UI render targets |
VREd.DefaultEditorUIResolutionY | Vertical resolution to use for VR editor UI render targets |
VREd.DefaultRadialElementResolutionX | Horizontal resolution to use for VR editor radial UI render targets |
VREd.DefaultRadialElementResolutionY | Vertical resolution to use for VR editor radial UI render targets |
VREd.DefaultVRNearClipPlane | The near clip plane to use for VR |
VREd.DefaultWorldToMeters | Default world to meters scale |
VREd.DockUIDragSmoothingAmount | How much to smooth out motion when dragging UI (frame rate sensitive) |
VREd.DockUIFadeAnimationDuration | How quick the fade animation should complete in |
VREd.DockUIHoverAnimationDuration | How quick the hover animation should complete in |
VREd.DockUIHoverScale | How big the selection bar gets when you hover over it |
VREd.DockUISelectionBarVerticalOffset | Z Distance between the selectionbar and the UI |
VREd.DockUISmoothingAmount | How much to smooth out UI transforms (frame rate sensitive) |
VREd.DockWindowTickness | How thick the window is |
VREd.DragHapticFeedbackStrength | Default strength for haptic feedback when starting to drag objects |
VREd.EditorUIScale | How much to scale up (or down) editor UIs for VR |
VREd.EditorUISize | How big editor UIs should be |
VREd.FoliageOpacity | The foliage brush opacity. |
VREd.ForceVRMode | Toggles VREditorMode, even if not in immersive VR |
VREd.GridFadeMultiplier | Grid fade in/out speed, in 'fades per second' |
VREd.GridFadeStartVelocity | Grid fade duration |
VREd.GridHeightOffset | Height offset for the world movement grid. Useful when tracking space is not properly calibrated |
VREd.GridMaxFade | Grid maximum opacity |
VREd.GridMovementTolerance | Tolerance for movement when the grid must disappear |
VREd.GridScaleMultiplier | Scale of the grid |
VREd.HeadLocationMaxVelocity | For head velocity indicator, the maximum location velocity in cm/s |
VREd.HeadLocationVelocityOffset | Offset relative to head for location velocity debug indicator |
VREd.HeadRotationMaxVelocity | For head velocity indicator, the maximum rotation velocity in degrees/s |
VREd.HeadRotationVelocityOffset | Offset relative to head for rotation velocity debug indicator |
VREd.HeadVelocityMaxLineThickness | How thick the head velocity ring lines should be |
VREd.HeadVelocityMaxRadius | How big the outer circle of the head velocity ring should be |
VREd.HeadVelocityMinLineThickness | How thick the head velocity ring lines should be |
VREd.HeadVelocityMinRadius | How big the inner circle of the head velocity ring should be |
VREd.HeadVelocitySmoothing | How much to smooth out head velocity data |
VREd.HelpLabelFadeDistance | Distance at which controller help labels should appear (in cm) |
VREd.HelpLabelFadeDuration | Duration to fade controller help labels in and out |
VREd.HoverBallRadiusScaleWhenOverUI | How much to scale down the size of the hover ball when over UI |
VREd.HoverHapticFeedbackStrength | Default strength for haptic feedback when hovering |
VREd.HoverHapticFeedbackTime | The minimum time between haptic feedback for hovering |
VREd.InvertTrackpadVertical | Toggles inverting the touch pad vertical axis |
VREd.LaserPointerHoverBallRadius | Radius of the visual cue for a hovered object along the laser pointer ray |
VREd.LaserPointerLightPullBackDistance | How far to pull back our little hover light from the impact surface |
VREd.LaserPointerRadius | Radius of the laser pointer line |
VREd.LaserPointLightRadius | How big our hover light is |
VREd.LaserRadiusScaleWhenOverUI | How much to scale down the size of the laser pointer radius when over UI |
VREd.MaxDockWindowSize | Maximum size for dockable windows |
VREd.MinDockWindowSize | Minimum size for dockable windows |
VREd.MinJoystickOffsetBeforeFlick | Dead zone for flick actions on the motion controller |
VREd.MinJoystickOffsetBeforeRadialMenu | Toggles inverting the touch pad vertical axis |
VREd.MinTrackpadOffsetBeforeRadialMenu | How far you have to hold the trackpad upward before you can placing objects instantly by pulling the trigger |
VREd.MinUIScrollDeltaForInertia | Minimum amount of touch pad input before inertial UI scrolling kicks in |
VREd.MinVelocityForMotionControllerInertia | Minimum velocity (in cm/frame in unscaled room space) before inertia will kick in when releasing objects (or the world) |
VREd.PivotPointTransformGizmo | If the pivot point transform gizmo is used instead of the bounding box gizmo |
VREd.QuickMenuUIResolutionX | Horizontal resolution to use for Quick Menu VR UI render targets |
VREd.QuickMenuUIResolutionY | Vertical resolution to use for Quick Menu VR UI render targets |
VREd.RadialMenuFadeDelay | The delay for the radial menu after selecting a button |
VREd.RadialUIBrightness | How bright the UI should be |
VREd.RadialUIFadeSpeed | How fast UI should fade in and out |
VREd.ScaleProgressBarLength | Length of the progressbar that appears when scaling |
VREd.ScaleProgressBarRadius | Radius of the progressbar that appears when scaling |
VREd.SequencerScrubMax | Max fast forward or fast reverse magnitude |
VREd.SequencerUIResolutionX | Horizontal resolution to use for Sequencer UI render targets |
VREd.SequencerUIResolutionY | Vertical resolution to use for Sequencer UI render targets |
VREd.SFXMultiplier | Default Sound Effect Volume Multiplier |
VREd.ShowControllerHelpLabels | Enables help text overlay when controllers are near the viewer |
VREd.ShowHeadVelocity | Whether to draw a debug indicator that shows how much the head is accelerating |
VREd.SlateDragDistanceOverride | How many pixels you need to drag before a drag and drop operation starts in VR |
VREd.SteamVRTrackpadDeadzone | The deadzone for the Vive motion controller trackpad |
VREd.TeleportAllowPushPull | Allow being able to push and pull the teleporter along the laser. |
VREd.TeleportAllowScaleBackToDefault | Scale back to default world to meters scale |
VREd.TeleportAnimateSpeed | How fast the teleporter should fade in |
VREd.TeleportDistance | Default distance for teleporting when not hitting anything |
VREd.TeleportDragSpeed | How fast the teleporter should drag behind the laser aiming location |
VREd.TeleportEnableChangeScale | Ability to change the world to meters scale while teleporting |
VREd.TeleportLaserPointerLength | Distance of the LaserPointer for teleporting |
VREd.TeleportLerpTime | The lerp time to teleport |
VREd.TeleportOffset | The offset from the hitresult towards the controller |
VREd.TeleportOffsetMultiplier | Teleport offset multiplier |
VREd.TeleportScaleSensitivity | Teleport world to meters scale touchpad sensitivity |
VREd.TeleportSlideBuffer | The minimum slide on trackpad to push/pull or change scale. |
VREd.ToggleDebugMode | Toggles debug mode of the VR Mode |
VREd.TrackpadAbsoluteDragSpeed | How fast objects move toward or away when you drag on the touchpad while carrying them |
VREd.TrackpadRelativeDragSpeed | How fast objects move toward or away when you hold a direction on an analog stick while carrying them |
VREd.TrackpadStopImpactAtLaserBuffer | Required amount to slide with input to stop transforming to end of laser |
VREd.UIAbsoluteScrollSpeed | How fast the UI scrolls when dragging the touchpad |
VREd.UIAssetEditorSummonedOnHandHapticFeedbackStrength | Strenth of haptic to play to remind a user which hand an asset editor was spawned on |
VREd.UIFadeSpeed | How fast UI should fade in and out |
VREd.UIOnArmRotationOffset | Rotation offset for UI that's docked to your arm, so it aligns with the controllers |
VREd.UIOnHandRotationOffset | Rotation offset for UI that's docked to your hand, to make it more comfortable to hold |
VREd.UIPanelOpenDistance | Distance to spawn a panel from the hand in centimeters |
VREd.UIPanelOpenRotationPitchOffset | The pitch rotation offset in degrees when spawning a panel in front of the motioncontroller |
VREd.UIPressHapticFeedbackStrength | Strenth of haptic when clicking on the UI |
VREd.UIRelativeScrollSpeed | How fast the UI scrolls when holding an analog stick |
VREd.WorldMovementFogEndDistance | How far away fog will finish rendering while in world movement mode |
VREd.WorldMovementFogOpacity | How opaque the fog should be at the 'end distance' (0.0 - 1.0) |
VREd.WorldMovementFogSkyboxDistance | Anything further than this distance will be completed fogged and not visible |
VREd.WorldMovementFogStartDistance | How far away fog will start rendering while in world movement mode |
webcall | Sorry: Exec commands have no help |
Widget.DumpTemplateSizes | Dump the sizes of all widget class templates in memory |
Widget.MaxAnimationLatentActions | Defines the maximum number of latent actions that can be run in one frame. |
Widget.TemplatePreviewInEditor | Should a dynamic template be generated at runtime for the editor for widgets? Useful for debugging templates. |
Widget.UseParallelAnimation | Use multi-threaded evaluation for widget animations. |
WidgetComponent.MaximumRenderTargetHeight | Sets the maximum height of the render target used by a Widget Component. |
WidgetComponent.MaximumRenderTargetWidth | Sets the maximum width of the render target used by a Widget Component. |
WidgetComponent.UseAutomaticTickModeByDefault | Sets to true to Disable Tick by default on Widget Components when set to false, the tick will enabled by default. |
WidgetReflector | Displays the Slate widget reflector |
WidgetReflector.TakeSnapshot | Take a snapshot and save the result on the local drive. ie. WidgetReflector.TakeSnapshot [Delay=1.0] [Navigation=false] |
WindowsApplication.ApplyLowLevelMouseFilter | Applies Low Level mouse filter that filters out mouse inputs that act like touch inputs |
WindowsApplication.EnableFirstTouchEvent | Enable FirstTouch Event which prevents small pop on some touch input devices |
WindowsApplication.RemoveLowLevelMouseFilter | Removes Low Level mouse filter that filters out mouse inputs that act like touch inputs |
WindowsCursor.UseInvisibleCursorForNoneCursorType | If enabled, sets the platform HCursor to a transparent cursor instead of null when the mouse cursor type to None. |
WindowsPlatformCrashContext.ForceCrashReportDialogOff | If true, force the crash report dialog to not be displayed in the event of a crash. |
WindowTitleBar.ForceWindowButtonsHidden | If true, force the window title bar buttons to be hidden. |
wp.DumpstreamingSources | Dumps active streaming sources to the log |
wp.Editor.DisableLevelInstanceEditorPartialLoading | Allow disabling partial loading of level instances in the editor. |
wp.Editor.DumpActorDesc | Dump a specific actor descriptor on the console. |
wp.Editor.DumpActorDescs | Dump the list of actor descriptors in a CSV file. |
wp.Editor.DumpClassDescs | Dump the list of class descriptors in a CSV file. |
wp.Editor.DumpStreamingGenerationLog | Dump the streaming generation log. |
wp.Editor.EnableSpatialHashValidation | Whether to enable World Partition editor spatial hash validation |
wp.Editor.HLOD.DumpStats | Write various HLOD stats to a CSV formatted file. |
wp.Editor.LoadingRangeBugItGo | Loading range for BugItGo command. |
wp.Editor.SetLogWorldPartitionVerbosity | Change the WorldPartition verbosity log verbosity. |
wp.Editor.ToggleShowEditorProfiling | Toggles showing editor profiling stats. |
wp.Editor.WorldExtentToEnableStreaming | World extend to justify enabling streaming. |
wp.Editor.WorldPartitionRuntimeHashSet.Enable | Enable experimental runtime hash set class. |
wp.Runtime.BlockOnSlowStreaming | Set if streaming needs to block when to slow to catchup. |
wp.Runtime.BlockOnSlowStreamingRatio | Ratio of DistanceToCell / LoadingRange to use to determine if World Partition streaming needs to block |
wp.Runtime.BlockOnSlowStreamingWarningFactor | Factor of wp.Runtime.BlockOnSlowStreamingRatio we want to start notifying the user |
wp.Runtime.DebugDedicatedServerStreaming | Turn on/off to debug of server streaming. |
wp.Runtime.DebugFilterByCellName | Filter debug diplay of world partition streaming by full or partial cell name. Args [cell name] |
wp.Runtime.DebugFilterByDataLayer | Filter debug diplay of world partition streaming by data layer. Args [datalayer labels] |
wp.Runtime.DebugFilterByRuntimeHashGridName | Filter debug diplay of world partition streaming by grid name. Args [grid names] |
wp.Runtime.DebugFilterByStreamingStatus | Filter debug diplay of world partition streaming by streaming status. Args [streaming status] |
wp.Runtime.DrawContentBundles | Enable to draw debug display of content bundle. |
wp.Runtime.DrawWorldPartitionIndex | Sets the index of the wanted partitioned world to display debug draw. Sets < 0 to display debug draw all registered partitioned worlds. |
wp.Runtime.DumpDataLayers | Dumps data layers to the log |
wp.Runtime.EnableServerStreaming | Set to 1 to enable server streaming, set to 2 to only enable it in PIE. Changing the value while the game is running won't be considered. |
wp.Runtime.EnableServerStreamingOut | Turn on/off to allow or not the server to stream out levels (only relevant when server streaming is enabled) Changing the value while the game is running won't be considered. |
wp.Runtime.EnableSimulationStreamingSource | Set to 0 to if you want to disable the simulation/ejected camera streaming source. |
wp.Runtime.FilterRuntimeSpatialHashGridLevel | Used to choose filter a single world partition runtime hash grid level. |
wp.Runtime.ForceRuntimeSpatialHashZCulling | Used to force the behavior of the runtime hash cells Z culling. Set to 0 to force off, to 1 to force on and any other value to respect the runtime hash setting. |
wp.Runtime.HLOD | Turn on/off loading & rendering of world partition HLODs. |
wp.Runtime.HLOD.CullDistanceWorkSlicer | Maximum amount of actors that can have it's CullDistance changed per frames. |
wp.Runtime.HLOD.CVarCullDistanceDifferenceNeeded | The difference needed for the CullDistance changed to be processed |
wp.Runtime.HLOD.ForceDisableShadows | Force disable CastShadow flag on World Partition HLOD actors |
wp.Runtime.HLOD.WarmupDebugDraw | Draw debug display for the warmup requests |
wp.Runtime.HLOD.WarmupEnabled | Enable HLOD assets warmup. Will delay unloading of cells & transition to HLODs for wp.Runtime.HLOD.WarmupNumFrames frames. |
wp.Runtime.HLOD.WarmupNanite | Enable Nanite warmup for HLOD assets. Requires wp.Runtime.HLOD.WarmupEnabled to be 1. |
wp.Runtime.HLOD.WarmupNumFrames | Delay unloading of a cell for this amount of frames to ensure HLOD assets are ready to be shown at the proper resolution. Set to 0 to force disable warmup. |
wp.Runtime.HLOD.WarmupVT | Enable virtual texture warmup for HLOD assets. Requires wp.Runtime.HLOD.WarmupEnabled to be 1. |
wp.Runtime.HLOD.WarmupVTScaleFactor | Scale the VT size we ask to prefetch by this factor. |
wp.Runtime.HLOD.WarmupVTSizeClamp | Clamp VT warmup requests for safety. |
wp.Runtime.LevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurgeForWP | Force a GC update when there's more than the number of specified pending purge levels. |
wp.Runtime.MaxLoadingStreamingCells | Used to limit the number of concurrent loading world partition streaming cells. |
wp.Runtime.OverrideRuntimeSpatialHashLoadingRange | Sets runtime loading range. Args -grid=[index] -range=[override_loading_range] |
wp.Runtime.RecordReplayStreamingSources | Set to 1 to record streaming sources when recording replay. |
wp.Runtime.RuntimeSpatialHashCellToSourceAngleContributionToCellImportance | Value between 0 and 1 that modulates the contribution of the angle between streaming source-to-cell vector and source-forward vector to the cell importance. The closest to 0, the less the angle will contribute to the cell importance. |
wp.Runtime.RuntimeSpatialHashPlacePartitionActorsUsingLocation | Set RuntimeSpatialHashPlacePartitionActorsUsingLocation to true to place partitioned actors into their corresponding cell using their location instead of their bounding box. |
wp.Runtime.RuntimeSpatialHashPlaceSmallActorsUsingLocation | Set RuntimeSpatialHashPlaceSmallActorsUsingLocation to true to place actors smaller than a cell size into their corresponding cell using their location instead of their bounding box. |
wp.Runtime.RuntimeSpatialHashSnapNonAlignedGridLevelsToLowerLevels | Set RuntimeSpatialHashSnapNonAlignedGridLevelsToLowerLevels to false to avoid snapping higher levels cells to child cells. Only used when GRuntimeSpatialHashUseAlignedGridLevels is false. |
wp.Runtime.RuntimeSpatialHashSortUsingCellExtent | Set to 1 to use cell extent instead of cell grid level when sorting cells by importance. |
wp.Runtime.RuntimeSpatialHashUseAlignedGridLevels | Set RuntimeSpatialHashUseAlignedGridLevels to false to help break the pattern caused by world partition promotion of actors to upper grid levels that are always aligned on child levels. |
wp.Runtime.ServerDisallowStreamingOutDataLayers | Comma separated list of data layer names that aren't allowed to be unloaded or deactivated on the server |
wp.Runtime.SetDataLayerRuntimeState | Sets Runtime DataLayers state. Args [State = Unloaded, Loaded, Activated] [DataLayerNames] |
wp.Runtime.ShowRuntimeSpatialHashCellStreamingPriority | Enable to show a heatmap of the runtime spatial hash grid cells based on their priority. |
wp.Runtime.ShowRuntimeSpatialHashGridLevel | Used to choose which grid level to display when showing world partition runtime hash. |
wp.Runtime.ShowRuntimeSpatialHashGridLevelCount | Used to choose how many grid levels to display when showing world partition runtime hash. |
wp.Runtime.ToggleDataLayerActivation | Toggles DataLayers active state. Args [DataLayerNames] |
wp.Runtime.ToggleDrawDataLayers | Toggles debug display of active data layers. |
wp.Runtime.ToggleDrawDataLayersLoadTime | Toggles debug display of active data layers load time. |
wp.Runtime.ToggleDrawLegends | Toggles debug display of world partition legends. |
wp.Runtime.ToggleDrawRuntimeCellsDetails | Toggles debug display of world partition runtime streaming cells. |
wp.Runtime.ToggleDrawRuntimeHash2D | Toggles 2D debug display of world partition runtime hash. |
wp.Runtime.ToggleDrawRuntimeHash3D | Toggles 3D debug display of world partition runtime hash. |
wp.Runtime.ToggleDrawStreamingPerfs | Toggles debug display of world partition streaming perfs. |
wp.Runtime.ToggleDrawStreamingSources | Toggles debug display of world partition streaming sources. |
wp.Runtime.UpdateStreaming.EnableOptimization | Set to 1 to enable an optimization that skips world partition streaming update if nothing relevant changed since last update. |
wp.Runtime.UpdateStreaming.ForceUpdateFrameCount | Frequency (in frames) at which world partition streaming update will be executed regardless if no changes are detected. |
wp.Runtime.UpdateStreaming.LocationQuantization | Distance (in Unreal units) used to quantize the streaming sources location to determine if a world partition streaming update is necessary. |
wp.Runtime.UpdateStreaming.RotationQuantization | Angle (in degrees) used to quantize the streaming sources rotation to determine if a world partition streaming update is necessary. |
wp.Runtime.UpdateStreamingSources | Set to 0 to stop updating (freeze) world partition streaming sources. |
wp.Runtime.UpdateStreamingStateTimeLimit | Maximum amount of time to spend doing World Partition UpdateStreamingState (ms per frame). |
wp.Runtime.UseMakingInvisibleTransactionRequests | Whether the client should wait for the server to acknowledge visibility update before making partitioned world streaming levels invisible. Changing the value while the game is running won't be considered. |
wp.Runtime.UseMakingVisibleTransactionRequests | Whether the client should wait for the server to acknowledge visibility update before making partitioned world streaming levels visible. Changing the value while the game is running won't be considered. |
wp.Runtime.UseReplayStreamingSources | Set to 1 to use the recorded streaming sources when playing replay. |
XInput.ForceControllerStateUpdate | Force XInput refresh of controller state on each frame. 0: Not Enabled, 1: Enabled |
xr.VRS.DynamicFoveation | Whether foveation level should adjust based on GPU utilization 0: Disabled (default); 1: Enabled |
xr.VRS.FoveationLevel | Level of foveated VRS to apply (when Variable Rate Shading is available) 0: Disabled (default); 1: Low; 2: Medium; 3: High; 4: High Top; |
xr.VRS.FoveationPreview | Include foveated VRS in the VRS debug overlay. 0: Disabled; 1: Enabled (default) |
xr.VRS.GazeTrackedFoveation | Enable gaze-tracking for foveated VRS 0: Disabled (default); 1: Enabled |
Generated by: Unreal Engine 5 console command 'Help'
Version: 0.95
Last Update: 2023.11.18-20.33.56
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