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Spyro Reignited Trilogy Console Variable Dump
//This dump was obtained from the latest version of UUU (only available from the developer's Patreon)
//No console commands.
{
"AbilitySystem.AbilityTaskWarnIfBroadcastSuppress": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Print warning if an ability task broadcast is suppressed because the ability has ended"
},
"AbilitySystem.AlwaysConvertGESpecToGCParams": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Always convert a GameplayCue from GE Spec to GC from GC Parameters on the server"
},
"AbilitySystem.ClientActivateAbilityFailedPrintDebugThreshhold": {
"Flags": [
"SetByConstructor"
]
},
"AbilitySystem.ClientActivateAbilityFailedPrintDebugThreshholdTime": {
"Flags": [
"SetByConstructor"
]
},
"AbilitySystem.Debug.NextCategory": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Targets previous AbilitySystemComponent in ShowDebug AbilitySystem"
},
"AbilitySystem.Debug.NextTarget": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Targets next AbilitySystemComponent in ShowDebug AbilitySystem"
},
"AbilitySystem.Debug.PrevTarget": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Targets previous AbilitySystemComponent in ShowDebug AbilitySystem"
},
"AbilitySystem.DisableGameplayCues": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Disables all GameplayCue events in the world."
},
"AbilitySystem.DisplayGameplayCues": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Display GameplayCue events in world as text."
},
"AbilitySystem.GameplayCue.DisplayDuration": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Disables all GameplayCue events in the world."
},
"AbilitySystem.GameplayCue.RunOnDedicatedServer": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Run gameplay cue events on dedicated server"
},
"AbilitySystem.GameplayCueActorRecycle": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allow recycling of GameplayCue Actors"
},
"AbilitySystem.GameplayCueActorRecycleDebug": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Prints logs for GC actor recycling debugging"
},
"AbilitySystem.GameplayCueCheckForTooManyRPCs": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Warns if gameplay cues are being throttled by network code"
},
"AbilitySystem.GameplayCueNotifyTagCheckOnRemove": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Check that target no longer has tag when removing GamepalyCues"
},
"AbilitySystem.LogGameplayCueActorSpawning": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Log when we create GameplayCueNotify_Actors"
},
"AbilitySystem.ServerRPCBatching.Log": {
"Flags": [
"SetByConstructor"
]
},
"AbilitySystem.ShowClientMakeOutgoingSpecs": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Displays all GameplayEffect specs created on non authority clients"
},
"AllowAsyncRenderThreadUpdates": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to control async renderthread updates. Also gated on FApp::ShouldUseThreadingForPerformance()."
},
"AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0 then we do the gamethread updates _while_ doing parallel updates."
},
"AllowAsyncRenderThreadUpdatesEditor": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to control async renderthread updates in the editor."
},
"AmbientOcclusion": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"AntiAliasing": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"AssetManager.DumpAssetRegistryInfo": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dumps extended info about asset registry to log"
},
"AssetManager.DumpLoadedAssets": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Shows a list of all loaded primary assets and bundles"
},
"AssetManager.DumpReferencersForPackage": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Generates a graph viz and log file of all references to a specified package"
},
"AssetManager.DumpTypeSummary": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Shows a summary of types known about by the asset manager"
},
"AssetRegistry.Debug.FindInvalidUAssets": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Finds a list of all assets which are in UAsset files but do not share the name of the package"
},
"AssetRegistry.GetByClass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Query the asset registry for assets matching the supplied class"
},
"AssetRegistry.GetByName": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Query the asset registry for assets matching the supplied package name"
},
"AssetRegistry.GetByPath": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Query the asset registry for assets matching the supplied package path"
},
"AssetRegistry.GetByTag": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Query the asset registry for assets matching the supplied tag and value"
},
"AssetRegistry.GetDependencies": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Query the asset registry for dependencies for the specified package"
},
"AssetRegistry.GetReferencers": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Query the asset registry for referencers for the specified package"
},
"AudioThread.AboveNormalPriority": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0=Normal, 1=AboveNormal"
},
"AudioThread.BatchAsyncBatchSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When AudioThread.EnableBatchProcessing = 1, controls the number of audio commands grouped together for threading."
},
"AudioThread.EnableBatchProcessing": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables batch processing audio thread commands.\n0: Not Enabled, 1: Enabled"
},
"AudioThread.SuspendAudioThread": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0=Resume, 1=Suspend"
},
"AudioThread.UseBackgroundThreadPool": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, use the background thread pool for realtime audio decompression."
},
"Bloom": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"CPUTime.Dump": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Usage -Delay=[NumSeconds=30]\nIf Delay==0, disables printing the CPU usage to the log\nIf Delay>0, starts printing the average CPU usage from the last n frames, clamps between 10 and 300"
},
"Canvas.DistanceFieldSmoothness": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Global sharpness of distance field fonts/shapes rendered by canvas."
},
"CauseHitches": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Causes a 200ms hitch every second. Size of the hitch is controlled by CauseHitchesHitchMS"
},
"CauseHitchesHitchMS": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Controls the size of the hitch caused by CauseHitches in ms."
},
"Compat.MAX_GPUSKIN_BONES": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Max number of bones that can be skinned on the GPU in a single draw call. Cannot be changed at runtime."
},
"Compat.UseDXT5NormalMaps": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to use DXT5 for normal maps, otherwise BC5 will be used, which is not supported on all hardware.\nBoth formats require the same amount of memory (if driver doesn't emulate the format).\nChanging this will cause normal maps to be recompressed on next load (or when using recompile shaders)\n 0: Use BC5 texture format (default)\n 1: Use DXT5 texture format (lower quality)"
},
"CriticalPathStall.AfterInitViews": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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."
},
"CsvProfile": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Starts or stops Csv Profiles"
},
"D3D12.AFRSyncTemporalResources": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Synchronize inter-frame dependencies between GPUs"
},
"D3D12.AFRUseFramePacing": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Control when frames are presented when using mGPU and Alternate Frame Rendering."
},
"D3D12.AdjustTexturePoolSizeBasedOnBudget": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.CommandListBatchingMode": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Changes how command lists are batched and submitted to the GPU."
},
"D3D12.ComputeCommandContextConstantAllocatorSizeKB": {
"Flags": [
"SetByConstructor"
]
},
"D3D12.DefaultGfxCommandContextConstantAllocatorSizeKB": {
"Flags": [
"SetByConstructor"
]
},
"D3D12.EmitRgpFrameMarkers": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables/Disables frame markers for AMD's RGP tool."
},
"D3D12.EnablePSOCache": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables a disk cache for PipelineState Objects."
},
"D3D12.ForceThirtyHz": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true, the display will never update more often than 30Hz."
},
"D3D12.GfxCommandContextConstantAllocatorSizeKB": {
"Flags": [
"SetByConstructor"
]
},
"D3D12.GlobalViewHeapSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Global view heap size"
},
"D3D12.LocalViewHeapSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Local view heap size"
},
"D3D12.MaxSyncCounter": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Maximum sync counter to smooth out vsync transitions."
},
"D3D12.MaximumFrameLatency": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of frames that can be queued for render."
},
"D3D12.RefreshPercentageBeforePresent": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "The percentage of the refresh period to wait before presenting."
},
"D3D12.StablePowerState": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, enable stable power state. This increases GPU timing measurement accuracy but may decrease overall GPU clock rate."
},
"D3D12.SyncRefreshThreshold": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Threshold for time above which vsync will be disabled as a percentage of the refresh rate."
},
"D3D12.SyncThreshold": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of consecutive 'fast' frames before vsync is enabled."
},
"D3D12.SyncWithDWM": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true, synchronize with the desktop window manager for vblank."
},
"D3D12.UseUpdateTexture3DComputeShader": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If enabled, use a compute shader for UpdateTexture3D. Avoids alignment restrictions 0: off (default)\n 1: on"
},
"D3D12RHI.FeatureSetLimit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If set to 10, limit D3D RHI to D3D10 feature level. Otherwise, it will use default. Changing this at run-time has no effect. (default is -1)"
},
"DepthOfField": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"DisableOrphanPins": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0=Orphan pins are enabled (default), 1=Orphan pins are disabled (note: this option will go away in the future)"
},
"DumpCopyPropertiesForUnrelatedObjects": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dump the objects that are cross class copied"
},
"DumpLevelCollections": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dump level collections in the current world."
},
"DumpVisibleActors": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dump visible actors in current world."
},
"EnableHighDPIAwareness": {
"Flags": [
"SetByCode"
],
"Helptext": "Enables or disables high dpi mode"
},
"Engine.MinNumOverlapsToUseTMap": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Min number of overlaps required before using a TMap for deduplication"
},
"Engine.SupressWarningsInOnScreenDisplay": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0: Show both errors and warnings on screen, 1: Show only errors on screen (in either case only when DurationOfErrorsAndWarningsOnHUD is greater than zero)"
},
"FX.AllowAsyncTick": {
"Flags": [
"SetByConstructor"
],
"Helptext": "allow parallel ticking of particle systems."
},
"FX.AllowCulling": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allow emitters to be culled."
},
"FX.AllowGPUParticles": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, allow the usage of GPU particles."
},
"FX.AllowGPUSorting": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allow particles to be sorted on the GPU."
},
"FX.BatchAsync": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When FX.BatchAsync = 1, controls the number of particle systems grouped together for threading."
},
"FX.EarlyScheduleAsync": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, particle system components that can run async will be scheduled earlier in the frame"
},
"FX.FreezeGPUSimulation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Freeze particles simulated on the GPU."
},
"FX.FreezeParticleSimulation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Freeze particle simulation."
},
"FX.GPUCollisionDepthBounds": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Limits the depth bounds when searching for a collision plane."
},
"FX.GPUSpawnWarningThreshold": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Warning threshold for spawning of GPU particles."
},
"FX.MaxCPUParticlesPerEmitter": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum number of CPU particles allowed per-emitter."
},
"FX.MaxGPUParticlesSpawnedPerFrame": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum number of GPU particles allowed to spawn per-frame per-emitter."
},
"FX.MaxParticleTilePreAllocation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum tile preallocation for GPU particles."
},
"FX.ParticleSlackGPU": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles."
},
"FX.RestartAll": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Restarts all particle system components"
},
"FX.TestGPUSort": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Test GPU sort. 1: Small, 2: Large, 3: Exhaustive, 4: Random"
},
"FX.VisualizeGPUSimulation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Visualize the current state of GPU simulation.\n0 = off\n1 = visualize particle state\n2 = visualize curve texture"
},
"FixedBootOrder": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "IAmNoRealVariable"
},
"FoliageQuality": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"ForceBuildStreamingData": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Forces streaming data to be rebuilt for the current world."
},
"GPUSort.DebugOffsets": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debug GPU sort offsets."
},
"GPUSort.DebugSort": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debug GPU sorting."
},
"GameplayCue.AddToGlobalSet.DebugTag": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debug Tag adding to global set"
},
"GameplayCue.BuildGameplayCueTranslator": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Displays GameplayCue notify map"
},
"GameplayCue.PrintGameplayCueNotifyMap": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Displays GameplayCue notify map"
},
"GameplayCue.PrintGameplayCueTranslator": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Displays GameplayCue notify map"
},
"GameplayCue.PrintLoadedGameplayCueNotifyClasses": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Displays GameplayCue Notify classes that are loaded"
},
"GameplayTags.PrintNetIndiceAssignment": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Logs GameplayTag NetIndice assignment"
},
"GetCurrentLighting": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Prints Current Lighting Settings to Log"
},
"GraphicsPreset": {
"Flags": [
"RenderThreadSafe",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "Defines the graphics option preset, adjust for quality or performance.\n 0: low)\n 1: medium\n 2: high\n 3: ultra"
},
"GraphicsPresetDefault": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"InGamePerformanceTracking.Enabled": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If in-game performance tracking is enabled. Most games will likely not use or need this so it should be left disabled."
},
"InGamePerformanceTracking.HistorySize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "How many frames in game performance tracking should store in it's history."
},
"Landscape.Combine": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Set landscape component combining mode : 0 = Default, 1 = Combine All, 2 = Disabled"
},
"Landscape.Patches": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Show/hide Landscape patches"
},
"Landscape.ShadowMapWorldUnitsToTexelFactor": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to specify tolerance factor for mesh size related to cascade shadow resolution"
},
"Landscape.Static": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable/disable Landscape static drawlists"
},
"LevelSequence.DefaultFixedFrameIntervalPlayback": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When non-zero, all newly created level sequences will default to fixed frame interval playback."
},
"ListTimers": {
"Flags": [
"SetByConstructor"
]
},
"LoadTimes.DumpTracking": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dump high level load times being tracked"
},
"LoadTimes.DumpTrackingLow": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dump low level load times being tracked"
},
"Localization.HangulTextWrappingMethod": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0: PerSyllable, 1: PerWord (default)."
},
"LogCountedInstances": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dumps count of all tracked FInstanceCountingObject's"
},
"MotionBlur": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"Net.LogSkippedRepNotifies": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Log when the networking code skips calling a repnotify clientside due to the property value not changing."
},
"OSS.VoiceLoopback": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables voice loopback\n1 Enabled. 0 Disabled."
},
"OpenGL.BindlessTexture": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, use GL_ARB_bindless_texture over traditional glBindTexture/glBindSampler."
},
"OpenGL.MaxSubDataSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum amount of data to send to glBufferSubData in one call"
},
"OpenGL.RebindTextureBuffers": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, rebind GL_TEXTURE_BUFFER's to their GL_TEXTURE name whenever the buffer is modified."
},
"OpenGL.SkipCompute": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, don't issue dispatch work."
},
"OpenGL.UBODirectWrite": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables direct writes to the UBO via Buffer Storage"
},
"OpenGL.UBOPoolSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Size of the UBO pool, 0 disables UBO Pool"
},
"OpenGL.UseBufferDiscard": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, use dynamic buffer orphaning hint."
},
"OpenGL.UseEmulatedUBs": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, enable using emulated uniform buffers on ES2 mode."
},
"OpenGL.UseGlClipControlIfAvailable": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true, the engine trys to use glClipControl if the driver supports it."
},
"OpenGL.UseMapBuffer": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, use glMapBuffer otherwise use glBufferSubdata."
},
"OpenGL.UseSeparateShaderObjects": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If set to 1, use OpenGL's separate shader objects to eliminate expensive program linking"
},
"OpenGL.UseStagingBuffer": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables maps of dynamic vertex buffers to go to a staging buffer"
},
"OpenGL.UseVAB": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, use GL_VERTEX_ATTRIB_BINDING instead of traditional vertex array setup."
},
"RHI.FeatureSetLimit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If set to 10, limit D3D RHI to D3D10 feature level. Otherwise, it will use default. Changing this at run-time has no effect. (default is -1)"
},
"RHI.GPUHitchThreshold": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Threshold for detecting hitches on the GPU (in milliseconds)."
},
"RHI.MaxSyncCounter": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Maximum sync counter to smooth out vsync transitions."
},
"RHI.MaximumFrameLatency": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of frames that can be queued for render."
},
"RHI.RefreshPercentageBeforePresent": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "The percentage of the refresh period to wait before presenting."
},
"RHI.SyncIntervalOgl": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When synchronizing with OpenGL, specifies the interval at which to refresh."
},
"RHI.SyncRefreshThreshold": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Threshold for time above which vsync will be disabled as a percentage of the refresh rate."
},
"RHI.SyncThreshold": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of consecutive 'fast' frames before vsync is enabled."
},
"RHI.SyncWithDWM": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true, synchronize with the desktop window manager for vblank."
},
"RHI.TargetRefreshRate": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If non-zero, the display will never update more often than the target refresh rate (in Hz)."
},
"Radio_ChebyshevCubedMultiplier": {
"Flags": [
"SetByConstructor"
],
"Helptext": "A parameter to tweak the radio filter."
},
"Radio_ChebyshevMultiplier": {
"Flags": [
"SetByConstructor"
],
"Helptext": "A parameter to tweak the radio filter."
},
"Radio_ChebyshevPower": {
"Flags": [
"SetByConstructor"
],
"Helptext": "A parameter to tweak the radio filter."
},
"Radio_ChebyshevPowerMultiplier": {
"Flags": [
"SetByConstructor"
],
"Helptext": "A parameter to tweak the radio filter."
},
"SSR": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"SetThreadAffinity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Sets the thread affinity. A single arg of default resets the thread affinity, otherwise pairs of args [GT|RT|RHI|Task] [Hex affinity] sets the affinity."
},
"ShadowQuality": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"ShowFlag.AmbientCubemap": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.AmbientOcclusion": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.AntiAliasing": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.AtmosphericFog": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.AudioRadius": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.BSP": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.BSPSplit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.BSPTriangles": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.BillboardSprites": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Bloom": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Bones": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Bounds": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Brushes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.BuilderBrush": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.CameraAspectRatioBars": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.CameraFrustums": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.CameraImperfections": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.CameraInterpolation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.CameraSafeFrames": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.CapsuleShadows": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Collision": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.CollisionPawn": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.CollisionVisibility": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ColorGrading": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.CompositeEditorPrimitives": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Constraints": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ContactShadows": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Cover": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.DebugAI": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Decals": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.DeferredLighting": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.DepthOfField": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Diffuse": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.DirectLighting": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.DirectionalLights": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.DistanceCulledPrimitives": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.DistanceFieldAO": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.DistanceFieldGI": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.DynamicShadows": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Editor": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.EyeAdaptation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Fog": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.FoliageOcclusionBounds": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ForceFeedbackRadius": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.GBufferHints": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Game": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.GameplayDebug": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.GlobalIllumination": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Grain": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Grid": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.HLODColoration": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.HMDDistortion": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.HighResScreenshotMask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.HitProxies": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.IndirectLightingCache": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.InstancedFoliage": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.InstancedGrass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.InstancedStaticMeshes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LOD": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LODColoration": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Landscape": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LargeVertices": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LensFlares": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LevelColoration": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LightComplexity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LightFunctions": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LightInfluences": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LightMapDensity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LightRadius": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.LightShafts": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Lighting": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.MassProperties": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.MaterialTextureScaleAccuracy": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Materials": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.MediaPlanes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.MeshEdges": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.MeshUVDensityAccuracy": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ModeWidgets": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.MotionBlur": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Navigation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.OnScreenDebug": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.OutputMaterialTextureScales": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.OverrideDiffuseAndSpecular": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Paper2DSprites": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Particles": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Pivot": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.PointLights": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.PostProcessMaterial": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.PostProcessing": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.PrecomputedVisibility": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.PrecomputedVisibilityCells": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.PreviewShadowsIndicator": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.PrimitiveDistanceAccuracy": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.PropertyColoration": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.QuadOverdraw": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.RayTracedDistanceFieldShadows": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ReflectionEnvironment": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ReflectionOverride": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Refraction": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Rendering": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.RequiredTextureResolution": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.SceneColorFringe": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ScreenPercentage": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ScreenSpaceAO": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ScreenSpaceReflections": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Selection": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.SelectionOutline": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.SeparateTranslucency": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ShaderComplexity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ShaderComplexityWithQuadOverdraw": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.ShadowFrustums": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.SkeletalMeshes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.SkyLighting": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Snap": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Specular": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Splines": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.SpotLights": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.StaticMeshes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.StationaryLightOverlap": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.StereoRendering": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.StreamingBounds": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.SubsurfaceScattering": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.TemporalAA": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Tessellation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.TestImage": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.TextRender": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.TexturedLightProfiles": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Tonemapper": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Translucency": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VectorFields": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VertexColors": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Vignette": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisLog": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeAdaptiveDOF": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeBloom": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeBuffer": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeDOF": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeDistanceFieldAO": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeDistanceFieldGI": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeGlobalDistanceField": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeHDR": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeLPV": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeLightCulling": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeMeshDistanceFields": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeMotionBlur": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeOutOfBoundsPixels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeSSR": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeSSS": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeSenses": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeShadingModels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VisualizeVolumetricLightmap": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VolumeLightingSamples": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Volumes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VolumetricFog": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.VolumetricLightmap": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.WidgetComponents": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"ShowFlag.Wireframe": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)"
},
"Skate.debug": {
"Flags": [
"SetByConstructor"
],
"Helptext": "to enable skate visual debugging\n0 = off \n1 = on\n"
},
"SkateTurbo.testing": {
"Flags": [
"SetByConstructor"
],
"Helptext": "to enable skate turbo testing\n0 = off \n1 = enabled\n2 = enabled + unlimited turbo\n"
},
"Slate.AbsoluteIndices": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.AllowBackgroundBlurWidgets": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 0, no background blur widgets will be rendered"
},
"Slate.AllowNumericLabelCrush": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Should we crush the vector input box?."
},
"Slate.AllowSlateToSleep": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether Slate should go to sleep when there are no active timers and the user is idle"
},
"Slate.AllowToolTips": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to allow tool-tips to spawn at all."
},
"Slate.BackgroundBlurDownsample": {
"Flags": [
"SetByConstructor"
]
},
"Slate.BackgroundBlurMaxKernelSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The maximum allowed kernel size. Note: Very large numbers can cause a huge decrease in performance"
},
"Slate.CacheRenderData": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Invalidation panels will cache render data, otherwise cache only widget draw elements."
},
"Slate.DefaultTextFlowDirection": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0: Auto (default), 1: LeftToRight, 2: RightToLeft."
},
"Slate.DefaultTextShapingMethod": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0: Auto (default), 1: KerningOnly, 2: FullShaping."
},
"Slate.DeferWindowsMessageProcessing": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether windows message processing is deferred until tick or if they are processed immediately"
},
"Slate.DrawToVRRenderTarget": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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.EnableDrawEvents": {
"Flags": [
"SetByConstructor"
],
"Helptext": "."
},
"Slate.Feathering": {
"Flags": [
"SetByConstructor"
]
},
"Slate.ForceBackgroundBlurLowQualityOverride": {
"Flags": [
"Scalability"
],
"Helptext": "Whether or not to force a slate brush to be used instead of actually blurring the background"
},
"Slate.GlobalScrollAmount": {
"Flags": [
"SetByConstructor"
],
"Helptext": "How much to scroll for each click of the mouse wheel (in Slate Screen Units)."
},
"Slate.NumericLabelWidthCrushStart": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Start crushing when the width is below."
},
"Slate.NumericLabelWidthCrushStop": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Stop crushing when the width is above."
},
"Slate.OutlineFontRenderMethod": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.PixelSnapRenderTransform": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If the element being drawn has a render transform with Rotation, Scale or Shear, we automatically disable pixel snapping."
},
"Slate.PreventDuplicateMouseEventsForTouchForWindows7": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.ShowWireFrame": {
"Flags": [
"SetByConstructor"
]
},
"Slate.SkipSecondPrepass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to skip the second Slate PrePass call (the one right before rendering)."
},
"Slate.SleepBufferPostInput": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.TargetFrameRateForResponsiveness": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Minimum sustained average frame rate required before we consider the editor to be \"responsive\" for a smooth UI experience"
},
"Slate.ThrottleWhenMouseIsMoving": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to attempt to increase UI responsiveness based on mouse cursor movement."
},
"Slate.TickInvisibleWidgets": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Controls whether invisible widgets are ticked."
},
"Slate.ToolTipDelay": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Delay in seconds before a tool-tip is displayed near the mouse cursor when hovering over widgets that supply tool-tip data."
},
"Slate.ToolTipFadeInDuration": {
"Flags": [
"SetByConstructor"
],
"Helptext": "How long it takes for a tool-tip to fade in, in seconds."
},
"Slate.ToolTipWrapWidth": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Width of Slate tool-tips before we wrap the tool-tip text"
},
"Slate.VerifyHitTestVisibility": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Should we double check the visibility of widgets during hit testing, in case previously resolved hit tests that same frame may have changed state?"
},
"Slate.bAllowThrottling": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allow Slate to throttle parts of the engine to ensure the UI is responsive"
},
"SpewAnimRateOptimization": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to spew overall anim rate optimization tick rates."
},
"SynthBenchmark": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Run simple benchmark to get some metrics to find reasonable game settings automatically\nOptional (float) parameter allows to scale with work amount to trade time or precision (default: 10)."
},
"TaskGraph.ABTestThreads": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Prints the time to run 1000 no-op tasks."
},
"TaskGraph.IgnoreThreadToDoGatherOn": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, then we ignore the hint provided with SetGatherThreadForDontCompleteUntil and just run it on AnyHiPriThreadHiPriTask."
},
"TaskGraph.NumWorkerThreadsToIgnore": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to tune the number of task threads. Generally once you have found the right value, PlatformMisc::NumberOfWorkerThreadsToSpawn() should be hardcoded."
},
"TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for the experiemntal async end of frame tasks."
},
"TaskGraph.TaskPriorities.AsyncIOCPUWork": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for decompression, decryption and signature checking of async IO from a pak file."
},
"TaskGraph.TaskPriorities.AsyncTraceTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for async traces."
},
"TaskGraph.TaskPriorities.FetchVisibilityForPrimitivesTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FetchVisibilityForPrimitivesTask."
},
"TaskGraph.TaskPriorities.HiPriAsyncTickTaskPriority": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for async ticks that are high priority."
},
"TaskGraph.TaskPriorities.NavTriggerAsyncQueries": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for UNavigationSystem::PerformAsyncQueries."
},
"TaskGraph.TaskPriorities.NormalAsyncTickTaskPriority": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for async ticks that are not high priority."
},
"TaskGraph.TaskPriorities.ParallelAnimationEvaluationTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FParallelAnimationEvaluationTask"
},
"TaskGraph.TaskPriorities.ParallelBlendPhysicsTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FParallelBlendPhysicsTask."
},
"TaskGraph.TaskPriorities.ParallelClothTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for parallel cloth."
},
"TaskGraph.TaskPriorities.ParallelTranslateCommandList": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FParallelTranslateCommandList."
},
"TaskGraph.TaskPriorities.ParallelTranslateCommandListPrepass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FParallelTranslateCommandList for the prepass, which we would like to get to the GPU asap."
},
"TaskGraph.TaskPriorities.ParallelTranslateSetupCommandList": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FParallelTranslateSetupCommandList."
},
"TaskGraph.TaskPriorities.ParticleAsyncTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FParticleAsyncTask."
},
"TaskGraph.TaskPriorities.PhyXSceneCompletion": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for PhysicsSceneCompletion."
},
"TaskGraph.TaskPriorities.PhysXStepSimulation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FPhysSubstepTask::StepSimulation."
},
"TaskGraph.TaskPriorities.PhysXTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FPhysXTask."
},
"TaskGraph.TaskPriorities.PhysXTask.Cloth": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FPhysXTask (cloth)."
},
"TaskGraph.TaskPriorities.RHIThreadOnTaskThreads": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for when we are running 'RHI thread' tasks on any thread."
},
"TaskGraph.TaskPriorities.SceneRenderingTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for various scene rendering tasks."
},
"TaskGraph.TaskPriorities.SortFrontToBackTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FSortFrontToBackTask."
},
"TaskGraph.TaskPriorities.TickCleanupTaskPriority": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for tick cleanup."
},
"TaskGraph.TaskPriorities.TickDispatchTaskPriority": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for tick tasks dispatch."
},
"TaskGraph.TaskPriorities.UpdateCachePrimitivesTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Task and thread priority for FUpdateCachePrimitivesTask."
},
"TaskGraph.TaskThreadPriority": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Sets the priority of the task threads. Argument is one of belownormal, normal or abovenormal."
},
"TaskGraph.TestDontCompleteUntilForAlreadyComplete": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Test lock free lists"
},
"TaskGraph.TestLowToHighPri": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Test latency of high priority tasks when low priority tasks are saturating the CPU"
},
"TaskGraph.UseBackgroundThreads": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, then use background threads, otherwise run background tasks on normal priority task threads. Used for performance tuning."
},
"TaskGraph.UseHiPriThreads": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, then use hi priority task threads, otherwise run background tasks on normal priority task threads. Used for performance tuning."
},
"TextureQuality": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"ToggleForceDefaultMaterial": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Render all meshes with the default material."
},
"ToggleLight": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Toggles all lights whose name contains the specified string"
},
"ToggleReversedIndexBuffers": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Render static meshes with negative transform determinants using a reversed index buffer."
},
"ToggleShadowIndexBuffers": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Render static meshes with an optimized shadow index buffer that minimizes unique vertices."
},
"ViewDistanceQuality": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"Vignette": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"a.AnimNode.AimOffsetLookAt.Debug": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Toggle LookAt AimOffset debug"
},
"a.AnimNode.AimOffsetLookAt.Enable": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable/Disable LookAt AimOffset"
},
"a.AnimNode.LegIK.AveragePull": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Leg IK AveragePull"
},
"a.AnimNode.LegIK.Enable": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Toggle LegIK node."
},
"a.AnimNode.LegIK.MaxIterations": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Leg IK MaxIterations override. 0 = node default, > 0 override."
},
"a.AnimNode.LegIK.PullDistribution": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Leg IK PullDistribution. 0 = foot, 0.5 = balanced, 1.f = hip"
},
"a.AnimNode.LegIK.TargetReachStepPercent": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Leg IK TargetReachStepPercent."
},
"a.AnimNode.StateMachine.EnableRelevancyReset": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Reset State Machine when it becomes relevant"
},
"a.DebugDrawBoneAxes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When drawing bones (using Show Bones), draw bone axes."
},
"a.DebugDrawSimpleBones": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When drawing bones (using Show Bones), draw bones as simple lines."
},
"a.ForceParallelAnimUpdate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If != 0, then we update animations on worker threads regardless of the setting on the project or anim blueprint."
},
"a.ParallelAnimEvaluation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, animation evaluation will be run across the task graph system. If 0, evaluation will run purely on the game thread"
},
"a.ParallelAnimUpdate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If != 0, then we update animation blend tree, native update, asset players and montages (is possible) on worker threads."
},
"a.ParallelBlendPhysics": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread"
},
"a.URO.DisableInterpolation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Set to 1 to disable interpolation"
},
"a.URO.Draw": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to draw color coded boxes for anim rate."
},
"a.URO.Enable": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to anim rate optimization."
},
"a.URO.ForceAnimRate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Set to 1 to force interpolation"
},
"ai.crowd.DebugSelectedActors": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable debug drawing for selected crowd agent.\n0: Disable, 1: Enable"
},
"ai.crowd.DebugVisLog": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable detailed vislog recording for all crowd agents.\n0: Disable, 1: Enable"
},
"ai.crowd.DrawDebugBoundaries": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Draw shared navmesh boundaries used by crowd simulation.\n0: Disable, 1: Enable"
},
"ai.crowd.DrawDebugCollisionSegments": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Draw colliding navmesh edges, requires ai.crowd.DebugSelectedActors.\n0: Disable, 1: Enable"
},
"ai.crowd.DrawDebugCorners": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Draw path corners data, requires ai.crowd.DebugSelectedActors.\n0: Disable, 1: Enable"
},
"ai.crowd.DrawDebugNeighbors": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Draw current neighbors data, requires ai.crowd.DebugSelectedActors.\n0: Disable, 1: Enable"
},
"ai.crowd.DrawDebugPath": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Draw active paths, requires ai.crowd.DebugSelectedActors.\n0: Disable, 1: Enable"
},
"ai.crowd.DrawDebugPathOptimization": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Draw path optimization data, requires ai.crowd.DebugSelectedActors.\n0: Disable, 1: Enable"
},
"ai.crowd.DrawDebugVelocityObstacles": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Draw velocity obstacle sampling, requires ai.crowd.DebugSelectedActors.\n0: Disable, 1: Enable"
},
"au.DisableHRTF": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Disables HRTF\n0: Not Disabled, 1: Disabled"
},
"au.DisableParallelSourceProcessing": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Disables using async tasks for processing sources.\n0: Not Disabled, 1: Disabled"
},
"au.DisableReverbSubmix": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Disables the reverb submix.\n0: Not Disabled, 1: Disabled"
},
"au.DisableSubmixEffectEQ": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Disables the eq submix.\n0: Not Disabled, 1: Disabled"
},
"au.LogRenderTimes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Logs Audio Render Times.\n0: Not Log, 1: Log"
},
"au.SetAudioChannelCount": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Changes the audio channel count. Max value is clamped to the MaxChannelCount the audio engine was initialize with.\n0: Disable, >0: Enable"
},
"au.SpoofFailedStreamChunkLoad": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Forces failing to load streamed chunks.\n0: Not Enabled, 1: Enabled"
},
"c.ToggleGPUCrashedFlagDbg": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Forcibly toggles the 'GPU Crashed' flag for testing crash analytics."
},
"con.DebugEarlyCheat": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"con.DebugEarlyDefault": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"con.DebugLateCheat": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"con.DebugLateDefault": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"con.MinLogVerbosity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to see the log in the in game console (by default deactivated to avoid spam and minor performance loss).\n 0: no logging other than console response (default)\n 1: Only fatal errors (no that useful)\n 2: additionally errors\n 3: additionally warnings\n 4: additionally display\n 5: additionally log\n..\n>=7: all"
},
"d3d11.ZeroBufferSizeInMB": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The D3D11 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."
},
"d3d12.ZeroBufferSizeInMB": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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."
},
"debug.skipmenu": {
"Flags": [
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "skip front end menus\n0 = no \n1 = skip\n"
},
"demo.AsyncLoadWorld": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, we will use seamless server travel to load the replay world asynchronously"
},
"demo.CheckpointSaveMaxMSPerFrameOverride": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
]
},
"demo.ClientRecordAsyncEndOfFrame": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, TickFlush will be called on a thread in parallel with Slate."
},
"demo.CullDistanceOverride": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, will represent distance from any viewer where actors will stop being recorded."
},
"demo.EnableCheckpoints": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether or not checkpoints save on the server"
},
"demo.FastForwardDestroyTearOffActors": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, the driver will destroy any torn-off actors immediately while fast-forwarding a replay."
},
"demo.FastForwardSkipRepNotifies": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, the driver will optimize fast-forwarding by deferring calls to RepNotify functions until the fast-forward is complete. "
},
"demo.ForceDisableAsyncPackageMapLoading": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, async package map loading of network assets will be disabled."
},
"demo.GotoTimeInSeconds": {
"Flags": [
"SetByConstructor"
],
"Helptext": "For testing only, jump to a particular time"
},
"demo.LoadCheckpointGarbageCollect": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If nonzero, CollectGarbage will be called during LoadCheckpoint after the old actors and connection are cleaned up."
},
"demo.Loop": {
"Flags": [
"SetByConstructor"
],
"Helptext": "<1> : play replay from beginning once it reaches the end / <0> : stop replay at the end"
},
"demo.MinRecordHz": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Minimum number of demo frames recorded per second (use with care)"
},
"demo.QueueCheckpointChannels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum number of demo frames recorded per second"
},
"demo.RecordHzWhenNotRelevant": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Record at this frequency when actor is not relevant."
},
"demo.SkipTime": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Skip fixed amount of network replay time (in seconds)"
},
"demo.TimeDilation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Override time dilation during demo playback (-1 = don't override)"
},
"demo.UseAdaptiveReplayUpdateFrequency": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, NetUpdateFrequency will be calculated based on how often actors actually write something when recording to a replay"
},
"demo.UseNetRelevancy": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, will enable relevancy checks and distance culling, using all connected clients as reference."
},
"demo.mode": {
"Flags": [
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "Defines the demo mode. checked only at startup\n<= 0, (default) \n 1, game informer demo\n"
},
"dp.Override": {
"Flags": [
"SetByConstructor"
],
"Helptext": "DeviceProfile override - setting this will use the named DP as the active DP. In addition, it will restore any\n previous overrides before setting (does a dp.OverridePop before setting after the first time).\n The commandline -dp option will override this on startup, but not when setting this at runtime\n"
},
"dp.Override.Restore": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Restores any cvars set by dp.Override to their previous value"
},
"dumpticks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dumps all tick functions registered with FTickTaskManager to log."
},
"foliage.CullAll": {
"Flags": [
"Scalability"
],
"Helptext": "If greater than zero, everything is considered culled."
},
"foliage.CullAllInVertexShader": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debugging, if this is greater than 0, cull all instances in the vertex shader."
},
"foliage.DensityScale": {
"Flags": [
"Scalability",
"SetByScalability"
],
"Helptext": "Controls the amount of foliage to render. Foliage must opt-in to density scaling through the foliage type."
},
"foliage.DisableCull": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If greater than zero, no culling occurs based on frustum."
},
"foliage.DisableCullShadows": {
"Flags": [
"SetByConstructor"
],
"Helptext": "First three bits are disable DynamicSubjectPrimitives, ReceiverPrimitives, SubjectTranslucentPrimitives"
},
"foliage.DiscardDataOnLoad": {
"Flags": [
"Scalability"
],
"Helptext": "1: Discard scalable foliage data on load (disables all scalable foliage types); 0: Keep scalable foliage data (requires reloading level)"
},
"foliage.DitheredLOD": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If greater than zero, dithered LOD is used, otherwise popping LOD is used."
},
"foliage.ForceLOD": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If greater than or equal to zero, forces the foliage LOD to that level."
},
"foliage.Freeze": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Useful for debugging. Freezes the foliage culling and LOD."
},
"foliage.LODDistanceScale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Scale factor for the distance used in computing LOD for foliage."
},
"foliage.LogFoliageFrame": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Useful for debugging. Logs all foliage rendered in a frame."
},
"foliage.MaxOcclusionQueriesPerComponent": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Controls the granularity of occlusion culling. 16-128 is a reasonable range."
},
"foliage.MaxTrianglesToRender": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.MinInstancesPerOcclusionQuery": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to discard the top LODs for performance evaluation. -1: Disable all effects of this cvar."
},
"foliage.MinOcclusionQueriesPerComponent": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Controls the granularity of occlusion culling. 2 should be the Min."
},
"foliage.MinVertsToSplitNode": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Controls the accuracy between culling and LOD accuracy and culling and CPU performance."
},
"foliage.MinimumScreenSize": {
"Flags": [
"Scalability"
],
"Helptext": "This controls the screen size at which we cull foliage instances entirely."
},
"foliage.OnlyLOD": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If greater than or equal to zero, only renders the foliage LOD at that level."
},
"foliage.OverestimateLOD": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If greater than zero and dithered LOD is not used, then we use an overestimate of LOD instead of an underestimate."
},
"foliage.RandomLODRange": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Random distance added to each instance distance to compute LOD."
},
"foliage.RebuildFoliageTrees": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Rebuild the trees for non-grass foliage."
},
"foliage.SplitFactor": {
"Flags": [
"SetByConstructor"
],
"Helptext": "This controls the branching factor of the foliage tree."
},
"foliage.Test": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Useful for debugging."
},
"foliage.ToggleVectorCull": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Useful for debugging. Toggles the optimized cull."
},
"foliage.UnFreeze": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Useful for debugging. Freezes the foliage culling and LOD."
},
"fx.ParticleCollisionIgnoreInvisibleTime": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The time a particle system component has to be invisible for to have all collision ignored. \n"
},
"fx.QualityLevelSpawnRateScaleReferenceLevel": {
"Flags": [
"Scalability"
],
"Helptext": "Controls the reference level for quality level based spawn rate scaling. This is the FX quality level\nat which spawn rate is not scaled down; Spawn rate scaling will happen by each emitter's\nQualityLevelSpawnRateScale value for each reduction in level below the reference level.\n\nDefault = 2. Value should range from 0 to the maximum FX quality level."
},
"g.TimeToBlockOnRenderFence": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of milliseconds the game thread should block when waiting on a render thread fence."
},
"g.TimeoutForBlockOnRenderFence": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of milliseconds the game thread should wait before failing when waiting on a render thread fence."
},
"gc.ActorClusteringEnabled": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Whether to allow levels to create actor clusters for GC."
},
"gc.AllowParallelGC": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "sed to control parallel GC."
},
"gc.BlueprintClusteringEnabled": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Whether to allow Blueprint classes to create GC clusters."
},
"gc.CheckForIllegalMarkPendingKill": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, garbage collection will check for certainly rendering uobjects being illegally marked pending kill. This eventually causes mysterious and hard to find crashes in the renderer. There is a large performance penalty, so by default this is not enabled in shipping and test configurations."
},
"gc.CollectGarbageEveryFrame": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to debug garbage collection...Collects garbage every frame if the value is > 0."
},
"gc.CreateGCClusters": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "If true, the engine will attempt to create clusters of objects for better garbage collection performance."
},
"gc.DumpPoolStats": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dumps count and size of GC Pools"
},
"gc.FlushStreamingOnGC": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "If enabled, streaming will be flushed each time garbage collection is triggered."
},
"gc.MaxObjectsInEditor": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Placeholder console variable, currently not used in runtime."
},
"gc.MaxObjectsInGame": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Placeholder console variable, currently not used in runtime."
},
"gc.MaxObjectsNotConsideredByGC": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Placeholder console variable, currently not used in runtime."
},
"gc.MergeGCClusters": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "If true, when creating clusters, the clusters referenced from another cluster will get merged into one big cluster."
},
"gc.MinDesiredObjectsPerSubTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Minimum number of objects to spawn a GC sub-task for."
},
"gc.NumRetriesBeforeForcingGC": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Maximum number of times GC can be skipped if worker threads are currently modifying UObject state."
},
"gc.SizeOfPermanentObjectPool": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Placeholder console variable, currently not used in runtime."
},
"gc.TimeBetweenPurgingPendingKillObjects": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Time in seconds (game time) we should wait between purging object references to objects that are pending kill."
},
"gc.TimeBetweenPurgingPendingKillObjectsOnIdleServerMultiplier": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Multiplier to apply to time between purging pending kill objects when on an idle server."
},
"gc.UseDisregardForGCOnDedicatedServers": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "If false, DisregardForGC will be disabled for dedicated servers."
},
"grass.CullSubsections": {
"Flags": [
"SetByConstructor"
],
"Helptext": "1: Cull each foliage component; 0: Cull only based on the landscape component."
},
"grass.DisableGPUCull": {
"Flags": [
"SetByConstructor"
],
"Helptext": "For debugging. Set this to zero to see where the grass is generated. Useful for tweaking the guard bands."
},
"grass.DiscardDataOnLoad": {
"Flags": [
"Scalability"
],
"Helptext": "1: Discard grass data on load (disables grass); 0: Keep grass data (requires reloading level)"
},
"grass.Enable": {
"Flags": [
"SetByConstructor"
],
"Helptext": "1: Enable Grass; 0: Disable Grass"
},
"grass.FlushCache": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Flush the grass cache, debugging."
},
"grass.FlushCachePIE": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Flush the grass cache, debugging."
},
"grass.GuardBandDiscardMultiplier": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.MaxAsyncTasks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to control the number of hierarchical components created at a time."
},
"grass.MaxInstancesPerComponent": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to control the number of hierarchical components created. More can be more efficient, but can be hitchy as new components come into range"
},
"grass.MinFramesToKeepGrass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Minimum number of frames before cached grass can be discarded; used to prevent thrashing."
},
"grass.MinTimeToKeepGrass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Minimum number of seconds before cached grass can be discarded; used to prevent thrashing."
},
"grass.PrerenderGrassmaps": {
"Flags": [
"SetByConstructor"
],
"Helptext": "1: Pre-render grass maps for all components in the editor; 0: Generate grass maps on demand while moving through the editor"
},
"grass.TickInterval": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of frames between grass ticks."
},
"grass.UseHaltonDistribution": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to control the distribution of grass instances. If non-zero, use a halton sequence."
},
"grass.UseStreamingManagerForCameras": {
"Flags": [
"SetByConstructor"
],
"Helptext": "1: Use Streaming Manager; 0: Use ViewLocationsRenderedLastFrame"
},
"grass.densityScale": {
"Flags": [
"Scalability",
"SetByScalability"
],
"Helptext": "Multiplier on all grass densities."
},
"httpReplay.ChunkUploadDelayInSeconds": {
"Flags": [
"SetByConstructor"
]
},
"httpReplay.MaxCacheSize": {
"Flags": [
"SetByConstructor"
]
},
"httpReplay.MetaFilterOverride": {
"Flags": [
"SetByConstructor"
]
},
"input.DisableHaptics": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If greater than zero, no haptic feedback is processed."
},
"lod.CompensateForFOV": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When not 0 account for FOV in LOD calculations."
},
"lod.TemporalLag": {
"Flags": [
"SetByConstructor"
],
"Helptext": "This controls the the time lag for temporal LOD, in seconds."
},
"log.Category": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Defines if the categoy is included in each line in the log file and in what form.\n 0 = Do not log category\n 2 = Log the category (default)"
},
"log.Timestamp": {
"Flags": [
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "Defines if time is included in each line in the log file and in what form. Layout: [time][frame mod 1000]\n 0 = Do not display log timestamps\n 1 = Log time stamps in UTC and frame time (default) e.g. [2015.11.25-21.28.50:803][376]\n 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]"
},
"ls.PrintNumLandscapeShadows": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Prints the number of landscape components that cast shadows."
},
"m.SetScreenPercentage": {
"Flags": [
"SetByConstructor"
],
"Helptext": "poke a value into MPC_GlobalControl.ScreenPercentage"
},
"mallocleak.clear": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Clears recorded allocation info"
},
"mallocleak.report": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Writes malloc leak reports "
},
"mallocleak.start": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Starts tracking allocations. Args -report=[secs] -size=[filter]"
},
"mallocleak.stop": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Stops tracking allocations"
},
"n.IpNetDriverMaxFrameTimeBeforeAlert": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Time to spend processing networking data in a single frame before an alert is raised (in seconds)\nIt may get called multiple times in a single frame if additional processing after a previous alert exceeds the threshold again\n default: 1 s"
},
"n.IpNetDriverMaxFrameTimeBeforeLogging": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Time to spend processing networking data in a single frame before an output log warning is printed (in seconds)\n default: 10 s"
},
"n.VerifyPeer": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Sets libcurl's CURLOPT_SSL_VERIFYPEER option to verify authenticity of the peer's certificate.\n 0 = disable (allows self-signed certificates)\n 1 = enable [default]"
},
"net.AllowAsyncLoading": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allow async loading"
},
"net.AllowEncryption": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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."
},
"net.ContextDebug": {
"Flags": [
"SetByConstructor"
]
},
"net.DebugDraw": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Draws debug information for network dormancy and relevancy\n1 Enables network debug drawing. 0 disables."
},
"net.DebugDrawCullDistance": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.DelayUnmappedRPCs": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If >0 delay received RPCs with unmapped properties"
},
"net.DeleteDormantActor": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Lists open actor channels"
},
"net.DoPropertyChecksum": {
"Flags": [
"SetByConstructor"
]
},
"net.DormancyEnable": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables Network Dormancy System for reducing CPU and bandwidth overhead of infrequently updated actors\n1 Enables network dormancy. 0 disables network dormancy."
},
"net.DormancyValidate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dumps information on relevant actors during next network update"
},
"net.IgnoreNetworkChecksumMismatch": {
"Flags": [
"SetByConstructor"
]
},
"net.InstantReplayProcessQueuedBunchesMillisecondLimit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.ListActorChannels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Lists open actor channels"
},
"net.ListNetGUIDExports": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Lists open actor channels"
},
"net.ListNetGUIDs": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Lists NetGUIDs for actors"
},
"net.MaxConnectionsToTickPerServerFrame": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When non-zero, the maximum number of channels that will have changed replicated to them per server update"
},
"net.MaxPlayersOverride": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If greater than 0, will override the standard max players count. Useful for testing full servers."
},
"net.MaxRPCPerNetUpdate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum number of RPCs allowed per net update"
},
"net.MaxRepArrayMemory": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum allowable size for replicated dynamic arrays (in bytes). Value must be between 1 and 65535"
},
"net.MaxRepArraySize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum allowable size for replicated dynamic arrays (in number of elements). Value must be between 1 and 65535."
},
"net.MaxSharedShadowStateUpdateDelayInSeconds": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When a new changelist is available for a particular connection (using shared shadow state), but too much time has passed, force another compare against all the properties"
},
"net.Montage.Debug": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Prints Replication information about AnimMontages\n 0: no print.\n 1: Print AnimMontage info on client side as they are played."
},
"net.OptimizedRemapping": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Uses optimized path to remap unmapped network guids"
},
"net.PackageMap.DebugAll": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debugs PackageMap serialization of all objects"
},
"net.PackageMap.DebugObject": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debugs PackageMap serialization of objectPartial name of object to debug"
},
"net.PackageMap.LongLoadThreshhold": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Threshhold time in seconds for printing long load warnings in object serialization"
},
"net.PartialBunchReliableThreshold": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.ProcessQueuedBunchesMillisecondLimit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.RPC.Debug": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Print all RPC bunches sent over the network\n 0: no print.\n 1: Print bunches as they are sent."
},
"net.RandomizeSequence": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Randomize initial packet sequence"
},
"net.Reliable.Debug": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Print all reliable bunches sent over the network\n 0: no print.\n 1: Print bunches as they are sent.\n 2: Print reliable bunch buffer each net update"
},
"net.RelinkMappedReferences": {
"Flags": [
"SetByConstructor"
]
},
"net.Replication.DebugProperty": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debugs Replication of property by namePartial name of property to debug"
},
"net.ShareShadowState": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, work done to compare properties will be shared across connections"
},
"net.TickAllOpenChannels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If nonzero, each net connection will tick all of its open channels every tick. Leaving this off will improve performance."
},
"net.UseAdaptiveNetUpdateFrequency": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, NetUpdateFrequency will be calculated based on how often actors actually send something when replicating"
},
"p.APEXMaxDestructibleDynamicChunkCount": {
"Flags": [
"SetByConstructor"
],
"Helptext": "APEX Max Destructible dynamic Chunk Count."
},
"p.APEXMaxDestructibleDynamicChunkIslandCount": {
"Flags": [
"SetByConstructor"
],
"Helptext": "APEX Max Destructilbe Dynamic Chunk Island Count."
},
"p.AllowCachedOverlaps": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Primitive Component physics\n0: disable cached overlaps, 1: enable (default)"
},
"p.AnimDynamics": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables/Disables anim dynamics node updates."
},
"p.AnimDynamicsAdaptiveSubstep": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.AnimDynamicsNumDebtFrames": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Forces anim dynamics to be enabled for only a specified LOD, -1 to enable on all LODs."
},
"p.AnimDynamicsWind": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables/Disables anim dynamics wind forces globally."
},
"p.BatchPhysXTasksSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of tasks to batch together (max 8). 1 will go as wide as possible, but more overhead on small tasks"
},
"p.CharacterStuckWarningPeriod": {
"Flags": [
"SetByConstructor"
],
"Helptext": "How often (in seconds) we are allowed to log a message about being stuck in geometry.\n<0: Disable, >=0: Enable and log this often, in seconds."
},
"p.ClothPhysics": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, physics cloth will be used for simulation."
},
"p.ConstraintAngularDampingScale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The multiplier of constraint angular damping in simulation. Default: 100000"
},
"p.ConstraintAngularStiffnessScale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The multiplier of constraint angular stiffness in simulation. Default: 100000"
},
"p.ConstraintLinearDampingScale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The multiplier of constraint linear damping in simulation. Default: 1"
},
"p.ConstraintLinearStiffnessScale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The multiplier of constraint linear stiffness in simulation. Default: 1"
},
"p.ContactOffsetFactor": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Multiplied by min dimension of object to calculate how close objects get before generating contacts. < 0 implies use project settings. Default: 0.01"
},
"p.DisableQueryOnlyActors": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If QueryOnly is used, actors are marked as simulation disabled. This is NOT compatible with origin shifting at the moment."
},
"p.EnableFastOverlapCheck": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable fast overlap check against sweep hits, avoiding UpdateOverlaps (for the swept component)."
},
"p.EnableMultiplayerWorldOriginRebasing": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable world origin rebasing for multiplayer, meaning that servers and clients can have different world origin locations."
},
"p.EncroachEpsilon": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Epsilon value used during encroachment checking for shape components\n0: use full sized shape. > 0: shrink shape size by this amount (world units)"
},
"p.FixReplayOverSampling": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, remove invalid replay samples that can occur due to oversampling (sampling at higher rate than physics is being ticked)"
},
"p.InitialOverlapTolerance": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Tolerance for initial overlapping test in PrimitiveComponent movement.\nNormals within this tolerance are ignored if moving out of the object.\nDot product of movement direction and surface normal."
},
"p.MaxContactOffset": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Max value of contact offset, which controls how close objects get before generating contacts. < 0 implies use project settings. Default: 1.0"
},
"p.MoveIgnoreFirstBlockingOverlap": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to ignore the first blocking overlap in SafeMoveUpdatedComponent (if moving out from object and starting in penetration).\nThe 'p.InitialOverlapTolerance' setting determines the 'move out' rules, but by default we always try to depenetrate first (not ignore the hit).\n0: Disable (do not ignore), 1: Enable (ignore)"
},
"p.NetEnableListenServerSmoothing": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to enable mesh smoothing on listen servers for the local view of remote clients.\n0: Disable, 1: Enable"
},
"p.NetEnableMoveCombining": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to enable move combining on the client to reduce bandwidth by combining similar moves.\n0: Disable, 1: Enable"
},
"p.NetEnableSkipProxyPredictionOnNetUpdate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to allow proxies to skip prediction on frames with a network position update, if bNetworkSkipProxyPredictionOnNetUpdate is also true on the movement component.\n0: Disable, 1: Enable"
},
"p.PenetrationOverlapCheckInflation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Inflation added to object when checking if a location is free of blocking collision.\nDistance added to inflation in penetration overlap check."
},
"p.PenetrationPullbackDistance": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Pull out from penetration of an object by this extra distance.\nDistance added to penetration fix-ups."
},
"p.PhysXTreeRebuildRate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Utility function to change PhysXTreeRebuildRate, useful when profiling fetchResults vs scene queries."
},
"p.PhysicsAnimBlendUpdatesPhysX": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to update the physx simulation with the results of physics animation blending"
},
"p.RK4SpringInterpolator.MaxIter": {
"Flags": [
"SetByConstructor"
],
"Helptext": "RK4 Spring Interpolator's max number of iterations"
},
"p.RK4SpringInterpolator.UpdateRate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "RK4 Spring Interpolator's rate of update"
},
"p.RagdollPhysics": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, ragdoll physics will be used. Otherwise just root body is simulated"
},
"p.ReplayUseInterpolation": {
"Flags": [
"SetByConstructor"
]
},
"p.ToleranceScale_Length": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The approximate size of objects in the simulation. Default: 100"
},
"p.ToleranceScale_Speed": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The typical magnitude of velocities of objects in simulation. Default: 1000"
},
"p.bAPEXSortDynamicChunksByBenefit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True if APEX should sort dynamic chunks by benefit."
},
"p.bUseUnifiedHeightfield": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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"
},
"pak.DumpBlocks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debug command to spew the outstanding blocks."
},
"pak.WaitPrecache": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debug command to wait on the pak precache."
},
"pakcache.Enable": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, then enable the pak cache."
},
"pakcache.MaxRequestSizeToLowerLevellKB": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Controls the maximum size (in KB) of IO requests submitted to the OS filesystem."
},
"pakcache.MaxRequestsToLowerLevel": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Controls the maximum number of IO requests submitted to the OS filesystem at one time. Limited by PAK_CACHE_MAX_REQUESTS."
},
"pakcache.NumUnreferencedBlocksToCache": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Controls the maximum number of unreferenced blocks to keep. This is a classic disk cache and the maxmimum wasted memory is pakcache.MaxRequestSizeToLowerLevellKB * pakcache.NumUnreferencedBlocksToCache."
},
"r.AMDD3D11MultiThreadedDevice": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, creates a multithreaded D3D11 device on AMD hardware (workaround for driver bug)\nChanges will only take effect in new game/editor instances - can't be changed at runtime.\n"
},
"r.AMDDisableAsyncTextureCreation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, uses synchronous texture creation on AMD hardware (workaround for driver bug)\nChanges will only take effect in new game/editor instances - can't be changed at runtime.\n"
},
"r.AOApplyToStaticIndirect": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to apply DFAO as indirect shadowing even to static indirect sources (lightmaps + stationary skylight + reflection captures)"
},
"r.AOAsyncBuildQueue": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to asynchronously build distance field volume data from meshes."
},
"r.AOClearHistory": {
"Flags": [
"RenderThreadSafe"
]
},
"r.AOComputeShaderNormalCalculation": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use the compute shader version of the distance field normal computation."
},
"r.AOGlobalDFClipmapDistanceExponent": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Exponent used to derive each clipmap's size, together with r.AOInnerGlobalDFClipmapDistance."
},
"r.AOGlobalDFResolution": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Resolution of the global distance field. Higher values increase fidelity but also increase memory and composition cost."
},
"r.AOGlobalDFStartDistance": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "World space distance along a cone trace to switch to using the global distance field instead of the object distance fields.\nThis 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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use a global distance field to optimize occlusion cone traces.\nThe global distance field is created by compositing object distance fields into clipmaps as the viewer moves through the level."
},
"r.AOGlobalDistanceFieldCacheMostlyStaticSeparately": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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.AOGlobalDistanceFieldLogModifiedPrimitives": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to log primitive modifications (add, remove, updatetransform) that caused an update of the global distance field.\nThis can be useful for tracking down why updating the global distance field is always costing a lot, since it should be mostly cached."
},
"r.AOGlobalDistanceFieldPartialUpdates": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to allow the larger clipmaps to be updated less frequently."
},
"r.AOHeightfieldOcclusion": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to compute AO from heightfields (landscape)"
},
"r.AOHistoryDistanceThreshold": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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.AOHistoryMinConfidenceScale": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Minimum amount that confidence can scale down the history weight. Pixels whose AO value was interpolated from foreground onto background incorrectly have a confidence of 0.\nAt a value of 1, confidence is effectively disabled. Lower values increase the convergence speed of AO history for pixels with low confidence, but introduce jittering (history is thrown away)."
},
"r.AOHistoryStabilityPass": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
]
},
"r.AOListMemory": {
"Flags": [
"SetByConstructor"
]
},
"r.AOListMeshDistanceFields": {
"Flags": [
"SetByConstructor"
]
},
"r.AOLogObjectBufferReallocation": {
"Flags": [
"RenderThreadSafe"
]
},
"r.AOMaxObjectBoundingRadius": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Objects larger than this will not contribute to AO calculations, to improve performance."
},
"r.AOMaxObjectsPerCullTile": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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.AOMaxViewDistance": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "The maximum distance that AO will be computed at."
},
"r.AOOverwriteSceneColor": {
"Flags": [
"RenderThreadSafe"
]
},
"r.AOSampleSet": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 = Original set, 1 = Relaxed set"
},
"r.AOScatterTileCulling": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use the rasterizer for binning occluder objects into screenspace tiles."
},
"r.AOSpecularOcclusionMode": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Determines how specular should be occluded by DFAO\n0: Apply non-directional AO to specular.\n1: (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.\n"
},
"r.AOStepExponentScale": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Exponent used to distribute AO samples along a cone direction."
},
"r.AOUpdateGlobalDistanceField": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to update the global distance field, useful for debugging."
},
"r.AOUseConesForGI": {
"Flags": [
"RenderThreadSafe"
]
},
"r.AOUseHistory": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to apply a temporal filter to the distance field AO, which reduces flickering but also adds trails when occluders are moving."
},
"r.AOUseJitter": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Distance over which AO will fade out as it approaches r.AOMaxViewDistance, as a fraction of r.AOMaxViewDistance."
},
"r.AccelPredrawBatchTime": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Override value for r.PredrawBatchTime when showing a loading-screen or similar to do more work while the player won't notice, or 0 to use r.PredrawBatchTime. Defaults to 0."
},
"r.AccelTargetPrecompileFrameTime": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Override value for r.TargetPrecompileFrameTime when showing a loading-screen or similar to do more work while the player won't notice, or 0 to use r.TargetPrecompileFrameTime. Defaults to 0."
},
"r.AllowCachedUniformExpressions": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allow uniform expressions to be cached."
},
"r.AllowDepthBoundsTest": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, use enable depth bounds test when rendering defered lights."
},
"r.AllowDownsampledStandardTranslucency": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allow standard translucency to be rendered in smaller resolution as an optimization\nThis is incompatible with materials using blend modulate. Use 2 to ignore those. \n <0: off\n 0: on unless a material using blend modulate is used (default) >0: on and ignores any material using blend modulate"
},
"r.AllowGlobalClipPlane": {
"Flags": [
"RenderThreadSafe",
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Enables mesh shaders to support a global clip plane, needed for planar reflections, which adds about 15% BasePass GPU cost on PS4."
},
"r.AllowHDR": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default)\n1: Allow HDR, if supported by the platform and display \n"
},
"r.AllowLandscapeShadows": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allow Landscape Shadows"
},
"r.AllowOcclusionQueries": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If zero, occlusion queries will not be used to cull primitives."
},
"r.AllowPointLightCubemapShadows": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When 0, will prevent point light cube map shadows from being used and the light will be unshadowed."
},
"r.AllowPrecomputedVisibility": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If zero, precomputed visibility will not be used to cull primitives."
},
"r.AllowSimpleLights": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, we allow simple (ie particle) lights"
},
"r.AllowStaticLighting": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to allow any static lighting to be generated and used, like lightmaps and shadowmaps.\nGames that only use dynamic lighting should set this to 0 to save some static lighting overhead."
},
"r.AllowSubPrimitiveQueries": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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.AlsoUseSphereForFrustumCull": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Performance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling."
},
"r.AmbientOcclusion.AsyncComputeBudget": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines which level of EAsyncComputeBudget to use for balancing AsyncCompute work against Gfx work.\nOnly matters if the compute version of SSAO is active (requires CS support, enabled by cvar, single pass, no normals)\nThis is a low level developer tweak to get best performance on hardware that supports AsyncCompute.\n 0: least AsyncCompute\n 1: .. (default)\n 2: .. \n 3: .. \n 4: most AsyncCompute"
},
"r.AmbientOcclusion.Compute": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "If SSAO should use ComputeShader (not available on all platforms) or PixelShader.\nThe [Async] Compute Shader version is WIP, not optimized, requires hardware support (not mobile/DX10/OpenGL3),\ndoes not use normals which allows it to run right after EarlyZPass (better performance when used with AyncCompute)\nAyncCompute is currently only functional on PS4.\n 0: PixelShader (default)\n 1: (WIP) Use ComputeShader if possible, otherwise fall back to '0'\n 2: (WIP) Use AsyncCompute if efficient, otherwise fall back to '1'\n 3: (WIP) Use AsyncCompute if possible, otherwise fall back to '1'"
},
"r.AmbientOcclusion.FadeRadiusScale": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows to scale the ambient occlusion fade radius (SSAO).\n 0.01:smallest .. 1.0:normal (default), <1:smaller, >1:larger"
},
"r.AmbientOcclusionLevels": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "Defines how many mip levels are using during the ambient occlusion calculation. This is useful when tweaking the algorithm.\n<0: decide based on the quality setting in the postprocess settings/volume and r.AmbientOcclusionMaxQuality (default)\n 0: none (disable AmbientOcclusion)\n 1: one\n 2: two (costs extra performance, soft addition)\n 3: three (larger radius cost less but can flicker)"
},
"r.AmbientOcclusionMaxQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines the max clamping value from the post process volume's quality level for ScreenSpace Ambient Occlusion\n 100: don't override quality level from the post process volume (default)\n 0..99: clamp down quality level from the post process volume to the maximum set by this cvar\n -100..0: Enforces a different quality (the absolute value) even if the postprocessvolume asks for a lower quality."
},
"r.AmbientOcclusionMipLevelFactor": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Controls mipmap level according to the SSAO step id\n 0: always look into the HZB mipmap level 0 (memory cache trashing)\n 0.5: sample count depends on post process settings (default)\n 1: Go into higher mipmap level (quality loss)"
},
"r.AmbientOcclusionRadiusScale": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "Allows to scale the ambient occlusion radius (SSAO).\n 0:off, 1.0:normal, <1:smaller, >1:larger"
},
"r.AmbientOcclusionStaticFraction": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to override the Ambient Occlusion Static Fraction (see post process volume). Fractions are between 0 and 1.\n<0: use default setting (default -1)\n 0: no effect on static lighting, 0 is free meaning no extra rendering pass\n 1: AO affects the stat lighting"
},
"r.Android.DisableOpenGLES31Support": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Disable support for OpenGLES 3.1 API. (Android Only)\n 0 = OpenGLES 3.1 API will be used (providing device and project supports it) [default]\n 1 = OpenGLES 3.1 will be disabled, OpenGL ES2 fall back will be used."
},
"r.Android.DisableVulkanSupport": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Disable support for vulkan API. (Android Only)\n 0 = vulkan API will be used (providing device and project supports it) [default]\n 1 = vulkan will be disabled, opengl fall back will be used."
},
"r.Android.OverrideExternalTextureSupport": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Override external texture support for OpenGLES API. (Android Only)\n 0 = normal detection used [default]\n 1 = disable external texture support\n 2 = force ImageExternal100 (version #100 with GL_OES_EGL_image_external)\n 3 = force ImageExternal300 (version #300 with GL_OES_EGL_image_external)\n 4 = force ImageExternalESSL300 (version #300 with GL_OES_EGL_image_external_essl3)"
},
"r.AndroidDisableThreadedRendering": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Sets whether or not to allow threaded rendering for a particular Android device profile.\n\t0 = Allow threaded rendering [default]\n\t1 = Disable creation of render thread on startup"
},
"r.AndroidDisableThreadedRenderingFirstLoad": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Sets whether or not to allow threaded rendering for a particular Android device profile on the initial load.\n\t0 = Allow threaded rendering on the initial load [default]\n\t1 = Disable threaded rendering on the initial load"
},
"r.AsyncPipelineCompile": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 to Create PSOs at the moment they are requested\n1 to Create Pipeline State Objects asynchronously(default)"
},
"r.Atmosphere": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Defines atmosphere will render or not. Only changed by r.Atmosphere console command.\nEnable/Disable Atmosphere, Load/Unload related data.\n 0: off (To save GPU memory)\n 1: on (default)"
},
"r.BasePassOutputsVelocity": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables rendering WPO velocities on the base pass.\n 0: Renders in a separate pass/rendertarget, all movable static meshes + dynamic.\n 1: Renders during the regular base pass adding an extra GBuffer, but allowing motion blur on materials with Time-based WPO."
},
"r.BasePassWriteDepthEvenWithFullPrepass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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)\n1 to force depth writes in the base pass. Useful for debugging when the prepass and base pass don't match what they render."
},
"r.BinaryShaderCacheLogging": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Log duplicate shader code entries within a project and report on shader code details when generating the binary shader cache. Defaults to 0."
},
"r.BlackBorders": {
"Flags": [
"SetByConstructor"
],
"Helptext": "To draw black borders around the rendered image\n(prevents artifacts from post processing passes that read outside of the image e.g. PostProcessAA)\nin pixels, 0:off"
},
"r.Bloom.Cross": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Experimental feature to give bloom kernel a more bright center sample (values between 1 and 3 work without causing aliasing)\nExisting bloom get lowered to match the same brightness\n<0 for a anisomorphic lens flare look (X only)\n 0 off (default)\n>0 for a cross look (X and Y)"
},
"r.Bloom.HalfResoluionFFT": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Experimental half-resolution FFT Bloom convolution. \n 0: Standard full resolution convolution bloom. 1: Half-resolution convoltuion that excludes the center of the kernel.\n"
},
"r.BloomQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": " 0: off, no performance impact.\n 1: average quality, least performance impact.\n 2: average quality, least performance impact.\n 3: good quality.\n 4: good quality.\n 5: Best quality, most significant performance impact. (default)\n>5: force experimental higher quality on mobile (can be quite slow on some hardware)"
},
"r.BufferVisualizationDumpFrames": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "When screenshots or movies dumps are requested, also save out dumps of the current buffer visualization materials\n0:off (default)\n1:on"
},
"r.BufferVisualizationDumpFramesAsHDR": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "When saving out buffer visualization materials in a HDR capable format\n0: Do not override default save format.\n1: Force HDR format for buffer visualization materials."
},
"r.Cache.DrawDirectionalShadowing": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to draw direct shadowing sample points as generated by Lightmass.\n0 is off (default), 1 is on"
},
"r.Cache.DrawInterpolationPoints": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to draw positions that indirect lighting is interpolated at when they are updated, which are stored in the cache.\nProbably need 'r.CacheUpdateEveryFrame 1' as well to be useful, otherwise points will flicker as they update.\n0 is off (default), 1 is on"
},
"r.Cache.DrawLightingSamples": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to draw indirect lighting sample points as generated by Lightmass.\n0 is off (default), 1 is on"
},
"r.Cache.LightingCacheDimension": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dimensions of the lighting cache. This should be a multiple of r.LightingCacheMovableObjectAllocationSize for least waste."
},
"r.Cache.LightingCacheMovableObjectAllocationSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Resolution of the interpolation sample volume used to light a dynamic object. \nValues 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. \nValues of 3 or more support the necessary padding to provide continuous results under movement."
},
"r.Cache.LimitQuerySize": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 is off, 1 is on (default)"
},
"r.Cache.QueryNodeLevel": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Level of the lighting sample octree whose node's extents should be the target size for queries into the octree.\nPrimitive 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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to modify indirect lighting cache SH samples to reduce ringing. 0 is off, 1 is on (default)"
},
"r.Cache.SampleTransitionSpeed": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "When using single sample lighting, controls the speed of the transition between two point samples (fade over time)."
},
"r.Cache.UpdateEveryFrame": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enable threading for ILC primitive update. Will overlap with the rest the end of InitViews."
},
"r.CapsuleDirectShadows": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to allow capsule direct shadowing on skinned components with bCastCapsuleDirectShadow enabled."
},
"r.CapsuleIndirectConeAngle": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Light source angle used when the indirect shadow direction is derived from precomputed indirect lighting (no stationary skylight present)"
},
"r.CapsuleIndirectShadows": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to allow capsule indirect shadowing on skinned components with bCastCapsuleIndirectShadow enabled."
},
"r.CapsuleMaxDirectOcclusionDistance": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Maximum cast distance for direct shadows from capsules. This has a big impact on performance."
},
"r.CapsuleMaxIndirectOcclusionDistance": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Maximum cast distance for indirect shadows from capsules. This has a big impact on performance."
},
"r.CapsuleMinSkyAngle": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Minimum light source angle derived from the precomputed unoccluded sky vector (stationary skylight present)"
},
"r.CapsuleShadowFadeAngleFromVertical": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Angle from vertical up to start fading out the indirect shadow, to avoid self shadowing artifacts."
},
"r.CapsuleShadows": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Whether to allow capsule shadowing on skinned components with bCastCapsuleDirectShadow or bCastCapsuleIndirectShadow enabled."
},
"r.CapsuleShadowsFullResolution": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to compute capsule shadows at full resolution."
},
"r.CapsuleSkyAngleScale": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Scales the light source angle derived from the precomputed unoccluded sky vector (stationary skylight present)"
},
"r.CatmullRomEndParamOffset": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The parameter offset for catmul rom end points."
},
"r.CheckSRVTransitions": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Tests that render targets are properly transitioned to SRV when SRVs are set."
},
"r.ClearCoatNormal": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0 to disable clear coat normal.\n 0: off\n 1: on"
},
"r.ClearSceneMethod": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Select how the g-buffer is cleared in game mode (only affects deferred shading).\n 0: No clear\n 1: RHIClear (default)\n 2: Quad at max z"
},
"r.Color.Max": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows to define where the value 1.0 in the color channels is mapped to after color grading.\nValue should be around 1, smaller values darken the highlights, larger values move more colors towards white, Default: 1"
},
"r.Color.Mid": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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).\nValue should be around 0.5, smaller values darken the mid tones, larger values brighten the mid tones, Default: 0.5"
},
"r.Color.Min": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows to define where the value 0 in the color channels is mapped to after color grading.\nThe value should be around 0, positive: a gray scale is added to the darks, negative: more dark values become black, Default: 0"
},
"r.CompileMaterialsForShaderFormat": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When enabled, compile materials for this shader format in addition to those for the running platform.\nNote that these shaders are compiled and immediately tossed. This is only useful when directly inspecting output via r.DebugDumpShaderInfo."
},
"r.CompileShadersForDevelopment": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Setting this to 0 allows to ship a game with more optimized shaders as some\neditor and development features are not longer compiled into the shaders.\n Note: This should be done when shipping but it's not done automatically yet (feature need to mature\n and shaders will compile slower as shader caching from development isn't shared).\nCannot be changed at runtime - can be put into BaseEngine.ini\n 0: off, shader can run a bit faster\n 1: on (Default)"
},
"r.CompositionGraphOrder": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines in which order the nodes in the CompositionGraph are executed (affects postprocess and some lighting).\nOption 1 provides more control, which can be useful for preserving ESRAM, avoid GPU sync, cluster up compute shaders for performance and control AsyncCompute.\n 0: tree order starting with the root, first all inputs then dependencies (classic UE4, unconnected nodes are not getting executed)\n 1: RegisterPass() call order, unless the dependencies (input and additional) require a different order (might become new default as it provides more control, executes all registered nodes)"
},
"r.ContactShadows": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": " 0: disabled.\n 1: enabled.\n"
},
"r.CopyLockedViews": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Copies all locked views in to a string that r.LockView will accept to reload them."
},
"r.CreateShadersOnLoad": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to create shaders on load, which can reduce hitching, but use more memory. Otherwise they will be created as needed."
},
"r.CustomDepth": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: feature is disabled\n1: feature is enabled, texture is created on demand\n2: feature is enabled, texture is not released until required (should be the project setting if the feature should not stall)\n3: 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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "When CustomDepth (and CustomStencil) is getting rendered\n 0: Before GBuffer (can be more efficient with AsyncCompute, allows using it in DBuffer pass, no GBuffer blending decals allow GBuffer compression)\n 1: After Base Pass (default)"
},
"r.CustomDepthTemporalAAJitter": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If disabled the Engine will remove the TemporalAA Jitter from the Custom Depth Pass. Only has effect when TemporalAA is used."
},
"r.D3D.RemoveUnusedInterpolators": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables removing unused interpolators mode when compiling pipelines for D3D.\n -1: Do not actually remove, but make the app think it did (for debugging)\n 0: Disable (default)\n 1: Enable removing unused"
},
"r.D3D12GraphicsAdapter": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "User request to pick a specific graphics adapter (e.g. when using a integrated graphics card with a descrete one)\n -2: Take the first one that fulfills the criteria\n -1: Favour non integrated because there are usually faster\n 0: Adpater #0\n 1: Adpater #1, ..."
},
"r.DBuffer": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables DBuffer decal material blend modes.\nDBuffer decals are rendered before the base pass, allowing them to affect static lighting and skylighting correctly. \nWhen 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.\n 0: off\n 1: on (default)"
},
"r.DFFullResolution": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "1 = full resolution distance field shadowing, 0 = half resolution with bilateral upsample."
},
"r.DFShadowScatterTileCulling": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use the rasterizer to scatter objects onto the tile grid for culling."
},
"r.DFShadowWorldTileSize": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "World space size of a tile used for culling for directional lights."
},
"r.DFTwoSidedMeshDistanceBias": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "World space amount to expand distance field representations of two sided meshes. This is useful to get tree shadows to match up with standard shadow mapping."
},
"r.DX11NVAfterMathEnabled": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Use NV Aftermath for GPU crash analysis"
},
"r.DX11NumForcedGPUs": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Num Forced GPUs."
},
"r.DebugActionZone.ActionRatio": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The action zone ratio that will be returned by FDisplayMetrics::GetDisplayMetrics on platforms that don't have a defined safe zone (0..1)\n default: 1.0"
},
"r.DebugSafeZone.Mode": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The safe zone visualization mode (0..2)\n 0: Disabled (default)\n 1: Show Title Safe Zone\n 2: Show Action Safe Zone"
},
"r.DebugSafeZone.OverlayAlpha": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The alpha value of the safe zone overlay (0..1)\n default: 0.2"
},
"r.DebugSafeZone.TitleRatio": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The safe zone ratio that will be returned by FDisplayMetrics::GetDisplayMetrics on platforms that don't have a defined safe zone (0..1)\n default: 1.0"
},
"r.Decal.FadeDurationScale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Scales the per decal fade durations. Lower values shortens lifetime and fade duration. Default is 1.0f."
},
"r.Decal.FadeScreenSizeMult": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Control the per decal fade screen size. Multiplies with the per-decal screen size fade threshold. Smaller means decals fade less aggressively."
},
"r.Decal.GenerateRTWriteMaskTexture": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Turn on or off generation of the RT write mask texture for decals\n"
},
"r.Decal.StencilSizeThreshold": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Control a per decal stencil pass that allows to large (screen space) decals faster. It adds more overhead per decals so this\n <0: optimization is disabled\n 0: optimization is enabled no matter how small (screen space) the decal is\n0..1: optimization is enabled, value defines the minimum size (screen space) to trigger the optimization (default 0.1)"
},
"r.DefaultFeature.AmbientOcclusion": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Engine default (project setting) for AmbientOcclusion is (postprocess volume/camera/game setting still can override)\n 0: off, sets AmbientOcclusionIntensity to 0\n 1: on (default)"
},
"r.DefaultFeature.AmbientOcclusionStaticFraction": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Engine default (project setting) for AmbientOcclusion is (postprocess volume/camera/game setting still can override)\n 0: off, sets AmbientOcclusionStaticFraction to 0\n 1: on (default, costs extra pass, only useful if there is some baked lighting)"
},
"r.DefaultFeature.AntiAliasing": {
"Flags": [
"RenderThreadSafe",
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Engine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override)\n 0: off (no anti-aliasing)\n 1: FXAA (faster than TemporalAA but much more shimmering for non static cases)\n 2: TemporalAA (default)\n 3: MSAA (Forward shading only)"
},
"r.DefaultFeature.AutoExposure": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Engine default (project setting) for AutoExposure is (postprocess volume/camera/game setting still can override)\n 0: off, sets AutoExposureMinBrightness and AutoExposureMaxBrightness to 1\n 1: on (default)"
},
"r.DefaultFeature.AutoExposure.Method": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Engine default (project setting) for AutoExposure Method (postprocess volume/camera/game setting still can override)\n 0: Histogram based (requires compute shader, default)\n 1: Basic AutoExposure"
},
"r.DefaultFeature.Bloom": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Engine default (project setting) for Bloom is (postprocess volume/camera/game setting still can override)\n 0: off, set BloomIntensity to 0\n 1: on (default)"
},
"r.DefaultFeature.LensFlare": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Engine default (project setting) for LensFlare is (postprocess volume/camera/game setting still can override)\n 0: off, sets LensFlareIntensity to 0\n 1: on (default)"
},
"r.DefaultFeature.MotionBlur": {
"Flags": [
"SetByScalability",
"SetByCode",
"SetByConsole"
],
"Helptext": "Engine default (project setting) for MotionBlur is (postprocess volume/camera/game setting still can override)\n 0: off, sets MotionBlurAmount to 0\n 1: on (default)"
},
"r.DefaultFeature.PointLightUnits": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Default units to use for point lights\n 0: unitless \n 1: candelas (default)\n 2: lumens"
},
"r.DefaultFeature.SpotLightUnits": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Default units to use for point lights\n 0: unitless \n 1: candelas (default)\n 2: lumens"
},
"r.DeferSkeletalDynamicDataUpdateUntilGDME": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, then do skeletal mesh dynamic data updates will be deferred until GDME. Experimental option."
},
"r.DeferUniformBufferUpdatesUntilVisible": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, then don't update the primitive uniform buffer until it is visible."
},
"r.DeferUniformExpressionCaching": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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.DelaySceneRenderCompletion": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Experimental option to postpone the cleanup of the scene renderer until later."
},
"r.DemosaicVposOffset": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "This offset is added to the rasterized position used for demosaic in the ES2 tonemapping shader. It exists to workaround driver bugs on some Android devices that have a half-pixel offset."
},
"r.DepthOfField.FarBlur": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Temporary hack affecting only CircleDOF\n 0: Off\n 1: On (default)"
},
"r.DepthOfField.MaxSize": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Allows to clamp the gaussian depth of field radius (for better performance), default: 100"
},
"r.DepthOfField.NearBlurSizeThreshold": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Sets the minimum near blur size before the effect is forcably disabled. Currently only affects Gaussian DOF.\n (default: 0.01)"
},
"r.DepthOfFieldQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "Allows to adjust the depth of field quality. Currently only fully affects BokehDOF. GaussianDOF is either 0 for off, otherwise on.\n 0: Off\n 1: Low\n 2: high quality (default, adaptive, can be 4x slower)\n 3: very high quality, intended for non realtime cutscenes, CircleDOF only (slow)\n 4: extremely high quality, intended for non realtime cutscenes, CircleDOF only (very slow)"
},
"r.DetailMode": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Current detail mode; determines whether components of actors should be updated/ ticked.\n 0: low, show only object with DetailMode low or higher\n 1: medium, show all object with DetailMode medium or higher\n 2: high, show all objects (default)"
},
"r.DetectAndWarnOfBadDrivers": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "IAmNoRealVariable"
},
"r.DiffuseColor.Max": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows quick material test by remapping the diffuse color at 1 to a new value (0..1), Only for non shipping built!\n1: (default)"
},
"r.DiffuseColor.Min": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows quick material test by remapping the diffuse color at 1 to a new value (0..1), Only for non shipping built!\n1: (default)"
},
"r.DisableDistortion": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Prevents distortion effects from rendering. Saves a full-screen framebuffer's worth of memory."
},
"r.DisableEngineAndAppRegistration": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, disables engine and app registration, to disable GPU driver optimizations during debugging and development\nChanges will only take effect in new game/editor instances - can't be changed at runtime.\n"
},
"r.DisableLODFade": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Disable fading for distance culling"
},
"r.DiscardUnusedQuality": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Wether to keep or discard unused quality level shadermaps in memory.\n0: keep all quality levels in memory. (default)\n1: Discard unused quality levels on load."
},
"r.DistanceFadeMaxTravel": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Max distance that the player can travel during the fade time."
},
"r.DistanceFieldAO": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Whether the distance field AO feature is allowed, which is used to implement shadows of Movable sky lights from static meshes."
},
"r.DistanceFieldBuild.Compress": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to store mesh distance fields compressed in memory, which reduces how much memory they take, but also causes serious hitches when making new levels visible. Only enable if your project does not stream levels in-game.\nChanging this regenerates all mesh distance fields."
},
"r.DistanceFieldBuild.EightBit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to store mesh distance fields in an 8 bit fixed point format instead of 16 bit floating point. \n8 bit uses half the memory, but introduces artifacts for large meshes or thin meshes."
},
"r.DistanceFieldBuild.UseEmbree": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to use embree ray tracer for mesh distance field generation."
},
"r.DistanceFieldGI": {
"Flags": [
"RenderThreadSafe"
]
},
"r.DistanceFieldShadowing": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Whether the distance field shadowing feature is allowed."
},
"r.DistanceFields.AtlasSizeXY": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Max size of the global mesh distance field atlas volume texture in X and Y."
},
"r.DistanceFields.AtlasSizeZ": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Max size of the global mesh distance field atlas volume texture in Z."
},
"r.DistanceFields.DefaultVoxelDensity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Determines how the default scale of a mesh converts into distance field voxel dimensions.\nChanging this will cause all distance fields to be rebuilt. Large values can consume memory very quickly!"
},
"r.DistanceFields.ForceAtlasRealloc": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Force a full realloc."
},
"r.DistanceFields.ForceMaxAtlasSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When enabled, we'll always allocate the largest possible volume texture for the distance field atlas regardless of how many blocks we need. This is an optimization to avoid re-packing the texture, for projects that are expected to always require the largest amount of space."
},
"r.DistanceFields.MaxPerMeshResolution": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Highest resolution (in one dimension) allowed for a single static mesh asset, used to cap the memory usage of meshes with a large scale.\nChanging this will cause all distance fields to be rebuilt. Large values such as 512 can consume memory very quickly! (128Mb for one asset at 512)"
},
"r.DoInitViewsLightingAfterPrepass": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Delays the lighting part of InitViews until after the prepass. This improves the threading throughput and gets the prepass to the GPU ASAP. Experimental options; has an unknown race."
},
"r.DoLazyStaticMeshUpdate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, then do not add meshes to the static mesh draw lists until they are visible. Experiemental option."
},
"r.DoPrepareDistanceFieldSceneAfterRHIFlush": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true, then do the distance field scene after the RHI sync and flush. Improves pipelining."
},
"r.DoTiledReflections": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Compute Reflection Environment with Tiled compute shader..\n 0: off\n 1: on (default)"
},
"r.DontLimitOnBattery": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "0: Limit performance on devices with a battery.(default)\n1: Do not limit performance due to device having a battery."
},
"r.Downsample.Quality": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Defines the quality in which the Downsample passes. we might add more quality levels later.\n 0: low quality\n>0: high quality (default: 3)\n"
},
"r.DownsampledOcclusionQueries": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to issue occlusion queries to a downsampled depth buffer"
},
"r.DrawRectangleOptimization": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Controls an optimization for DrawRectangle(). When enabled a triangle can be used to draw a quad in certain situations (viewport sized quad).\nUsing a triangle allows for slightly faster post processing in lower resolutions but can not always be used.\n 0: Optimization is disabled, DrawDenormalizedQuad always render with quad\n 1: Optimization is enabled, a triangle can be rendered where specified (default)"
},
"r.DriverDetectionMethod": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defined which implementation is used to detect the GPU driver (to check for old drivers and for logs and statistics)\n 0: Iterate available drivers in registry and choose the one with the same name, if in question use next method (happens)\n 1: Get the driver of the primary adpater (might not be correct when dealing with multiple adapters)\n 2: Use DirectX LUID (would be the best, not yet implemented)\n 3: Use Windows functions, use the primary device (might be wrong when API is using another adapter)\n 4: Use Windows functions, use the one names like the DirectX Device (newest, most promising)"
},
"r.DumpDrawListStats": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dumps static mesh draw list statistics for all scenes associated with world objects."
},
"r.DumpPipelineCache": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dump current cache stats."
},
"r.DumpRenderTargetPoolMemory": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Dump allocation information for the render target pool."
},
"r.DumpSCWQueuedJobs": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When set to 1, it will dump a job list to help track down crashes that happened on ShaderCompileWorker."
},
"r.DumpShaderDebugInfo": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When set to 1, will cause any material shaders that are then compiled to dump debug info to GameName/Saved/ShaderDebugInfo\nThe debug info is platform dependent, but usually includes a preprocessed version of the shader source.\nGlobal shaders automatically dump debug info if r.ShaderDevelopmentMode is enabled, this cvar is not necessary.\nOn 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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Only valid when r.DumpShaderDebugInfo=1.\nWhen set to 1, will shorten names factory and shader type folder names to avoid issues with long paths."
},
"r.DumpShaderDebugWorkerCommandLine": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Only valid when r.DumpShaderDebugInfo=1.\nWhen set to 1, it will generate a file that can be used with ShaderCompileWorker's -directcompile."
},
"r.DumpTransitionsForResource": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Prints callstack when the given resource is transitioned. Only implemented for DX11 at the moment.Name of the resource to dump"
},
"r.DumpingMovie": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to dump each rendered frame to disk (slow fps, names MovieFrame..).\n<=0:off (default), <0:remains on, >0:remains on for n frames (n is the number specified)"
},
"r.DynamicRes.CPUBoundScreenPercentage": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Screen percentage to converge to when CPU bound. This can be used when GPU and CPU share same memory."
},
"r.DynamicRes.CPUTimeHeadRoom": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Head room for the threads compared GPU time to avoid keep getting resolution fraction shrinking down when CPU bound (in milliseconds)."
},
"r.DynamicRes.ChangePercentageThreshold": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Minimal increase percentage threshold to alow when changing resolution."
},
"r.DynamicRes.FrameTimeBudget": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Frame's time budget in milliseconds."
},
"r.DynamicRes.FrameWeightExponent": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Recursive weight of frame N-1 against frame N."
},
"r.DynamicRes.GPUTimingMeasureMethod": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Selects the method to use to measure GPU timings.\n 0: Same as stat unit (default);\n 1: Timestamp queries."
},
"r.DynamicRes.HistorySize": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of frames keept in the history."
},
"r.DynamicRes.IncreaseAmortizationBlendFactor": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Amortization blend factor when scale resolution back up to reduce resolution fraction oscillations."
},
"r.DynamicRes.MaxConsecutiveOverbudgetGPUFrameCount": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Maximum number of consecutive frame tolerated over GPU budget."
},
"r.DynamicRes.MaxScreenPercentage": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximal screen percentage."
},
"r.DynamicRes.MinResolutionChangePeriod": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Minimal number of frames between resolution changes, important to avoid input sample position interferences in TAA upsample."
},
"r.DynamicRes.MinScreenPercentage": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Minimal screen percentage."
},
"r.DynamicRes.OperationMode": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Select the operation mode for dynamic resolution.\n 0: Disabled (default);\n 1: Enable according to the game user settings;\n 2: Enable regardless of the game user settings."
},
"r.DynamicRes.OutlierThreshold": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Ignore frame timing that have Game thread or render thread X time more than frame budget."
},
"r.DynamicRes.TargetedGPUHeadRoomPercentage": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Targeted GPU headroom (in percent from r.DynamicRes.FrameTimeBudget)."
},
"r.EarlyZPass": {
"Flags": [
"Scalability"
],
"Helptext": "Whether to use a depth only pass to initialize Z culling for the base pass. Cannot be changed at runtime.\nNote: also look at r.EarlyZPassMovable\n 0: off\n 1: good occluders only: not masked, and large on screen\n 2: all opaque (including masked)\n x: use built in heuristic (default is 3)"
},
"r.EarlyZPassMovable": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to render movable objects into the depth only pass. Defaults to on.\nNote: also look at r.EarlyZPass"
},
"r.EarlyZPassOnlyMaterialMasking": {
"Flags": [
"RenderThreadSafe",
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Whether to compute materials' mask opacity only in early Z pass. Changing this setting requires restarting the editor.\nNote: Needs r.EarlyZPass == 2 && r.EarlyZPassMovable == 1"
},
"r.EmitMeshDrawEvents": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Should we use fast pools for emitters.\n 0: Don't pool anything\n 1: Pool the emitters bro (default)\n"
},
"r.Emitter.FastPoolMaxFreeSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Max free pool size to keep around without cleaning up."
},
"r.EmitterSpawnRateScale": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "A global scale upon the spawn rate of emitters. Emitters can choose to apply or ignore it via their bApplyGlobalSpawnRateScale property."
},
"r.EnableAsyncComputeTranslucencyLightingVolumeClear": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to clear the translucency lighting volume using async compute.\n"
},
"r.EnableDebugSpam_GetObjectPositionAndScale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables or disables debug log spam for a bug in FParticleSystemSceneProxy::GetObjectPositionAndScale()"
},
"r.EnableMorphTargets": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable Morph Targets"
},
"r.EnableStereoEmulation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Emulate stereo rendering"
},
"r.EyeAdaptation.Focus": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Applies to basic adapation mode only\n 0: Uniform weighting\n>0: Center focus, 1 is a good number (default)"
},
"r.EyeAdaptation.MethodOveride": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Overide the camera metering method set in post processing volumes\n-2: override with custom settings (for testing Basic Mode)\n-1: no override\n 1: Auto Histogram-based\n 2: Auto Basic\n 3: Manual"
},
"r.EyeAdaptation.PreExposureOverride": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Overide the scene pre-exposure by a custom value. \n= 0 : No override\n> 0 : Override PreExposure\n"
},
"r.EyeAdaptationQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines the eye adaptation quality which allows to adjust for quality or performance.\n<=0: off (fastest)\n 1: low quality (e.g. non histogram based, not yet implemented)\n 2: normal quality (default)\n 3: high quality (e.g. screen position localized, not yet implemented)"
},
"r.FXSystemPreRenderAfterPrepass": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If > 0, then do the FX prerender after the prepass. This improves pipelining for greater performance. Experiemental option."
},
"r.FastBlurThreshold": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines at what radius the Gaussian blur optimization kicks in (estimated 25% - 40% faster).\nThe optimization uses slightly less memory and has a quality loss on smallblur radius.\n 0: use the optimization always (fastest, lowest quality)\n 3: use the optimization starting at a 3 pixel radius (quite fast)\n 7: use the optimization starting at a 7 pixel radius (default)\n>15: barely ever use the optimization (high quality)"
},
"r.FastVRam.BokehDOF": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.CircleDOF": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.CombineLUTs": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.CustomDepth": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DBufferA": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DBufferB": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DBufferC": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DBufferMask": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldAOBentNormal": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldAOConfidence": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldAODownsampledBentNormal": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldAOHistory": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldAOScreenGridResources": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldCulledObjectBuffers": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldIrradiance": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldNormal": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldShadows": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.DistanceFieldTileIntersectionResources": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.Distortion": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.Downsample": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.EyeAdaptation": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.ForwardLightingCullingResources": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.GBufferA": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.GBufferB": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.GBufferC": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.GBufferD": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.GBufferE": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.GBufferVelocity": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.HZB": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.Histogram": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.HistogramReduce": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.LPV": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.LightAccumulation": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.LightAttenuation": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.MotionBlur": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.SceneColor": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.SceneDepth": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.ScreenSpaceAO": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.ScreenSpaceShadowMask": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.SeparateTranslucency": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.ShadowCSM": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.ShadowPerObject": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.ShadowPointLight": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.Tonemap": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.Upscale": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.VelocityFlat": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.VelocityMax": {
"Flags": [
"SetByConstructor"
]
},
"r.FastVRam.VolumetricFog": {
"Flags": [
"SetByConstructor"
]
},
"r.FeatureLevelPreview": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If 1 the quick settings menu will contain an option to enable feature level preview modes"
},
"r.Filter.LoopMode": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Controls when to use either dynamic or unrolled loops to iterates over the Gaussian filtering.\nThis passes is used for Gaussian Blur, Bloom and Depth of Field. The dynamic loop allows\nup to 128 samples versus the 32 samples of unrolled loops, but add an additional cost for\nthe loop's stop test at every iterations.\n 0: Unrolled loop only (default; limited to 32 samples).\n 1: Fall back to dynamic loop if needs more than 32 samples.\n 2: Dynamic loop only."
},
"r.Filter.NewMethod": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Affects bloom and Gaussian depth of field.\n 0: old method (doesn't scale linearly with size)\n 1: new method, might need asset tweak (default)"
},
"r.Filter.SizeScale": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Allows to scale down or up the sample count used for bloom and Gaussian depth of field (scale is clamped to give reasonable results).\nValues down to 0.6 are hard to notice\n 1 full quality (default)\n >1 more samples (slower)\n <1 less samples (faster, artifacts with HDR content or boxy results with GaussianDOF)"
},
"r.FinishCurrentFrame": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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.FlushRHIThreadOnSTreamingTextureLocks": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": " 0: disabled\n 1: enabled (default)"
},
"r.ForceAMDToSM4": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Forces AMD devices to use SM4.0/D3D10.0 feature level."
},
"r.ForceAllCoresForShaderCompiling": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When set to 1, it will ignore INI settings and launch as many ShaderCompileWorker instances as cores are available.\nImproves shader throughput but for big projects it can make the machine run OOM"
},
"r.ForceDebugViewModes": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: Setting has no effect.\n1: 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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If set to 1, texutres in the UI Group will have their highest mip level forced."
},
"r.ForceIntelToSM4": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Forces Intel devices to use SM4.0/D3D10.0 feature level."
},
"r.ForceNvidiaToSM4": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Forces Nvidia devices to use SM4.0/D3D10.0 feature level."
},
"r.ForceStripAdjacencyDataDuringCooking": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If set, adjacency data will be stripped for all static and skeletal meshes during cooking (acting like the target platform did not support tessellation)."
},
"r.Forward.LightGridPixelSize": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Size of a cell in the light grid, in pixels."
},
"r.Forward.LightGridSizeZ": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Number of Z slices in the light grid."
},
"r.Forward.LightLinkedListCulling": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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.ForwardBasePassSort": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "How to sort the mobile base pass:\n\t0: Decide automatically based on the hardware.\n\t1: No sorting.\n\t2: Sort drawing policies.\n\t3: Sort drawing policies and the meshes within them."
},
"r.ForwardShading": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use forward shading on desktop platforms - requires Shader Model 5 hardware.\nForward shading has lower constant cost, but fewer features supported. 0:off, 1:on\nThis 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.FreeSkeletalMeshBuffers": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Controls whether skeletal mesh buffers are kept in CPU memory to support merging of skeletal meshes.\n0: Keep buffers(default)\n1: Free buffers"
},
"r.FrustumCullNumWordsPerTask": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Performance tweak. Controls the granularity for the ParallelFor for frustum culling."
},
"r.FullScreenMode": {
"Flags": [
"Scalability",
"SetByGameSetting"
],
"Helptext": "Defines how we do full screen when requested (e.g. command line option -fullscreen or in ini [SystemSettings] fullscreen=true)\n 0: normal full screen (renders faster, more control over vsync, less GPU memory, 10bit color if possible)\n 1: windowed full screen (quick switch between applications and window mode, slight performance loss)\n any other number behaves like 0"
},
"r.GBufferFormat": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines the memory layout used for the GBuffer.\n(affects performance, mostly through bandwidth, quality of normals and material attributes).\n 0: lower precision (8bit per component, for profiling)\n 1: low precision (default)\n 3: high precision normals encoding\n 5: high precision"
},
"r.GPUCrashDebugging": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable vendor specific GPU crash analysis tools"
},
"r.GPUCsvStatsEnabled": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables or disables GPU stat recording to CSVs"
},
"r.GPUDefrag.AllowOverlappedMoves": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows defrag relocations that partially overlap themselves.\n"
},
"r.GPUDefrag.EnableTimeLimits": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Limits CPU time spent doing GPU defragmentation.\n"
},
"r.GPUDefrag.MaxRelocations": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Limits the number of total relocations in a frame regardless of number of bytes moved..\n"
},
"r.GPUParticle.AFRReinject": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Toggle optimization when running in AFR to re-inject particle injections on the next GPU rather than doing a slow GPU->GPU transfer of the texture data\n 0: Reinjection off\n 1: Reinjection on"
},
"r.GPUParticle.FixDeltaSeconds": {
"Flags": [
"SetByConstructor"
],
"Helptext": "GPU particle fix delta seconds."
},
"r.GPUParticle.FixTolerance": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Delta second tolerance before switching to a fix delta seconds."
},
"r.GPUParticle.MaxNumIterations": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Max number of iteration when using a fix delta seconds."
},
"r.GPUParticle.Simulate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable or disable GPU particle simulation"
},
"r.GPUSkin.Limit2BoneInfluences": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to use 2 bones influence instead of default 4 for GPU skinning. Cannot be changed at runtime."
},
"r.GPUStatsEnabled": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables or disables GPU stat recording"
},
"r.GPUStatsMaxQueriesPerFrame": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Limits the number of timestamps allocated per frame. -1 = no limit"
},
"r.GTSyncType": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Determines how the game thread syncs with the render thread, RHI thread and GPU.\nSyncing to the GPU swap chain flip allows for lower frame latency.\n 0 - Sync the game thread with the render thread (default).\n 1 - Sync the game thread with the RHI thread.\n 2 - Sync the game thread with the GPU swap chain flip (only on supported platforms).\n"
},
"r.Gamma": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Gamma on output"
},
"r.GenerateLandscapeGIData": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to generate a low-resolution base color texture for landscapes for rendering real-time global illumination.\nThis feature requires GenerateMeshDistanceFields is also enabled, and will increase mesh build times and memory usage.\n"
},
"r.GenerateMeshDistanceFields": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Whether to build distance fields of static meshes, needed for distance field AO, which is used to implement Movable SkyLight shadows.\nEnabling will increase mesh build times and memory usage. Changing this value will cause a rebuild of all static meshes."
},
"r.GpuSkin.Pool": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Should we pool gpu skins.\n 0: Don't pool anything\n 1: Pool gpu skins bro (default)\n"
},
"r.GraphicsAdapter": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "User request to pick a specific graphics adapter (e.g. when using a integrated graphics card with a discrete one)\nAt the moment this only works on Direct3D 11. Unless a specific adapter is chosen we reject Microsoft adapters because we don't want the software emulation.\n -2: Take the first one that fulfills the criteria\n -1: Favour non integrated because there are usually faster (default)\n 0: Adapter #0\n 1: Adapter #1, ..."
},
"r.HDR.Display.ColorGamut": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByGameSetting"
],
"Helptext": "Color gamut of the output display:\n0: Rec709 / sRGB, D65 (default)\n1: DCI-P3, D65\n2: Rec2020 / BT2020, D65\n3: ACES, D60\n4: ACEScg, D60\n"
},
"r.HDR.Display.OutputDevice": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByGameSetting"
],
"Helptext": "Device format of the output display:\n0: sRGB (LDR)\n1: Rec709 (LDR)\n2: Explicit gamma mapping (LDR)\n3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR)\n4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR)\n5: ACES 1000 nit ScRGB (HDR)\n6: ACES 2000 nit ScRGB (HDR)\n7: Linear EXR (HDR)\n"
},
"r.HDR.EnableHDROutput": {
"Flags": [
"RenderThreadSafe",
"SetByGameSetting"
],
"Helptext": "Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default)\n1: Enable hardware-specific implementation\n"
},
"r.HDR.UI.CompositeMode": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Mode used when compositing the UI layer:\n0: Standard compositing\n1: Shader pass to improve HDR blending\n"
},
"r.HDR.UI.Level": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Luminance level for UI elements when compositing into HDR framebuffer (default: 1.0)."
},
"r.HLOD.DistanceOverride": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "If non-zero, overrides the distance that HLOD transitions will take place for all objects.\n"
},
"r.HLOD.DistanceScale": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Scale factor for the distance used in computing discrete HLOD for transition for static meshes. (defaults to 1)\n(higher values make HLODs transition farther away, e.g., 2 is twice the distance)"
},
"r.HLOD.MaxDrawDistanceScaleForChildren": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "When set to zero, HLOD will use the furthest possible max draw distance for child actors, guaranteeing a seamless transition but at the cost of extra visibility check render thread time. When set to anything greater than zero, this sets how far we should scale the original actor's draw distance to increase the likelyhood of a seamless transition, but may not always match up."
},
"r.HLOD.MaximumLevel": {
"Flags": [
"Scalability"
],
"Helptext": "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)\n-1: No maximum level (default)\n0: Prevent ever showing a HLOD cluster instead of individual meshes\n1: Allow only the first level of HLOD clusters to be shown\n2+: Allow up to the Nth level of HLOD clusters to be shown"
},
"r.HZBOcclusion": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines which occlusion system is used.\n 0: Hardware occlusion queries\n 1: Use HZB occlusion system (default, less GPU and CPU cost, more conservative results) 2: Force HZB occlusion system (overrides rendering platform preferences)"
},
"r.HeightfieldGlobalIllumination": {
"Flags": [
"RenderThreadSafe"
]
},
"r.HeightfieldInnerBounceDistance": {
"Flags": [
"RenderThreadSafe"
]
},
"r.HeightfieldOuterBounceDistanceScale": {
"Flags": [
"RenderThreadSafe"
]
},
"r.HeightfieldTargetUnitsPerTexel": {
"Flags": [
"RenderThreadSafe"
]
},
"r.HighQualityLightMaps": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If set to 1, allow high quality lightmaps which don't bake in direct lighting of stationary lights"
},
"r.HighResScreenshotDelay": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When high-res screenshots are requested there is a small delay to allow temporal effects to converge.\nDefault: 4. Using a value below the default will disable TemporalAA for improved image quality."
},
"r.IndirectLightingCache": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use the indirect lighting cache on dynamic objects. 0 is off, 1 is on (default)"
},
"r.InitialShaderLoadTime": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Time to spend loading the shader cache synchronously on startup before falling back to asynchronous precompilation/predraw. Defaults to -1 which will perform all work synchronously."
},
"r.KeepOverrideVertexColorsOnCPU": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Keeps a CPU copy of override vertex colors. May be required for some blueprints / object spawning."
},
"r.KeepPreCulledIndicesThreshold": {
"Flags": [
"RenderThreadSafe",
"Scalability"
]
},
"r.LODFadeTime": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "How long LOD takes to fade (in seconds)."
},
"r.LPV.DiffuseIntensity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Multiplier for LPV Diffuse."
},
"r.LPV.DirectionalOcclusionDefaultDiffuse": {
"Flags": [
"SetByConstructor"
]
},
"r.LPV.DirectionalOcclusionDefaultSpecular": {
"Flags": [
"SetByConstructor"
]
},
"r.LPV.EmissiveMultiplier": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Emissive intensity multiplier"
},
"r.LPV.Intensity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Multiplier for LPV intensity. 1.0 is the default."
},
"r.LPV.Mixing": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Reflection environment mixes with indirect shading (Ambient + LPV).\n 0 is off, 1 is on (default)"
},
"r.LPV.NumAOPropagationSteps": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of LPV AO propagation steps\n0: noisy (good for debugging)\n1: normal (default)\n2: blurry"
},
"r.LPV.NumPropagationSteps": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of LPV propagation steps"
},
"r.LPV.RSMResolution": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Reflective Shadow Map resolution (used for LPV) - higher values result in less aliasing artifacts, at the cost of performance"
},
"r.LPV.SpecularIntensity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Multiplier for LPV Specular."
},
"r.LUT.Size": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Size of film LUT"
},
"r.LandscapeLODBias": {
"Flags": [
"Scalability"
],
"Helptext": "LOD bias for landscape/terrain meshes."
},
"r.LensFlareQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": " 0: off but best for performance\n 1: low quality with good performance\n 2: good quality (default)\n 3: very good quality but bad performance"
},
"r.LightFunctionQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines the light function quality which allows to adjust for quality or performance.\n<=0: off (fastest)\n 1: low quality (e.g. half res with blurring, not yet implemented)\n 2: normal quality (default)\n 3: high quality (e.g. super-sampled or colored, not yet implemented)"
},
"r.LightMaxDrawDistanceScale": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Scale applied to the MaxDrawDistance of lights. Useful for fading out local lights more aggressively on some platforms."
},
"r.LightPropagationVolume": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Project setting of the work in progress feature LightPropgationVolume. Cannot be changed at runtime.\n 0: off (default)\n 1: on"
},
"r.LightShaftBlurPasses": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of light shaft blur passes."
},
"r.LightShaftDownSampleFactor": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Downsample factor for light shafts. range: 1..8"
},
"r.LightShaftFirstPassDistance": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Fraction of the distance to the light to blur on the first radial blur pass."
},
"r.LightShaftNumSamples": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of samples per light shaft radial blur pass. Also affects how quickly the blur distance increases with each pass."
},
"r.LightShaftQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines the light shaft quality (mobile and non mobile).\n 0: off\n 1: on (default)"
},
"r.LightShaftRenderToSeparateTranslucency": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If enabled, light shafts will be rendered to the separate translucency buffer.\nThis ensures postprocess materials with BL_BeforeTranslucnecy are applied before light shafts"
},
"r.ListSceneColorMaterials": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Lists all materials that read from scene color."
},
"r.MSAA.AllowCustomResolves": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use builtin HW resolve or allow custom shader MSAA resolves"
},
"r.MSAA.CompositingSampleCount": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Affects the render quality of the editor 3d objects.\n 1: no MSAA, lowest quality\n 2: 2x MSAA, medium quality (medium GPU memory consumption)\n 4: 4x MSAA, high quality (high GPU memory consumption)\n 8: 8x MSAA, very high quality (insane GPU memory consumption)"
},
"r.MSAACount": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Number of MSAA samples to use with the forward renderer. Only used when MSAA is enabled in the rendering project settings.\n0: MSAA disabled (Temporal AA enabled)\n1: MSAA disabled\n2: Use 2x MSAA\n4: Use 4x MSAA8: Use 8x MSAA"
},
"r.MaterialQualityLevel": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "0 corresponds to low quality materials, as defined by quality switches in materials, 1 corresponds to high and 2 for medium."
},
"r.MaxAnisotropy": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Only stationary lights with a CSM radius smaller than this will create per object shadows for dynamic objects."
},
"r.MaxForwardBasePassDraws": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Stops rendering static mobile base pass draws after the specified number of times. Useful for seeing the order in which meshes render when optimizing."
},
"r.MaxQualityMode": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If set to 1, override certain system settings to highest quality regardless of performance impact"
},
"r.MaxVertexBytesAllocatedPerFrame": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The maximum number of transient vertex buffer bytes to allocate before we start panic logging who is doing the allocations"
},
"r.MeshParticle.MinDetailModeForMotionBlur": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.MinScreenRadiusForCSMDepth": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Threshold below which meshes will be culled from CSM depth pass."
},
"r.MinScreenRadiusForDepthPrepass": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Threshold below which meshes will be culled from depth only pass."
},
"r.MinScreenRadiusForLights": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Threshold below which lights will be culled."
},
"r.MinYResolutionFor3DView": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines the smallest Y resolution we want to support in the 3D view"
},
"r.MinYResolutionForUI": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines the smallest Y resolution we want to support in the UI (default is 720)"
},
"r.MipMapLODBias": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Apply additional mip map bias for all 2D textures, range of -15.0 to 15.0"
},
"r.Mobile.AllowDistanceFieldShadows": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: Do not generate shader permutations to render distance field shadows from stationary directional lights.\n1: Generate shader permutations to render distance field shadows from stationary directional lights. (default)"
},
"r.Mobile.AllowMovableDirectionalLights": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: Do not generate shader permutations to render movable directional lights.\n1: Generate shader permutations to render movable directional lights. (default)"
},
"r.Mobile.AlwaysResolveDepth": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "0: Depth buffer is resolved after opaque pass only when decals or modulated shadows are in use. (Default)\n1: Depth buffer is always resolved after opaque pass.\n"
},
"r.Mobile.DisableVertexFog": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Set to 1 to disable vertex fogging in all mobile shaders."
},
"r.Mobile.EnableMovableLightCSMShaderCulling": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: All primitives lit by movable directional light render with CSM.\n1: Primitives lit by movable directional light render with the CSM shader when determined to be within CSM range. (default)"
},
"r.Mobile.EnableStaticAndCSMShadowReceivers": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: Primitives can receive only static shadowing from stationary lights.\n1: Primitives can receive both CSM and static shadowing from stationary lights. (default)"
},
"r.Mobile.ForceDepthResolve": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "0: Depth buffer is resolved by switching out render targets. (Default)\n1: Depth buffer is resolved by switching out render targets and drawing with the depth texture.\n"
},
"r.Mobile.SceneColorFormat": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Overrides the memory layout (RGBA) used for the scene color of the mobile renderer.\nUnsupported overridden formats silently use default 0: (default) Automatically select the appropriate format depending on project settings and device support.\n 1: PF_FloatRGBA 64Bit \n 2: PF_FloatR11G11B10 32Bit\n 3: PF_B8G8R8A8 32Bit"
},
"r.Mobile.Shadow.CSMShaderCullingDebugGfx": {
"Flags": [
"RenderThreadSafe"
]
},
"r.Mobile.Shadow.CSMShaderCullingMethod": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Method to determine which primitives will receive CSM shaders:\n0 - disabled (all primitives will receive CSM)\n1 - Light frustum, all primitives whose bounding box is within CSM receiving distance. (default)\n2 - Combined caster bounds, all primitives whose bounds are within CSM receiving distance and the capsule of the combined bounds of all casters.\n3 - Light frustum + caster bounds, all primitives whose bounds are within CSM receiving distance and capsule of at least one caster. (slowest)\nCombine with 16 to change primitive bounding test to spheres instead of box. (i.e. 18 == combined casters + sphere test)"
},
"r.Mobile.TonemapperFilm": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether mobile platforms should use new film tone mapper"
},
"r.MobileContentScaleFactor": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Content scale multiplier (equates to iOS's contentScaleFactor to support Retina displays"
},
"r.MobileDynamicPointLightsUseStaticBranch": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: Generate unique forward rendering base pass shaders for 0, 1, ... N mobile dynamic point lights. (faster but generates many more shaders)\n1: Use a shared shader with static branching for rendering 1 or more dynamic point lights (slightly slower but reduces shaders generated, recommended for most games)."
},
"r.MobileHDR": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: Mobile renders in LDR gamma space. (suggested for unlit games targeting low-end phones)\n1: Mobile renders in HDR linear space. (default)"
},
"r.MobileHDR32bppMode": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: If 32bpp is required mobile HDR will use best suited 32 bpp mode. (default)\n1: Force Mobile 32bpp HDR with mosaic encoding.\n2: Force Mobile 32bpp HDR with RGBE encoding mode. (device must support framebuffer fetch)\n3: Force Mobile 32bpp HDR with direct RGBA8 rendering."
},
"r.MobileMSAA": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Use MSAA instead of Temporal AA on mobile:\n1: Use Temporal AA (MSAA disabled)\n2: Use 2x MSAA (Temporal AA disabled)\n4: Use 4x MSAA (Temporal AA disabled)\n8: Use 8x MSAA (Temporal AA disabled)"
},
"r.MobileMaxLoadedMips": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Maximum number of loaded mips for nonstreaming mobile platforms.\n"
},
"r.MobileNumDynamicPointLights": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "The number of dynamic point lights to support on mobile devices. Setting this to 0 for games which do not require dynamic point lights will reduce the number of shaders generated."
},
"r.MobileReduceLoadedMips": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Reduce loaded texture mipmaps for nonstreaming mobile platforms.\n"
},
"r.MobileTonemapperUpscale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "On mobile, whether to allow upscaling as part of the tonemapper or as a separate pass when possible0: separate pass (default)\n1: as part of the tonemapper pass\n"
},
"r.MorphTarget.Mode": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Use GPU for computing morph targets.\n 0: Use original CPU method (loop per morph then by vertex)\n 1: Enable GPU method (default)\n"
},
"r.MorphTarget.WeightThreshold": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Set MorphTarget Weight Threshold (Default : 0.000000).\n"
},
"r.MotionBlur.Amount": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Allows to override the postprocess setting (scale of motion blur)\n-1: override (default)"
},
"r.MotionBlur.Max": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Allows to override the postprocess setting (max length of motion blur, in percent of the screen width)\n-1: override (default)"
},
"r.MotionBlur.PreferCompute": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Will use compute shaders for motion blur pass."
},
"r.MotionBlur.Scale": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Allows to scale the postprocess intensity/amount setting in the postprocess.\n1: don't do any scaling (default)"
},
"r.MotionBlur2ndScale": {
"Flags": [
"RenderThreadSafe"
]
},
"r.MotionBlurDebug": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines if we log debugging output for motion blur rendering.\n 0: off (default)\n 1: on"
},
"r.MotionBlurQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability",
"SetByCode",
"SetByConsole"
],
"Helptext": "Defines the motion blur method which allows to adjust for quality or performance.\n 0:off, 1:low, 2:medium, 3:high (default), 4: very high"
},
"r.MotionBlurScatter": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Forces scatter based max velocity method (slower)."
},
"r.MotionBlurSeparable": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Adds a second motion blur pass that smooths noise for a higher quality blur."
},
"r.MotionBlurSoftEdgeSize": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines how wide the object motion blur is blurred (percent of screen width) to allow soft edge motion blur.\nThis scales linearly with the size (up to a maximum of 32 samples, 2.5 is about 18 samples) and with screen resolution\nSmaller values are better for performance and provide more accurate motion vectors but the blurring outside the object is reduced.\nIf needed this can be exposed like the other motionblur settings.\n 0:off (not free and does never completely disable), >0, 1.0 (default)"
},
"r.NVIDIATimestampWorkaround": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true we disable timestamps on pre-maxwell hardware (workaround for driver bug)\n"
},
"r.NormalCurvatureToRoughnessBias": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Biases the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled. Valid range [-1, 1]"
},
"r.NormalCurvatureToRoughnessExponent": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Exponent on the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled."
},
"r.NormalCurvatureToRoughnessScale": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Scales the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled. Valid range [0, 2]"
},
"r.NormalMapsForStaticLighting": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Whether to allow any static lighting to use normal maps for lighting computations."
},
"r.NumBufferedOcclusionQueries": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of frames to buffer occlusion queries (including the current renderthread frame).\nMore frames reduces the chance of stalling the CPU waiting for results, but increases out of date query artifacts."
},
"r.OcclusionCullParallelPrimFetch": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables Parallel Occlusion Cull primitive fetch."
},
"r.OneFrameThreadLag": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to allow the rendering thread to lag one frame behind the game thread (0: disabled, otherwise enabled)"
},
"r.OpenGL.AddExtensions": {
"Flags": [
"SetByConstructor"
],
"Helptext": "List of comma separated OpenGL extensions to add to a driver reported extensions string"
},
"r.OpenGL.StripExtensions": {
"Flags": [
"SetByConstructor"
],
"Helptext": "List of comma separated OpenGL extensions to strip from a driver reported extensions string"
},
"r.PS4DumpShaderSDB": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to dump shader sdb files used for shader association.\n 0: Disabled\n 1: Enabled)"
},
"r.PS4MixedModeShaderDebugInfo": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to compile shaders to allow mixed mode shader debugging. This will currently generate slower code.\n 0: Normal mode\n 1: Mixed mode)"
},
"r.Paper2D.DrawTwoSided": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Draw sprites as two sided."
},
"r.ParallelBasePass": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Toggles parallel base pass rendering. Parallel rendering must be enabled for this to have an effect."
},
"r.ParallelGatherNumPrimitivesPerPacket": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of primitives per packet. Only used when r.Shadow.UseOctreeForCulling is disabled."
},
"r.ParallelGatherShadowPrimitives": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Toggles parallel Gather shadow primitives. 0 = off; 1 = on"
},
"r.ParallelInitViews": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Toggles parallel init views. 0 = off; 1 = on"
},
"r.ParallelPrePass": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Toggles parallel zprepass rendering. Parallel rendering must be enabled for this to have an effect."
},
"r.ParallelShadows": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Toggles parallel shadow rendering. Parallel rendering must be enabled for this to have an effect."
},
"r.ParallelShadowsNonWholeScene": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Toggles parallel shadow rendering for non whole-scene shadows. r.ParallelShadows must be enabled for this to have an effect."
},
"r.ParallelTranslucency": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Toggles parallel translucency rendering. Parallel rendering must be enabled for this to have an effect."
},
"r.ParallelVelocity": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Toggles parallel velocity rendering. Parallel rendering must be enabled for this to have an effect."
},
"r.ParallelViewsCustomDataUpdate": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Toggles parallel views custom data update. 0 = off; 1 = on"
},
"r.ParticleLODBias": {
"Flags": [
"Scalability"
],
"Helptext": "LOD bias for particle systems, default is 0"
},
"r.ParticleLightQuality": {
"Flags": [
"Scalability",
"SetByScalability"
],
"Helptext": "0: No lights. 1:Only simple lights. 2:Simple+HQ lights"
},
"r.Photography.Allow": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, allow the user to freeze the scene and potentially use a roaming camera to\ntake screenshots. Set this dynamically to permit or forbid photography per-level,\nper-cutscene, etc. (Default: 1)"
},
"r.Photography.AutoPause": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, the photography system will attempt to ensure that the level is paused while in photography mode. Set to 0 to manage pausing and unpausing manually from the PlayerCameraManager Blueprint callbacks. Note: Blueprint callbacks will be called regardless of AutoPause value. (Default: auto-pause (1)"
},
"r.Photography.AutoPostprocess": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, the photography system will attempt to automatically disable HUD, subtitles, and some standard postprocessing effects during photography sessions/captures which are known to give poor photography results. Set to 0 to manage all postprocessing tweaks manually from the PlayerCameraManager Blueprint callbacks. Note: Blueprint callbacks will be called regardless of AutoPostprocess value. (Default: auto-disable (1)"
},
"r.Photography.Available": {
"Flags": [
"SetByCode"
],
"Helptext": "(Read-only) If 1, the photography system is potentially available to the user.\nOtherwise, a functioning back-end is not available."
},
"r.Photography.EnableMultipart": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, allow the photography system to take high-resolution shots that need to be rendered in tiles which are later stitched together. (Default: 1)"
},
"r.Photography.SettleFrames": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The number of frames to let the rendering 'settle' before taking a photo. Useful to allow temporal AA/smoothing to work well; if not using any temporal effects, can be lowered for faster capture. (Default: 10)"
},
"r.Photography.TranslationSpeed": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Normal speed (in unreal units per second) at which to move the roaming photography camera. (Default: 100.0)"
},
"r.PostProcessAAQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "Defines the postprocess anti aliasing method which allows to adjust for quality or performance.\n 0:off, 1:very low (faster FXAA), 2:low (FXAA), 3:medium (faster TemporalAA), 4:high (default TemporalAA), 5:very high, 6:max"
},
"r.PostProcessing.PreferCompute": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Will use compute shaders for post processing where implementations available."
},
"r.PostProcessing.PropagateAlpha": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0 to disable scene alpha channel support in the post processing.\n 0: disabled (default)\n 1: enabled"
},
"r.PostProcessingColorFormat": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Defines the memory layout (RGBA) used for most of the post processing chain buffers.\n 0: Default\n 1: Force PF_A32B32G32R32F 128Bit (unreasonable but good for testing)"
},
"r.PreTileTextures": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If set to 1, textures will be tiled during cook and are expected to be cooked at runtime"
},
"r.PrecomputedVisibilityWarning": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If set to 1, a warning will be displayed when rendering a scene from a view point without precomputed visibility."
},
"r.PredrawBatchTime": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Time in ms to spend predrawing shaders each frame, or -1 to perform all predraws immediately."
},
"r.ProfileGPU.AssetSummaryCallOuts": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Comma separated list of substrings that deserve special mention in the final summary (e.g., \"LOD,HeroName\"\nr.ProfileGPU.PrintAssetSummary must be true to enable this feature"
},
"r.ProfileGPU.Pattern": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to filter the entries when using ProfileGPU, the pattern match is case sensitive.\n'*' can be used in the end to get all entries starting with the string.\n '*' without any leading characters disables the pattern matching and uses a time threshold instead (default).\n'?' allows to ignore one character.\ne.g. AmbientOcclusionSetup, AmbientOcclusion*, Ambient???lusion*, *"
},
"r.ProfileGPU.PrintAssetSummary": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Should we print a summary split by asset (r.ShowMaterialDrawEvents is strongly recommended as well).\n"
},
"r.ProfileGPU.Root": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to filter the tree when using ProfileGPU, the pattern match is case sensitive."
},
"r.ProfileGPU.Screenshot": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether a screenshot should be taken when profiling the GPU. 0:off, 1:on (default)"
},
"r.ProfileGPU.ShowEventHistogram": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether the event histogram should be shown."
},
"r.ProfileGPU.ShowLeafEvents": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows profileGPU to display event-only leaf nodes with no draws associated."
},
"r.ProfileGPU.ShowTransitions": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows profileGPU to display resource transition events."
},
"r.ProfileGPU.ShowUI": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether the user interface profiler should be displayed after profiling the GPU.\nThe results will always go to the log/console\n0:off, 1:on (default)"
},
"r.ProfileGPU.Sort": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Sorts the TTY Dump independently at each level of the tree in various modes.\n0 : Chronological\n1 : By time elapsed\n2 : By number of prims\n3 : By number of verts\n"
},
"r.RHICmdAsyncRHIThreadDispatch": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Experiemental option to do RHI dispatches async. This keeps data flowing to the RHI thread faster and avoid a block at the end of the frame."
},
"r.RHICmdBalanceParallelLists": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Allows to enable a preprocess of the drawlists to try to balance the load equally among the command lists.\n 0: off \n 1: enabled 2: experiemental, uses previous frame results (does not do anything in split screen etc)"
},
"r.RHICmdBalanceTranslatesAfterTasks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Experimental option to balance the parallel translates after the render tasks are complete. This minimizes the number of deferred contexts, but adds latency to starting the translates. r.RHICmdBalanceParallelLists overrides and disables this option"
},
"r.RHICmdBasePassDeferredContexts": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to use deferred contexts to parallelize base pass command list execution."
},
"r.RHICmdBufferWriteLocks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Only relevant with an RHI thread. Debugging option to diagnose problems with buffered locks."
},
"r.RHICmdBypass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to bypass the rhi command list and send the rhi commands immediately.\n0: Disable (required for the multithreaded renderer)\n1: Enable (convenient for debugging low level graphics API calls, can suppress artifacts from multithreaded renderer code)"
},
"r.RHICmdCollectRHIThreadStatsFromHighLevel": {
"Flags": [
"SetByConstructor"
],
"Helptext": "This pushes stats on the RHI thread executes so you can determine which high level pass they came from. This has an adverse effect on framerate. This is on by default."
},
"r.RHICmdDeferSkeletalLockAndFillToRHIThread": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, then do the bone and cloth copies on the RHI thread. Experimental option."
},
"r.RHICmdFlushOnQueueParallelSubmit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Wait for completion of parallel commandlists immediately after submitting. For issue diagnosis. Only available on some RHIs."
},
"r.RHICmdFlushRenderThreadTasks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, then we flush the render thread tasks every pass. For issue diagnosis. This is a master switch for more granular cvars."
},
"r.RHICmdFlushRenderThreadTasksBasePass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.RHICmdFlushRenderThreadTasksTranslucentPass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.RHICmdFlushUpdateTextureReference": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, then we flush the rhi thread when we do RHIUpdateTextureReference, otherwise this is deferred. For issue diagnosis."
},
"r.RHICmdForceRHIFlush": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Force a flush for every task sent to the RHI thread. For issue diagnosis."
},
"r.RHICmdMergeSmallDeferredContexts": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When it can be determined, merge small parallel translate tasks based on r.RHICmdMinDrawsPerParallelCmdList."
},
"r.RHICmdMinCmdlistForParallelSubmit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.RHICmdMinCmdlistForParallelTranslate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If there are fewer than this number of parallel translates, they just run on the RHI thread and immediate context. Only relevant if r.RHICmdBalanceTranslatesAfterTasks is on."
},
"r.RHICmdMinCmdlistSizeForParallelTranslate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "In kilobytes. Cmdlists are merged into one parallel translate until we have at least this much memory to process. For a given pass, we won't do more translates than we have task threads. Only relevant if r.RHICmdBalanceTranslatesAfterTasks is on."
},
"r.RHICmdMinDrawsPerParallelCmdList": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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. More effective with RHICmdBalanceParallelLists."
},
"r.RHICmdPrePassDeferredContexts": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to use deferred contexts to parallelize prepass command list execution."
},
"r.RHICmdShadowDeferredContexts": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to use deferred contexts to parallelize shadow command list execution."
},
"r.RHICmdSpewParallelListBalance": {
"Flags": [
"SetByConstructor"
],
"Helptext": "For debugging, spews the size of the parallel command lists. This stalls and otherwise wrecks performance.\n 0: off (default)\n 1: enabled (default)"
},
"r.RHICmdTranslucencyPassDeferredContexts": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to use deferred contexts to parallelize base pass command list execution."
},
"r.RHICmdUseDeferredContexts": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to use deferred contexts to parallelize command list execution. Only available on some RHIs."
},
"r.RHICmdUseParallelAlgorithms": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to use parallel algorithms. Ignored if r.RHICmdBypass is 1."
},
"r.RHICmdUseThread": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Uses the RHI thread. For issue diagnosis."
},
"r.RHICmdVelocityPassDeferredContexts": {
"Flags": [
"SetByConstructor"
],
"Helptext": "True to use deferred contexts to parallelize velocity pass command list execution."
},
"r.RHICmdWidth": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Controls the task granularity of a great number of things in the parallel renderer."
},
"r.RHIRenderPasses": {
"Flags": [
"SetByConstructor"
]
},
"r.RHISetGPUCaptureOptions": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.\nr.rhithread.enable, r.rhicmdbypass, r.showmaterialdrawevents, toggledrawevents\nPlatform RHI's may implement more feature toggles."
},
"r.RHIThread.Enable": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables/disabled the RHI Thread and determine if the RHI work runs on a dedicated thread or not.\n"
},
"r.RecompileRenderer": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Recompiles the renderer module on the fly."
},
"r.ReflectionCaptureGPUArrayCopy": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Do a fast copy of the reflection capture array when resizing if possible. This avoids hitches on the rendering thread when the cubemap array needs to grow.\n 0 is off, 1 is on (default)"
},
"r.ReflectionCaptureResolution": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Set the resolution for all reflection capture cubemaps. Should be set via project's Render Settings. Must be power of 2. Defaults to 128.\n"
},
"r.ReflectionEnvironment": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to render the reflection environment feature, which implements local reflections through Reflection Capture actors.\n 0: off\n 1: on and blend with scene (default) 2: on and overwrite scene (only in non-shipping builds)"
},
"r.ReflectionEnvironmentBeginMixingRoughness": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Min roughness value at which to begin mixing reflection captures with lightmap indirect diffuse."
},
"r.ReflectionEnvironmentEndMixingRoughness": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Min roughness value at which to end mixing reflection captures with lightmap indirect diffuse."
},
"r.ReflectionEnvironmentLightmapMixBasedOnRoughness": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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.ReflectionEnvironmentLightmapMixLargestWeight": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "When set to 1 can be used to clamp lightmap mixing such that only darkening from lightmaps are applied to reflection captures."
},
"r.ReflectionEnvironmentLightmapMixing": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to mix indirect specular from reflection captures with indirect diffuse from lightmaps for rough surfaces."
},
"r.RefractionQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines the distorion/refraction quality which allows to adjust for quality or performance.\n<=0: off (fastest)\n 1: low quality (not yet implemented)\n 2: normal quality (default)\n 3: high quality (e.g. color fringe, not yet implemented)"
},
"r.RenderLastFrameInStreamingPause": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If 1 the previous frame is displayed during streaming pause. If zero the screen is left black."
},
"r.RenderTargetPool.AllowMultipleAliasingDiscardsPerFrame": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If enabled, allows rendertargets to be discarded and reacquired in the same frame.\nThis should give better aliasing efficiency, but carries some RHIthread/GPU performance overhead\nwith some RHIs (due to additional commandlist flushes)\n 0:off (default), 1:on"
},
"r.RenderTargetPool.Events": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Visualize the render target pool events over time in one frame. Optional parameter defines threshold in KB.\nTo disable the view use the command without any parameter"
},
"r.RenderTargetPool.TransientAliasingMode": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables transient resource aliasing for rendertargets. Used only if GSupportsTransientResourceAliasing is true.\n0 : Disabled\n1 : enable transient resource aliasing for fastVRam rendertargets\n2 : enable transient resource aliasing for fastVRam rendertargets and those with a Transient hint. Best for memory usage - has some GPU cost (~0.2ms)\n3 : enable transient resource aliasing for ALL rendertargets (not recommended)\n"
},
"r.RenderTargetPoolMin": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "If the render target pool size (in MB) is below this number there is no deallocation of rendertargetsDefault is 200 MB."
},
"r.RenderTargetSwitchWorkaround": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Workaround needed on some mobile platforms to avoid a performance drop related to switching render targets.\nOnly enabled on some hardware. This affects the bloom quality a bit. It runs slower than the normal code path but\nstill faster as it avoids the many render target switches. (Default: 0)\nWe want this enabled (1) on all 32 bit iOS devices (implemented through DeviceProfiles)."
},
"r.Roughness.Max": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows quick material test by remapping the roughness at 1 to a new value (0..1), Only for non shipping built!\n1: (default)"
},
"r.Roughness.Min": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows quick material test by remapping the roughness at 0 to a new value (0..1), Only for non shipping built!\n0: (default)"
},
"r.SSR.Cone": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines if we use cone traced screen space reflection\n 0 is off (default), 1 is on"
},
"r.SSR.MaxRoughness": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Allows to override the post process setting ScreenSpaceReflectionMaxRoughness.\nIt defines until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster.\n(Useful for testing, no scalability or project setting)\n 0..1: use specified max roughness (overrride PostprocessVolume setting)\n -1: no override (default)"
},
"r.SSR.Quality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability",
"SetBySystemSettingsIni",
"SetByDeviceProfile"
],
"Helptext": "Whether to use screen space reflections and at what quality setting.\n(limits the setting in the post process settings which has a different scale)\n(costs performance, adds more visual realism but the technique has limits)\n 0: off (default)\n 1: low (no glossy)\n 2: medium (no glossy)\n 3: high (glossy/using roughness, few samples)\n 4: very high (likely too slow for real-time)"
},
"r.SSR.Stencil": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines if we use the stencil prepass for the screen space reflection\n 0 is off (default), 1 is on"
},
"r.SSR.Temporal": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines if we use the temporal smoothing for the screen space reflection\n 0 is off (for debugging), 1 is on (default)"
},
"r.SSS.Checkerboard": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables or disables checkerboard rendering for subsurface profile rendering.\nThis is necessary if SceneColor does not include a floating point alpha channel (e.g 32-bit formats)\n 0: Disabled (high quality) \n 1: Enabled (low quality). Surface lighting will be at reduced resolution.\n 2: Automatic. Non-checkerboard lighting will be applied if we have a suitable rendertarget format\n"
},
"r.SSS.Filter": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Defines the filter method for Screenspace Subsurface Scattering feature.\n 0: point filter (useful for testing, could be cleaner)\n 1: bilinear filter"
},
"r.SSS.HalfRes": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": " 0: full quality (not optimized, as reference)\n 1: parts of the algorithm runs in half resolution which is lower quality but faster (default)"
},
"r.SSS.Quality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model\n 0: low (faster, default)\n 1: high (sharper details but slower)\n-1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable)"
},
"r.SSS.SampleSet": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines how many samples we use for Screenspace Subsurface Scattering feature.\n 0: lowest quality (6*2+1)\n 1: medium quality (9*2+1)\n 2: high quality (13*2+1) (default)"
},
"r.SSS.Scale": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Affects the Screen space subsurface scattering pass(use shadingmodel SubsurfaceProfile, get near to the object as the default)\nis human skin which only scatters about 1.2cm)\n 0: off (if there is no object on the screen using this pass it should automatically disable the post process pass)\n<1: scale scatter radius down (for testing)\n 1: use given radius form the Subsurface scattering asset (default)\n>1: scale scatter radius up (for testing)"
},
"r.SaveEXR.CompressionQuality": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Defines how we save HDR screenshots in the EXR format.\n 0: no compression\n 1: default compression which can be slow (default)"
},
"r.SceneColorFormat": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines the memory layout (RGBA) used for the scene color\n(affects performance, mostly through bandwidth, quality especially with translucency).\n 0: PF_B8G8R8A8 32Bit (mostly for testing, likely to unusable with HDR)\n 1: PF_A2B10G10R10 32Bit\n 2: PF_FloatR11G11B10 32Bit\n 3: PF_FloatRGB 32Bit\n 4: PF_FloatRGBA 64Bit (default, might be overkill, especially if translucency is mostly using SeparateTranslucency)\n 5: PF_A32B32G32R32F 128Bit (unreasonable but good for testing)"
},
"r.SceneColorFringe.Max": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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)\n-1: don't clamp (default)\n-2: to test extreme fringe"
},
"r.SceneColorFringeQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": " 0: off but best for performance\n 1: 3 texture samples (default)n"
},
"r.SceneRenderTargetResizeMethod": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Control the scene render target resize method:\n(This value is only used in game mode and on windowing platforms.)\n0: Resize to match requested render size (Default) (Least memory use, can cause stalls when size changes e.g. ScreenPercentage)\n1: Fixed to screen resolution.\n2: Expands to encompass the largest requested render dimension. (Most memory use, least prone to allocation stalls.)"
},
"r.ScreenPercentage": {
"Flags": [
"Scalability",
"SetByScalability"
],
"Helptext": "To render in lower resolution and upscale for better performance (combined up with the blenable post process setting).\n70 is a good value for low aliasing and performance, can be verified with 'show TestImage'\nin percent, >0 and <=100, larger numbers are possible (supersampling) but the downsampling quality is improvable.<0 is treated like 100."
},
"r.ScreenshotDelegate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "ScreenshotDelegates prevent processing of incoming screenshot request and break some features. This allows to disable them.\nIdeally we rework the delegate code to not make that needed.\n 0: off\n 1: delegates are on (default)"
},
"r.SecondaryScreenPercentage.GameViewport": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Override secondary screen percentage for game viewport.\n 0: Compute secondary screen percentage = 100 / DPIScalefactor automaticaly (default);\n 1: override secondary screen percentage."
},
"r.SelectiveBasePassOutputs": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables shaders to only export to relevant rendertargets.\n 0: Export in all rendertargets.\n 1: Export only into relevant rendertarget.\n"
},
"r.SeparateTranslucency": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows to disable the separate translucency feature (all translucency is rendered in separate RT and composited\nafter DOF, if not specified otherwise in the material).\n 0: off (translucency is affected by depth of field)\n 1: on costs GPU performance and memory but keeps translucency unaffected by Depth of Field. (default)"
},
"r.SeparateTranslucencyAutoDownsample": {
"Flags": [
"Scalability"
],
"Helptext": "Whether to automatically downsample separate translucency based on last frame's GPU time.\nAutomatic downsampling is only used when r.SeparateTranslucencyScreenPercentage is 100"
},
"r.SeparateTranslucencyDurationDownsampleThreshold": {
"Flags": [
"Scalability"
],
"Helptext": "When smoothed full-res translucency GPU duration is larger than this value (ms), the entire pass will be downsampled by a factor of 2 in each dimension."
},
"r.SeparateTranslucencyDurationUpsampleThreshold": {
"Flags": [
"Scalability"
],
"Helptext": "When smoothed half-res translucency GPU duration is smaller than this value (ms), the entire pass will be restored to full resolution.\nThis should be around 1/4 of r.SeparateTranslucencyDurationDownsampleThreshold to avoid toggling downsampled state constantly."
},
"r.SeparateTranslucencyMinDownsampleChangeTime": {
"Flags": [
"Scalability"
],
"Helptext": "Minimum time in seconds between changes to automatic downsampling state, used to prevent rapid swapping between half and full res."
},
"r.SeparateTranslucencyScreenPercentage": {
"Flags": [
"Scalability"
],
"Helptext": "Render separate translucency at this percentage of the full resolution.\nin percent, >0 and <=100, larger numbers are possible (supersampling).<0 is treated like 100."
},
"r.SeparateTranslucencyUpsampleMode": {
"Flags": [
"Scalability"
],
"Helptext": "Upsample method to use on separate translucency. These are only used when r.SeparateTranslucencyScreenPercentage is less than 100.\n0: bilinear 1: Nearest-Depth Neighbor (only when r.SeparateTranslucencyScreenPercentage is 50)"
},
"r.SetNearClipPlane": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Set the near clipping plane (in cm)"
},
"r.SetRes": {
"Flags": [
"SetByScalability",
"SetByCode",
"SetByConsole"
],
"Helptext": "Set the display resolution for the current game view. Has no effect in the editor.\ne.g. 1280x720w for windowed\n 1920x1080f for fullscreen\n 1920x1080wf for windowed fullscreen\n"
},
"r.ShaderDevelopmentMode": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.ShaderPipelines": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enable using Shader pipelines."
},
"r.Shaders.BoundsChecking": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.FastMath": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to use fast-math optimisations in shaders."
},
"r.Shaders.FlowControlMode": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Specifies whether the shader compiler should preserve or unroll flow-control in shader code.\nThis is primarily a debugging aid and will override any per-shader or per-material settings if not left at the default value (0).\n\t0: Off (Default) - Entirely at the discretion of the platform compiler or the specific shader/material.\n\t1: Prefer - Attempt to preserve flow-control.\n\t2: Avoid - Attempt to unroll and flatten flow-control.\n"
},
"r.Shaders.KeepDebugInfo": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to keep shader reflection and debug data from shader bytecode, default is to strip. When using graphical debuggers like Nsight it can be useful to enable this on startup."
},
"r.Shaders.Optimize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to optimize shaders. When using graphical debuggers like Nsight it can be useful to disable this on startup."
},
"r.Shaders.ZeroInitialise": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.Shadow.CSM.MaxCascades": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "The maximum number of cascades with which to render dynamic directional light shadows."
},
"r.Shadow.CSM.MaxMobileCascades": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "The maximum number of cascades with which to render dynamic directional light shadows when using the mobile renderer."
},
"r.Shadow.CSM.TransitionScale": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Allows to scale the cascaded shadow map transition region. Clamped within 0..2.\n0: no transition (fastest)\n1: as specific in the light settings (default)\n2: 2x larger than what was specified in the light"
},
"r.Shadow.CSMDepthBias": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Constant depth bias used by CSM"
},
"r.Shadow.CSMDepthBoundsTest": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use depth bounds tests rather than stencil tests for the CSM bounds"
},
"r.Shadow.CSMSplitPenumbraScale": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits"
},
"r.Shadow.CachePreshadow": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether preshadows can be cached as an optimization"
},
"r.Shadow.CacheWPOPrimitives": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether primitives whose materials use World Position Offset should be considered movable for cached shadowmaps.\nEnablings this gives more correct, but slower whole scene shadows from materials that use WPO."
},
"r.Shadow.CacheWholeSceneShadows": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "When enabled, movable point and spot light whole scene shadow depths from static primitives will be cached as an optimization."
},
"r.Shadow.CachedShadowsCastFromMovablePrimitives": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether movable primitives should cast a shadow from cached whole scene shadows (movable point and spot lights).\nDisabling this can be used to remove the copy of the cached shadowmap."
},
"r.Shadow.ConservativeBounds": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space"
},
"r.Shadow.DistanceScale": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Scalability option to trade shadow distance versus performance for directional lights (clamped within a reasonable range).\n<1: shorter distance\n 1: normal (default)\n>1: larger distance"
},
"r.Shadow.DrawPreshadowFrustums": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "visualize preshadow frustums when the shadowfrustums show flag is enabled"
},
"r.Shadow.EnableModulatedSelfShadow": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows modulated shadows to affect the shadow caster. (mobile only)"
},
"r.Shadow.FadeExponent": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Controls the rate at which shadows are faded out"
},
"r.Shadow.FadeResolution": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Resolution in texels below which shadows are faded out"
},
"r.Shadow.FilterMethod": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Chooses the shadow filtering method.\n 0: Uniform PCF (default)\n 1: PCSS (experimental)\n"
},
"r.Shadow.ForceSingleSampleShadowingFromStationary": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to force all components to act as if they have bSingleSampleShadowFromStationaryLights enabled. Useful for scalability when dynamic shadows are disabled."
},
"r.Shadow.MaxCSMResolution": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "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.MaxNumPointShadowCacheUpdatesPerFrame": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Mazimum size of the softening kernels in pixels."
},
"r.Shadow.MinPreShadowResolution": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Minimum dimensions (in texels) allowed for rendering preshadow depths"
},
"r.Shadow.MinResolution": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Minimum dimensions (in texels) allowed for rendering shadow subject depths"
},
"r.Shadow.OcclusionCullCascadedShadowMaps": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to render per object shadows (character casting on world)\n0: off\n1: on (default)"
},
"r.Shadow.PerObjectDirectionalDepthBias": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Constant depth bias used by per-object shadows from directional lights\nLower values give better self-shadowing, but increase self-shadowing artifacts"
},
"r.Shadow.PointLightDepthBias": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "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.PreShadowFadeResolution": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Resolution in texels below which preshadows are faded out"
},
"r.Shadow.PreShadowResolutionFactor": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Mulitplier for preshadow resolution"
},
"r.Shadow.PreshadowExpand": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "How much bounds will be expanded when rendering a cached preshadow (0.15 = 15% larger)"
},
"r.Shadow.Preshadows": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to allow preshadows (static world casting on character)"
},
"r.Shadow.PreshadowsForceLowestDetailLevel": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius"
},
"r.Shadow.RadiusThresholdRSM": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Cull shadow casters in the RSM if they are too small, values is the minimal screen space bounding sphere radius\n(default 0.06)"
},
"r.Shadow.SpotLightDepthBias": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Depth bias that is applied in the depth pass for per object projected shadows from spot lights"
},
"r.Shadow.SpotLightTransitionScale": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Transition scale for spotlights"
},
"r.Shadow.StencilOptimization": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Removes stencil clears between shadow projections by zeroing the stencil during testing"
},
"r.Shadow.TexelsPerPixel": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "The ratio of subject pixels to shadow texels for per-object shadows"
},
"r.Shadow.TexelsPerPixelPointlight": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "The ratio of subject pixels to shadow texels for point lights"
},
"r.Shadow.TexelsPerPixelSpotlight": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "The ratio of subject pixels to shadow texels for spotlights"
},
"r.Shadow.TransitionScale": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts"
},
"r.Shadow.UnbuiltNumWholeSceneDynamicShadowCascades": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "DynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light"
},
"r.Shadow.UnbuiltPreviewInGame": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light"
},
"r.Shadow.UseOctreeForCulling": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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.WholeSceneShadowCacheMb": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows"
},
"r.ShadowQuality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines the shadow method which allows to adjust for quality or performance.\n 0:off, 1:low(unfiltered), 2:low .. 5:max (default)"
},
"r.ShowPrecomputedVisibilityCells": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If not zero, draw all precomputed visibility cells."
},
"r.ShowRelevantPrecomputedVisibilityCells": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If not zero, draw relevant precomputed visibility cells only."
},
"r.ShowShaderCompilerWarnings": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When set to 1, will display all warnings."
},
"r.SimpleForwardShading": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to use the simple forward shading base pass shaders which only support lightmaps + stationary directional light + stationary skylight\nAll other lighting features are disabled when true. This is useful for supporting very low end hardware, and is only supported on PC platforms.\n0:off, 1:on"
},
"r.SkeletalMeshLODBias": {
"Flags": [
"Scalability",
"SetByScalability"
],
"Helptext": "LOD bias for skeletal meshes (does not affect animation editor viewports)."
},
"r.SkeletalMeshLODRadiusScale": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Scale factor for the screen radius used in computing discrete LOD for skeletal meshes. (0.25-1)"
},
"r.SkinCache.AllowDupedVertsForRecomputeTangents": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: off (default)\n1: Forces that vertices at the same position will be treated differently and has the potential to cause seams when verts are split.\n"
},
"r.SkinCache.CompileShaders": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether or not to compile the GPU compute skinning cache shaders.\nThis will compile the shaders for skinning on a compute job and not skin on the vertex shader.\nGPUSkinVertexFactory.usf needs to be touched to cause a recompile if this changes.\n0 is off(default), 1 is on"
},
"r.SkinCache.Debug": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "A scaling constant passed to the SkinCache shader, useful for debugging"
},
"r.SkinCache.ForceRecomputeTangents": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: off (default)\n1: Forces enabling and using the skincache and forces all skinned object to Recompute Tangents\n"
},
"r.SkinCache.Mode": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether or not to use the GPU compute skinning cache.\nThis will perform skinning on a compute job and not skin on the vertex shader.\nRequires r.SkinCache.CompileShaders=1\n 0: off\n 1: on(default)\n 2: only use skin cache for skinned meshes that ticked the Recompute Tangents checkbox (unavailable in shipping builds)"
},
"r.SkinCache.NumTangentIntermediateBuffers": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "How many intermediate buffers to use for intermediate results while\ndoing Recompute Tangents; more may allow the GPU to overlap compute jobs."
},
"r.SkinCache.RecomputeTangents": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "This option enables recomputing the vertex tangents on the GPU.\nCan be changed at runtime, requires both r.SkinCache.CompileShaders=1 and r.SkinCache.Mode=1\n 0: off\n 1: on, forces all skinned object to Recompute Tangents\n 2: on, only recompute tangents on skinned objects who ticked the Recompute Tangents checkbox(default)\n"
},
"r.SkinCache.SceneMemoryLimitInMB": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Maximum memory allowed to be allocated per World/Scene in Megs"
},
"r.SkySpecularOcclusionStrength": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Strength of skylight specular occlusion from DFAO (default is 1.0)"
},
"r.SkylightRecapture": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Updates all stationary and movable skylights, useful for debugging the capture pipeline"
},
"r.SplineMesh.NoRecreateProxy": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Optimization. If true, spline mesh proxies will not be recreated every time they are changed. They are simply updated."
},
"r.StartPrepassParallelTranslatesImmediately": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Experimental option, allows the parallel translate tasks for the prepass to start immediately. Makes the most sense with r.DoInitViewsLightingAfterPrepass = 1."
},
"r.StaticMeshLODDistanceScale": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Scale factor for the distance used in computing discrete LOD for static meshes. (defaults to 1)\n(higher values make LODs transition earlier, e.g., 2 is twice as fast / half the distance)"
},
"r.StencilForLODDither": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use stencil tests in the prepass, and depth-equal tests in the base pass to implement LOD dithering.\nIf disabled, LOD dithering will be done through clip() instructions in the prepass and base pass, which disables EarlyZ.\nForces a full prepass when enabled."
},
"r.Streaming.Boost": {
"Flags": [
"Scalability"
],
"Helptext": "=1.0: normal\n<1.0: decrease wanted mip levels\n>1.0: increase wanted mip levels"
},
"r.Streaming.CheckBuildStatus": {
"Flags": [
"Scalability"
],
"Helptext": "If non-zero, the engine will check whether texture streaming needs rebuild."
},
"r.Streaming.DefragDynamicBounds": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, unused dynamic bounds will be removed from the update loop"
},
"r.Streaming.DropMips": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0: Drop No Mips \n1: Drop Cached Mips\n2: Drop Cached and Hidden Mips"
},
"r.Streaming.FramesForFullUpdate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Texture streaming is time sliced per frame. This values gives the number of frames to visit all textures."
},
"r.Streaming.FullyLoadUsedTextures": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, all used texture will be fully streamed in as fast as possible"
},
"r.Streaming.HLODStrategy": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Define the HLOD streaming strategy.\n0: stream\n1: stream only mip 0\n2: disable streaming"
},
"r.Streaming.HiddenPrimitiveScale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Define the resolution scale to apply when not in range.\n.5: drop one mip\n1: ignore visiblity"
},
"r.Streaming.LimitPoolSizeToVRAM": {
"Flags": [
"Scalability",
"SetByScalability"
],
"Helptext": "If non-zero, texture pool size with be limited to how much GPU mem is available."
},
"r.Streaming.MaxEffectiveScreenSize": {
"Flags": [
"Scalability",
"SetByScalability"
],
"Helptext": "0: Use current actual vertical screen size\n> 0: Clamp wanted mip size calculation to this value for the vertical screen size component."
},
"r.Streaming.MaxTempMemoryAllowed": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum temporary memory used when streaming in or out texture mips.\nThis memory contains mips used for the new updated texture.\nThe value must be high enough to not be a limiting streaming speed factor.\n"
},
"r.Streaming.MaxTextureUVDensity": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, the max UV density a static entry can have.\nUsed to improve level culling from MinLevelTextureScreenSize.\nComponent with bigger entries become handled as dynamic component.\n"
},
"r.Streaming.MinLevelTextureScreenSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, the minimum hidden mip for which load requests will first load the visible mip"
},
"r.Streaming.MipBias": {
"Flags": [
"Scalability",
"SetByScalability"
],
"Helptext": "0..x reduce texture quality for streaming by a floating point number.\n0: use full resolution (default)\n1: drop one mip\n2: drop two mips"
},
"r.Streaming.NumStaticComponentsProcessedPerFrame": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, the engine will incrementaly inserting levels by processing this amount of components per frame before they become visible"
},
"r.Streaming.PerTextureBiasViewBoostThreshold": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum view boost at which per texture bias will be increased"
},
"r.Streaming.PoolSize": {
"Flags": [
"Scalability",
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "-1: Default texture pool size, otherwise the size in MB"
},
"r.Streaming.UseAllMips": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, all available mips will be used"
},
"r.Streaming.UseBackgroundThreadPool": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, use the background thread pool for mip calculations."
},
"r.Streaming.UseFixedPoolSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, do not allow the pool size to change at run time."
},
"r.Streaming.UseMaterialData": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, material texture scales and coord will be used"
},
"r.Streaming.UseNewMetrics": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, will use improved set of metrics and heuristics."
},
"r.Streaming.UsePerTextureBias": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, each texture will be assigned a mip bias between 0 and MipBias as required to fit in budget."
},
"r.SubsurfaceScattering": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": " 0: disabled\n 1: enabled (default)"
},
"r.SupportAllShaderPermutations": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Local user config override to force all shader permutation features on."
},
"r.SupportAtmosphericFog": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables AtmosphericFog shader permutations."
},
"r.SupportLowQualityLightmaps": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Support low quality lightmap shader permutations"
},
"r.SupportMaterialLayers": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Support new material layering in 4.19. Disabling it reduces some overhead in place to support the experimental feature."
},
"r.SupportPointLightWholeSceneShadows": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables shadowcasting point lights."
},
"r.SupportSimpleForwardShading": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to compile the shaders to support r.SimpleForwardShading being enabled (PC only)."
},
"r.SupportStationarySkylight": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables Stationary and Dynamic Skylight shader permutations."
},
"r.SurfelDensity": {
"Flags": [
"RenderThreadSafe"
]
},
"r.SurfelLODDensityFraction": {
"Flags": [
"RenderThreadSafe"
]
},
"r.SurfelMaxPerObject": {
"Flags": [
"RenderThreadSafe"
]
},
"r.TargetPrecompileFrameTime": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Upper limit in ms for total frame time while precompiling, allowing the shader cache to adjust how many shaders to precompile each frame. Defaults to -1 which will precompile all shaders immediately."
},
"r.TemporalAA.Upsampling": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to do primary screen percentage with temporal AA or not.\n 0: use spatial upscale pass independently of TAA (default);\n 1: TemporalAA performs spatial and temporal upscale as screen percentage method."
},
"r.TemporalAACatmullRom": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to use a Catmull-Rom filter kernel. Should be a bit sharper than Gaussian."
},
"r.TemporalAACurrentFrameWeight": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Weight of current frame's contribution to the history. Low values cause blurriness and ghosting, high values fail to hide jittering."
},
"r.TemporalAAFilterSize": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Size of the filter kernel. (1.0 = smoother, 0.0 = sharper but aliased)."
},
"r.TemporalAAPauseCorrect": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Correct temporal AA in pause. This holds onto render targets longer preventing reuse and consumes more memory."
},
"r.TemporalAASamples": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64)."
},
"r.TessellationAdaptivePixelsPerTriangle": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Global tessellation factor multiplier"
},
"r.TexelDebugging": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.TextureStreaming": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allows to define if texture streaming is enabled, can be changed at run time.\n0: off\n1: on (default)"
},
"r.TiledDeferredShading": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to use tiled deferred shading. 0 is off, 1 is on (default)"
},
"r.TiledDeferredShading.MinimumCount": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of applicable lights that must be on screen before switching to tiled deferred.\n0 means all lights that qualify (e.g. no shadows, ...) are rendered tiled deferred. Default: 80"
},
"r.TogglePreCulledIndexBuffers": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Toggles use of preculled index buffers from the command 'PreCullIndexBuffers'"
},
"r.Tonemapper.ConfigIndexOverride": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "direct configindex override. Ignores all other tonemapper configuration cvars"
},
"r.Tonemapper.GrainQuantization": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "0: low (minor performance benefit)\n1: high (default, with high frequency pixel pattern to fight 8 bit color quantization)"
},
"r.Tonemapper.MergeWithUpscale.Mode": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "ScreenPercentage upscale integrated into tonemapper pass (if certain conditions apply, e.g., no FXAA)\n if enabled both features are done in one pass (faster, affects post process passes after the tonemapper including material post process e.g. sharpen)\n 0: off, the features run in separate passes (default)\n 1: always enabled, try to merge the passes unless something makes it impossible\n 2: merge when the ratio of areas is above the r.Tonemapper.MergeWithUpscale.Threshold and it is otherwise possible"
},
"r.Tonemapper.MergeWithUpscale.Threshold": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "If r.Tonemapper.MergeWithUpscale.Mode is 2, the ratio of the area before upscale/downscale to the area afterwards\nis compared to this threshold when deciding whether or not to merge the passes. The reasoning is that if the ratio\nis too low, running the tonemapper on the higher number of pixels is more expensive than doing two passes\n\nDefauls to 0.49 (e.g., if r.ScreenPercentage is 70 or higher, try to merge)"
},
"r.Tonemapper.Quality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability",
"SetByCode",
"SetByConsole"
],
"Helptext": "Defines the Tonemapper Quality in the range 0..5\nDepending on the used settings we might pick a faster shader permutation\n 0: basic tonemapper only, lowest quality\n 1: + FilmContrast\n 2: + Vignette\n 3: + FilmShadowTintAmount\n 4: + Grain\n 5: + GrainJitter = full quality (default)"
},
"r.Tonemapper.Sharpen": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Sharpening in the tonemapper (not for ES2), actual implementation is work in progress, clamped at 10\n 0: off(default)\n 0.5: half strength\n 1: full strength"
},
"r.TonemapperFilm": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Use new film tone mapper"
},
"r.TonemapperGamma": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "0: Default behavior\n#: Use fixed gamma # instead of sRGB or Rec709 transform"
},
"r.TransientResourceAliasing.Buffers": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables transient resource aliasing for specified buffers. Used only if GSupportsTransientResourceAliasing is true.\n"
},
"r.TransitionChecksEnableDX11": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables transition checks in the DX11 RHI."
},
"r.TranslucencyLightingVolumeDim": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance."
},
"r.TranslucencyLightingVolumeInnerDistance": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Distance from the camera that the first volume cascade should end"
},
"r.TranslucencyLightingVolumeOuterDistance": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Distance from the camera that the second volume cascade should end"
},
"r.TranslucencyVolumeBlur": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Whether to blur the translucent lighting volumes.\n0:off, otherwise on, default is 1"
},
"r.TranslucentLightingVolume": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to allow updating the translucent lighting volumes.\n0:off, otherwise on, default is 1"
},
"r.TranslucentSortPolicy": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0: Sort based on distance from camera centerpoint to bounding sphere centerpoint. (default, best for 3D games)\n1: Sort based on projected distance to camera.2: Sort based on the projection onto a fixed axis. (best for 2D games)"
},
"r.TranslucentVolumeFOVSnapFactor": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "FOV will be snapped to a factor of this before computing volume bounds."
},
"r.TranslucentVolumeMinFOV": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Minimum FOV for translucent lighting volume. Prevents popping in lighting when zooming in."
},
"r.UnbindResourcesBetweenDrawsInDX11": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Unbind resources between material changes in DX11."
},
"r.UniformBufferPooling": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If we pool object in RHICreateUniformBuffer to have less real API calls to creat buffers\n 0: off (for debugging)\n 1: on (optimization)"
},
"r.Upscale.Panini.D": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Allow and configure to apply a panini distortion to the rendered image. Values between 0 and 1 allow to fade the effect (lerp).\nImplementation from research paper \"Pannini: A New Projection for Rendering Wide Angle Perspective Images\"\n 0: off (default)\n>0: enabled (requires an extra post processing pass if upsampling wasn't used - see r.ScreenPercentage)\n 1: Panini cylindrical stereographic projection"
},
"r.Upscale.Panini.S": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Panini projection's hard vertical compression factor.\n 0: no vertical compression factor (default)\n 1: Hard vertical compression"
},
"r.Upscale.Panini.ScreenFit": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Panini projection screen fit effect factor (lerp).\n 0: fit vertically\n 1: fit horizontally (default)"
},
"r.Upscale.Quality": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering.\n 0: Nearest filtering\n 1: Simple Bilinear\n 2: Directional blur with unsharp mask upsample.\n 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default)\n 4: 13-tap Lanczos 3.\n 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling).\n"
},
"r.Upscale.Softness": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Amount of sharpening for Gaussian Unsharp filter (r.UpscaleQuality=5). Reduce if ringing is visible\n 1: Normal sharpening (default)\n 0: No sharpening (pure Gaussian)."
},
"r.UseAsyncShaderPrecompilation": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true tries to perform inital shader precompilation asynchronously on a background thread. Defaults to false."
},
"r.UseMobileBloom": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "HACK: Set to 1 to use mobile bloom."
},
"r.UseParallelGetDynamicMeshElementsTasks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, and if FApp::ShouldUseThreadingForPerformance(), then parts of GetDynamicMeshElements will be done in parallel."
},
"r.UsePreExposure": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 to disable pre-exposure (default), 1 to enable."
},
"r.UseProgramBinaryCache": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true, enables binary program cache"
},
"r.UseShaderBinaryCache": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true generates & uses a separate cache of used shader binaries for even earlier submission - may be platform or even device specific. Defaults to false."
},
"r.UseShaderCaching": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true, log all shaders & bound-shader-states, so that they may be instantiated in the RHI on deserialisation rather than waiting for first use."
},
"r.UseShaderDrawLog": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true, log all the draw states used for each shader pipeline, so that they may be pre-drawn in batches (see: r.UseShaderPredraw). This can be expensive & should be used only when generating the shader cache."
},
"r.UseShaderPredraw": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Use an existing draw-log to predraw shaders in batches before being used to reduce hitches due to in-driver recompilation."
},
"r.UseUserShaderCache": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If true, shader caching will use (and store) draw-log from a user directory, otherwise only draw-log stored in game content directory"
},
"r.VPLDirectionalLightTraceDistance": {
"Flags": [
"RenderThreadSafe"
]
},
"r.VPLGridDimension": {
"Flags": [
"RenderThreadSafe"
]
},
"r.VPLMeshGlobalIllumination": {
"Flags": [
"RenderThreadSafe"
]
},
"r.VPLPlacementCameraRadius": {
"Flags": [
"RenderThreadSafe"
]
},
"r.VPLSelfOcclusionReplacement": {
"Flags": [
"RenderThreadSafe"
]
},
"r.VPLSpreadUpdateOver": {
"Flags": [
"RenderThreadSafe"
]
},
"r.VPLSurfelRepresentation": {
"Flags": [
"RenderThreadSafe"
]
},
"r.VPLViewCulling": {
"Flags": [
"RenderThreadSafe"
]
},
"r.VSync": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByGameSetting"
],
"Helptext": "0: VSync is disabled.(default)\n1: VSync is enabled."
},
"r.VT.MaskedPageTableUpdates": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Masks the page table update quads to reduce pixel fill costs"
},
"r.VT.MaxUploadsPerFrame": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Max number of page uploads per frame"
},
"r.VT.NumMipsToExpandRequests": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Number of mip levels to request in addition to the original request"
},
"r.VT.RefreshEntirePageTable": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Refreshes the entire page table texture every frame"
},
"r.VertexFoggingForOpaque": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Causes opaque materials to use per-vertex fogging, which costs less and integrates properly with MSAA. Only supported with forward shading."
},
"r.ViewDistanceScale": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Controls the view distance scale. A primitive's MaxDrawDistance is scaled by this value.\nHigher values will increase view distance but at a performance cost.\nDefault = 1. Value should be in the range [0.0f, 1.0f]."
},
"r.ViewDistanceScaleNoScalability": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "An additional multiplier to r.ViewDistanceScale, but not affected by scalability settings.\nHigher values will increase view distance but at a performance cost.\nDefault = 1. Value should be in the range [0.0f, 1.0f]."
},
"r.VirtualTexture": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If set to 1, textures will use virtual memory so they can be partially resident."
},
"r.VirtualTextureReducedMemory": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "If set to 1, the cost of virtual textures will be reduced by using a more packed layout."
},
"r.VisualizeOccludedPrimitives": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Draw boxes for all occluded primitives"
},
"r.VolumetricFog": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Whether to allow the volumetric fog feature."
},
"r.VolumetricFog.DepthDistributionScale": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Scales the slice depth distribution."
},
"r.VolumetricFog.GridPixelSize": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "XY Size of a cell in the voxel grid, in pixels."
},
"r.VolumetricFog.GridSizeZ": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "How many Volumetric Fog cells to use in z."
},
"r.VolumetricFog.HistoryMissSupersampleCount": {
"Flags": [
"RenderThreadSafe",
"Scalability",
"SetByScalability"
],
"Helptext": "Number of lighting samples to compute for voxels whose history value is not available.\nThis reduces noise when panning or on camera cuts, but introduces a variable cost to volumetric fog computation. Valid range [1, 16]."
},
"r.VolumetricFog.HistoryWeight": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness."
},
"r.VolumetricFog.InjectShadowedLightsSeparately": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to allow the volumetric fog feature."
},
"r.VolumetricFog.InverseSquaredLightDistanceBiasScale": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to apply jitter to each frame's volumetric fog computation, achieving temporal super sampling."
},
"r.VolumetricFog.LightFunctionSupersampleScale": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Scales the slice depth distribution."
},
"r.VolumetricFog.TemporalReprojection": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Whether to use temporal reprojection on volumetric fog."
},
"r.VolumetricFog.VoxelizationShowOnlyPassIndex": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "When >= 0, indicates a single voxelization pass to render for debugging."
},
"r.VolumetricFog.VoxelizationSlicesPerGSPass": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Minimum screen size of a volumetric lightmap visualization sphere"
},
"r.VolumetricLightmap.VisualizationRadiusScale": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Scales the size of the spheres used to visualize volumetric lightmap samples."
},
"r.Vulkan.AllowAsyncCompute": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0 to disable async compute queue(if available)1 to allow async compute queue"
},
"r.Vulkan.AllowPresentOnComputeQueue": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0 to present on the graphics queue1 to allow presenting on the compute queue if available"
},
"r.Vulkan.DelayAcquireBackBuffer": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Delay acquiring the back buffer until preset"
},
"r.Vulkan.EnableValidation": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 to disable validation layers (default)\n1 to enable errors\n2 to enable errors & warnings\n3 to enable errors, warnings & performance warnings\n4 to enable errors, warnings, performance & information messages\n5 to enable all messages"
},
"r.Vulkan.IgnoreCPUReads": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Debugging utility for GPU->CPU reads.\n 0 will read from the GPU (default).\n 1 will read from GPU but fill the buffer instead of copying from a texture.\n 2 will NOT read from the GPU and fill with zeros.\n"
},
"r.Vulkan.PipelineCacheCompression": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enable/disable compression on the Vulkan pipeline cache disk file\n"
},
"r.Vulkan.PipelineCacheLoad": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0 to disable loading the pipeline cache1 to enable using pipeline cache"
},
"r.Vulkan.ProfileCmdBuffers": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Insert GPU timing queries in every cmd buffer\n"
},
"r.Vulkan.RHIThread": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0 to only use Render Thread\n1 to use ONE RHI Thread\n2 to use multiple RHI Thread\n"
},
"r.Vulkan.StripGlsl": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "1 to remove glsl source (default)\n0 to keep glsl source in each shader for debugging"
},
"r.Vulkan.SubmitOcclusionBatchCmdBuffer": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "1 to submit the cmd buffer after end occlusion query batch (default)"
},
"r.Vulkan.SubmitOnCopyToResolve": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Submits the Queue to the GPU on every RHICopyToResolveTarget call.\n 0: Do not submit (default)\n 1: Submit"
},
"r.Vulkan.SubmitOnDispatch": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 to not do anything special on dispatch(default)\n1 to submit the cmd buffer after each dispatch"
},
"r.Vulkan.UniqueValidationMessages": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Filter out validation errors with the same code (only when r.Vulkan.EnableValidation is non zero)"
},
"r.Vulkan.UseGLSL": {
"Flags": [
"SetByConstructor"
],
"Helptext": "2 to use ES GLSL\n1 to use GLSL\n0 to use SPIRV"
},
"r.Vulkan.UseRealUBs": {
"Flags": [
"SetByConstructor"
],
"Helptext": "0: Emulate uniform buffers on Vulkan SM4/SM5 [default]\n1: Use real uniform buffers"
},
"r.Vulkan.UseSingleQueue": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Forces using the same queue for uploads and graphics.\n 0: Uses multiple queues(default)\n 1: Always uses the gfx queue for submissions"
},
"r.Vulkan.WaitForIdleOnSubmit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Waits for the GPU to be idle on every submit. Useful for tracking GPU hangs.\n 0: Do not wait(default)\n 1: Wait"
},
"r.WarnOfBadDrivers": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "On engine startup we can check the current GPU driver and warn the user about issues and suggest a specific version\nThe test is fast so this should not cost any performance.\n 0: off\n 1: a message on startup might appear (default)\n 2: Simulating the system has a blacklisted NVIDIA driver (UI should appear)\n 3: Simulating the system has a blacklisted AMD driver (UI should appear)\n 4: Simulating the system has a not blacklisted AMD driver (no UI should appear)\n 5: Simulating the system has a Intel driver (no UI should appear)"
},
"r.WarningOnRedundantTransformUpdate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Produce a warning when UpdatePrimitiveTransform_RenderThread is called redundantly."
},
"r.WideCustomResolve": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "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": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Threshold below which objects in ortho wireframe views will be culled."
},
"r.XGEShaderCompile": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables or disables the use of XGE to build shaders.\n0: Local builds only. \n1: Distribute builds using XGE (default)."
},
"r.XGEShaderCompile.Mode": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Selects which dispatch mode to use.\n0: Use legacy xml dispatch mode. (default)\n1: Prefer interception mode if available (requires XGE controller support). Falls back to legacy mode otherwise.\n2: Force interception mode. Disables XGE shader compiling if XGE controller is not available.\n"
},
"r.XGEShaderCompile.Xml.BatchGroupSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Specifies the number of batches to fill with shaders.\nShaders are spread across this number of batches until all the batches are full.\nThis allows the XGE compile to go wider when compiling a small number of shaders.\nDefault = 128\n"
},
"r.XGEShaderCompile.Xml.BatchSize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Specifies the number of shaders to batch together into a single XGE task.\nDefault = 16\n"
},
"r.XGEShaderCompile.Xml.JobTimeout": {
"Flags": [
"SetByConstructor"
],
"Helptext": "The number of seconds to wait for additional shader jobs to be submitted before starting a build.\nDefault = 0.5\n"
},
"r.gpucrash.collectionenable": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Stores GPU crash data from scoped events when a applicable crash debugging system is available."
},
"r.gpucrash.datadepth": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Limits the amount of marker scope depth we record for GPU crash debugging to the given scope depth."
},
"r.pso.evictiontime": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Time between checks to remove stale objects from the cache. 0 = no eviction (which may eventually OOM...)"
},
"r.vulkan.CpuWaitForFence": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Whether to have the Cpu wait for the fence in AcquireImageIndex"
},
"replay.MontageErrorThreshold": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Tolerance level for when montage playback position correction occurs in replays"
},
"rhi.PresentThreshold.Bottom": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Specifies the percentage of the screen from the bottom where tearing is allowed.\nOnly effective on supported platforms.\nRange: 0.0 - 1.0\n"
},
"rhi.PresentThreshold.Top": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Specifies the percentage of the screen from the top where tearing is allowed.\nOnly effective on supported platforms.\nRange: 0.0 - 1.0\n"
},
"rhi.ResourceTableCaching": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If 1, the RHI will cache resource table contents within a frame. Otherwise resource tables are rebuilt for every draw call."
},
"rhi.SyncAllowEarlyKick": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When 1, allows the RHI vsync thread to kick off the next frame early if we've missed the vsync."
},
"rhi.SyncInterval": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Determines the frequency of VSyncs in supported RHIs. 0 - Unlocked\n 1 - 60 Hz (16.66 ms)\n 2 - 30 Hz (33.33 ms)\n 3 - 20 Hz (50.00 ms)\n"
},
"rhi.SyncSlackMS": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Increases input latency by this many milliseconds, to help performance (trade-off tunable). Gamethread will be kicked off this many milliseconds before the vsync"
},
"s.AllowLevelRequestsWhileAsyncLoadingInMatch": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up."
},
"s.AsyncLoadingThreadEnabled": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Placeholder console variable, currently not used in runtime."
},
"s.AsyncLoadingTimeLimit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Maximum amount of time to spend doing asynchronous loading (ms per frame)."
},
"s.AsyncLoadingUseFullTimeLimit": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to use the entire time limit even if blocked on I/O."
},
"s.ContinuouslyIncrementalGCWhileLevelsPendingPurge": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged."
},
"s.EditorLoadPrecacheSizeKB": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Size, in KB, to precache when loading packages in the editor."
},
"s.EventDrivenLoaderEnabled": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Placeholder console variable, currently not used in runtime."
},
"s.ForceGCAfterLevelStreamedOut": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch."
},
"s.LevelStreamingActorsUpdateTimeLimit": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Maximum allowed time to spend for actor registration steps during level streaming (ms per frame)."
},
"s.LevelStreamingComponentsRegistrationGranularity": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Batching granularity used to register actor components during level streaming."
},
"s.LevelStreamingComponentsUnregistrationGranularity": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Batching granularity used to unregister actor components during level unstreaming."
},
"s.MaxPackageSummarySize": {
"Flags": [
"Unregistered",
"CreatedFromIni",
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "IAmNoRealVariable"
},
"s.MaxReadyRequestsToStallMB": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Minimum time the time limit exceeded warning will be triggered by."
},
"s.PriorityAsyncLoadingExtraTime": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Additional time to spend asynchronous loading during a high priority load."
},
"s.ProcessPrestreamingRequests": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, then we process prestreaming requests in cooked builds."
},
"s.RandomizeLoadOrder": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.StreamableDelegateDelayFrames": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of frames to delay StreamableManager delegates "
},
"s.TimeLimitExceededMinTime": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Minimum time the time limit exceeded warning will be triggered by."
},
"s.TimeLimitExceededMultiplier": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Multiplier for time limit exceeded warning time threshold."
},
"s.UnregisterComponentsTimeLimit": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "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": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Whether to allow background level streaming."
},
"s.WarnIfTimeLimitExceeded": {
"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Enables log warning if time limit for time-sliced package streaming has been exceeded."
},
"sg.AntiAliasingQuality": {
"Flags": [
"ScalabilityGroup"
],
"Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3"
},
"sg.AntiAliasingQuality.NumLevels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of settings quality levels in sg.AntiAliasingQuality\n default: 5 (0..4)"
},
"sg.EffectsQuality": {
"Flags": [
"ScalabilityGroup"
],
"Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3"
},
"sg.EffectsQuality.NumLevels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of settings quality levels in sg.EffectsQuality\n default: 5 (0..4)"
},
"sg.FoliageQuality": {
"Flags": [
"ScalabilityGroup"
],
"Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3"
},
"sg.FoliageQuality.NumLevels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of settings quality levels in sg.FoliageQuality\n default: 5 (0..4)"
},
"sg.PostProcessQuality": {
"Flags": [
"ScalabilityGroup"
],
"Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3"
},
"sg.PostProcessQuality.NumLevels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of settings quality levels in sg.PostProcessQuality\n default: 5 (0..4)"
},
"sg.ResolutionQuality": {
"Flags": [
"ScalabilityGroup"
],
"Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 10..100, default: 100"
},
"sg.ShadowQuality": {
"Flags": [
"ScalabilityGroup"
],
"Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3"
},
"sg.ShadowQuality.NumLevels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of settings quality levels in sg.ShadowQuality\n default: 5 (0..4)"
},
"sg.TextureQuality": {
"Flags": [
"ScalabilityGroup"
],
"Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3"
},
"sg.TextureQuality.NumLevels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of settings quality levels in sg.TextureQuality\n default: 5 (0..4)"
},
"sg.ViewDistanceQuality": {
"Flags": [
"ScalabilityGroup"
],
"Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3"
},
"sg.ViewDistanceQuality.NumLevels": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Number of settings quality levels in sg.ViewDistanceQuality\n default: 5 (0..4)"
},
"t.FPSChart.ExcludeIdleTime": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Should we exclude idle time (i.e. one which we spent sleeping) when doing a FPS chart?\n default: 0"
},
"t.FPSChart.InterestingFramerates": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Comma separated list of interesting frame rates\n default: 30,60,120"
},
"t.FPSChart.MaxFrameDeltaSecsBeforeDiscarding": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Should we explore to the folder that contains the .log / etc... when a dump is finished? This can be disabled for automated testing\n default: 1"
},
"t.FPSChart.RoundFPSBeforeBinning": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Should we round raw FPS values before thresholding them into bins when doing a FPS chart?\n default: 0"
},
"t.HitchDeadTimeWindow": {
"Flags": [
"Scalability"
],
"Helptext": "Minimum time passed before we'll record a new hitch (in ms)\n default: 200.0 ms"
},
"t.HitchFrameTimeThreshold": {
"Flags": [
"Scalability"
],
"Helptext": "Definition of a hitchy frame (in ms)\n default: 60.0 ms"
},
"t.HitchVersusNonHitchRatio": {
"Flags": [
"Scalability"
],
"Helptext": "For the current frame to be considered a hitch, it must have run at least this many times slower than the previous frame.\nThe actual ratio is clamped to be between this and t.HitchFrameTimeThreshold/t.TargetFrameTimeThreshold\n default: 1.5"
},
"t.IdleWhenNotForeground": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Prevents the engine from taking any CPU or GPU time while not the foreground app."
},
"t.MaxFPS": {
"Flags": [
"SetByScalability"
],
"Helptext": "Caps FPS to the given value. Set to <= 0 to be uncapped."
},
"t.SlowFrameLoggingThreshold": {
"Flags": [
"SetByConstructor"
],
"Helptext": "How slow must a frame be (in seconds) to be logged out (<= 0 to disable)."
},
"t.TargetFrameTimeThreshold": {
"Flags": [
"Scalability"
],
"Helptext": "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\n default: 33.9 ms"
},
"t.TickComponentLatentActionsWithTheComponent": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Should we tick latent actions fired for a component at the same time as the component?\n 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)\n 1: Tick component latent actions at the same time as the component (default)"
},
"t.UnacceptableFrameTimeThreshold": {
"Flags": [
"Scalability"
],
"Helptext": "The frame time theshold for what is considered completely unacceptable (in ms); values above this will be drawn as red\n default: 50.0 ms"
},
"t.UnsteadyFPS": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Causes FPS to bounce around randomly in the 8-32 range."
},
"tick.AddIndirectTestTickFunctions": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Add no-op ticks to test performance of ticking infrastructure."
},
"tick.AddTestTickFunctions": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Add no-op ticks to test performance of ticking infrastructure."
},
"tick.AllowAsyncComponentTicks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Used to control async component ticks."
},
"tick.AllowAsyncTickCleanup": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, ticks are cleaned up in a task thread."
},
"tick.AllowAsyncTickDispatch": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, ticks are dispatched in a task thread."
},
"tick.AllowConcurrentTickQueue": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If true, queue ticks concurrently."
},
"tick.AnimationDelaysEndGroup": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, then skeletal meshes that do not rely on physics simulation will set their animation end tick group to TG_PostPhysics."
},
"tick.DoAsyncEndOfFrameTasks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Experimental option to run various things concurrently with the HUD render."
},
"tick.DoAsyncEndOfFrameTasks.Randomize": {
"Flags": [
"SetByConstructor"
],
"Helptext": "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.HiPriSkinnedMeshes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If > 0, then schedule the skinned component ticks in a tick group before other ticks."
},
"tick.LogTicks": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Spew ticks for debugging."
},
"tick.RemoveTestTickFunctions": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Remove no-op ticks to test performance of ticking infrastructure."
},
"tick.ShowPrerequistes": {
"Flags": [
"SetByConstructor"
],
"Helptext": "When logging ticks, show the prerequistes; debugging."
},
"vr.AllowMotionBlurInVR": {
"Flags": [
"SetByConstructor"
],
"Helptext": "For projects with motion blur enabled, this allows motion blur to be enabled even while in VR."
},
"vr.Debug.bEnableDevOverrides": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables or disables console commands that modify various developer-only settings."
},
"vr.DebugCanvasInLayer": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Experimental0 to disable (default), 1 to enable."
},
"vr.EnableMotionControllerLateUpdate": {
"Flags": [
"SetByConstructor"
],
"Helptext": "This command allows you to specify whether the motion controller late update is applied.\n 0: don't use late update\n 1: use late update (default)"
},
"vr.HMDVersion": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Prints version information for the current HMD device."
},
"vr.HeadTracking.Reset": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Reset the rotation and position of the head mounted display.\nPass in an optional yaw for the new rotation in degrees."
},
"vr.HeadTracking.ResetOrientation": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Reset the rotation of the head mounted display.\nPass in an optional yaw for the new rotation in degrees ."
},
"vr.HeadTracking.ResetPosition": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Reset the position of the head mounted display."
},
"vr.HeadTracking.Status": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Reports the current status of the head tracking."
},
"vr.HiddenAreaMask": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Enable or disable hidden area mask\n0: disabled\n1: enabled"
},
"vr.InstancedStereo": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 to disable instanced stereo (default), 1 to enable."
},
"vr.MobileMultiView": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 to disable mobile multi-view, 1 to enable.\n"
},
"vr.MobileMultiView.Direct": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 to disable mobile multi-view direct, 1 to enable.\nWhen enabled the scene color render target array is provided by the hmd plugin so we can skip the blit.\n"
},
"vr.MonoscopicFarField": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 to disable (default), 1 to enable."
},
"vr.MonoscopicFarFieldMode": {
"Flags": [
"RenderThreadSafe",
"Scalability"
],
"Helptext": "Experimental, mobile only, 0 to disable, 1 to enable (default), 2 stereo near field only, 3 stereo near field with far field pixel depth test disabled, 4 mono far field only"
},
"vr.MultiView": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "0 to disable multi-view instanced stereo, 1 to enable.\nCurrently only supported by the PS4 & Metal RHIs."
},
"vr.PixelDensity": {
"Flags": [
"Scalability"
],
"Helptext": "Pixel density sets the VR render target texture size as a factor of recommended texture size.\nThe recommended texture size is the size that will result in no under sampling in most distorted area of the view when computing the final image to be displayed on the device by the runtime compositor.\nNote that the recommended texture size will likely be larger than the display panel resolution of the device as the texture is used as input data for the final composition/lens distortion pass provided by the device's runtime.\nA pixel density of 1.0 (default) will use the device's recommended texture size.\n"
},
"vr.SpectatorScreenMode": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Changes the look of the spectator if supported by the HMD plugin.\n 0: disable mirroring\n 1: single eye\n 2: stereo pair\nNumbers larger than 2 may be possible and specify HMD plugin-specific variations.\nNegative values are treated the same as 0."
},
"vr.SteamVR.UsePostPresentHandoff": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Whether or not to use PostPresentHandoff. If true, more GPU time will be available, but this relies on no SceneCaptureComponent2D or WidgetComponents being active in the scene. Otherwise, it will break async reprojection."
},
"vr.SteamVR.UseVisibleAreaMesh": {
"Flags": [
"SetByConstructor"
],
"Helptext": "If non-zero, SteamVR will use the visible area mesh in addition to the hidden area mesh optimization. This may be problematic on beta versions of platforms."
},
"vr.StereoLayers.bMixLayerPriorities": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "By default, Face-Locked Stereo Layers are always rendered on top of any other layer position types.\nSet this to a non-zero value to disable this behavior (not supported on all platforms.)"
},
"vr.SwapMotionControllerInput": {
"Flags": [
"SetByConstructor"
],
"Helptext": "This command allows you to swap the button / axis input handedness for the input controller, for debugging purposes.\n 0: don't swap (default)\n 1: swap left and right buttons"
},
"vr.TrackingOrigin": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Floor or 0 - tracking origin is at the floor, Eye or 1 - tracking origin is at the eye level."
},
"vr.WorldToMetersScale": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Get or set the current world to meters scale."
},
"vr.bEnableHMD": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables or disables the HMD device. Use 1, True, or Yes to enable, 0, False or No to disable."
},
"vr.bEnableStereo": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Enables or disables the stereo rendering. Use 1, True, or Yes to enable, 0, False or No to disable."
},
"vr.oculus.Stress.CPU": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Initiates a CPU stress test.\n Usage: vr.oculus.Stress.CPU [PerFrameTime [TotalTimeLimit]]"
},
"vr.oculus.Stress.GPU": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Initiates a GPU stress test.\n Usage: vr.oculus.Stress.GPU [LoadMultiplier [TimeLimit]]"
},
"vr.oculus.Stress.PD": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Initiates a pixel density stress test wher pixel density is changed every frame for TotalTimeLimit seconds.\n Usage: vr.oculus.Stress.PD [TotalTimeLimit]"
},
"vr.oculus.Stress.Reset": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Resets the stress tester and stops all currently running stress tests.\n Usage: vr.oculus.Stress.Reset"
}
}
//This dump was obtained from the latest version of UUU (only available from the developer's Patreon)
//No console commands.
AbilitySystem.AbilityTaskWarnIfBroadcastSuppress | 0x0 (SetByConstructor)
Print warning if an ability task broadcast is suppressed because the ability has ended
AbilitySystem.AlwaysConvertGESpecToGCParams | 0x0 (SetByConstructor)
Always convert a GameplayCue from GE Spec to GC from GC Parameters on the server
AbilitySystem.ClientActivateAbilityFailedPrintDebugThreshhold | 0x0 (SetByConstructor)
AbilitySystem.ClientActivateAbilityFailedPrintDebugThreshholdTime | 0x0 (SetByConstructor)
AbilitySystem.Debug.NextCategory | 0x0 (SetByConstructor)
Targets previous AbilitySystemComponent in ShowDebug AbilitySystem
AbilitySystem.Debug.NextTarget | 0x0 (SetByConstructor)
Targets next AbilitySystemComponent in ShowDebug AbilitySystem
AbilitySystem.Debug.PrevTarget | 0x0 (SetByConstructor)
Targets previous AbilitySystemComponent in ShowDebug AbilitySystem
AbilitySystem.DisableGameplayCues | 0x0 (SetByConstructor)
Disables all GameplayCue events in the world.
AbilitySystem.DisplayGameplayCues | 0x0 (SetByConstructor)
Display GameplayCue events in world as text.
AbilitySystem.GameplayCue.DisplayDuration | 0x0 (SetByConstructor)
Disables all GameplayCue events in the world.
AbilitySystem.GameplayCue.RunOnDedicatedServer | 0x0 (SetByConstructor)
Run gameplay cue events on dedicated server
AbilitySystem.GameplayCueActorRecycle | 0x0 (SetByConstructor)
Allow recycling of GameplayCue Actors
AbilitySystem.GameplayCueActorRecycleDebug | 0x0 (SetByConstructor)
Prints logs for GC actor recycling debugging
AbilitySystem.GameplayCueCheckForTooManyRPCs | 0x0 (SetByConstructor)
Warns if gameplay cues are being throttled by network code
AbilitySystem.GameplayCueNotifyTagCheckOnRemove | 0x0 (SetByConstructor)
Check that target no longer has tag when removing GamepalyCues
AbilitySystem.LogGameplayCueActorSpawning | 0x0 (SetByConstructor)
Log when we create GameplayCueNotify_Actors
AbilitySystem.ServerRPCBatching.Log | 0x0 (SetByConstructor)
AbilitySystem.ShowClientMakeOutgoingSpecs | 0x0 (SetByConstructor)
Displays all GameplayEffect specs created on non authority clients
AllowAsyncRenderThreadUpdates | 0x0 (SetByConstructor)
Used to control async renderthread updates. Also gated on FApp::ShouldUseThreadingForPerformance().
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates | 0x0 (SetByConstructor)
If > 0 then we do the gamethread updates _while_ doing parallel updates.
AllowAsyncRenderThreadUpdatesEditor | 0x0 (SetByConstructor)
Used to control async renderthread updates in the editor.
AmbientOcclusion | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
AntiAliasing | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
AssetManager.DumpAssetRegistryInfo | 0x0 (SetByConstructor)
Dumps extended info about asset registry to log
AssetManager.DumpLoadedAssets | 0x0 (SetByConstructor)
Shows a list of all loaded primary assets and bundles
AssetManager.DumpReferencersForPackage | 0x0 (SetByConstructor)
Generates a graph viz and log file of all references to a specified package
AssetManager.DumpTypeSummary | 0x0 (SetByConstructor)
Shows a summary of types known about by the asset manager
AssetRegistry.Debug.FindInvalidUAssets | 0x0 (SetByConstructor)
Finds a list of all assets which are in UAsset files but do not share the name of the package
AssetRegistry.GetByClass | 0x0 (SetByConstructor)
Query the asset registry for assets matching the supplied class
AssetRegistry.GetByName | 0x0 (SetByConstructor)
Query the asset registry for assets matching the supplied package name
AssetRegistry.GetByPath | 0x0 (SetByConstructor)
Query the asset registry for assets matching the supplied package path
AssetRegistry.GetByTag | 0x0 (SetByConstructor)
Query the asset registry for assets matching the supplied tag and value
AssetRegistry.GetDependencies | 0x0 (SetByConstructor)
Query the asset registry for dependencies for the specified package
AssetRegistry.GetReferencers | 0x0 (SetByConstructor)
Query the asset registry for referencers for the specified package
AudioThread.AboveNormalPriority | 0x0 (SetByConstructor)
0=Normal, 1=AboveNormal
AudioThread.BatchAsyncBatchSize | 0x0 (SetByConstructor)
When AudioThread.EnableBatchProcessing = 1, controls the number of audio commands grouped together for threading.
AudioThread.EnableBatchProcessing | 0x0 (SetByConstructor)
Enables batch processing audio thread commands.
0: Not Enabled, 1: Enabled
AudioThread.SuspendAudioThread | 0x0 (SetByConstructor)
0=Resume, 1=Suspend
AudioThread.UseBackgroundThreadPool | 0x0 (SetByConstructor)
If true, use the background thread pool for realtime audio decompression.
Bloom | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
CPUTime.Dump | 0x0 (SetByConstructor)
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
Canvas.DistanceFieldSmoothness | 0x0 (SetByConstructor)
Global sharpness of distance field fonts/shapes rendered by canvas.
CauseHitches | 0x0 (SetByConstructor)
Causes a 200ms hitch every second. Size of the hitch is controlled by CauseHitchesHitchMS
CauseHitchesHitchMS | 0x0 (SetByConstructor)
Controls the size of the hitch caused by CauseHitches in ms.
Compat.MAX_GPUSKIN_BONES | 0x0 (SetByConstructor)
Max number of bones that can be skinned on the GPU in a single draw call. Cannot be changed at runtime.
Compat.UseDXT5NormalMaps | 0x0 (SetByConstructor)
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)
CriticalPathStall.AfterInitViews | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.
CsvProfile | 0x0 (SetByConstructor)
Starts or stops Csv Profiles
D3D12.AFRSyncTemporalResources | 0x20 (RenderThreadSafe)
Synchronize inter-frame dependencies between GPUs
D3D12.AFRUseFramePacing | 0x20 (RenderThreadSafe)
Control when frames are presented when using mGPU and Alternate Frame Rendering.
D3D12.AdjustTexturePoolSizeBasedOnBudget | 0x0 (SetByConstructor)
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.CommandListBatchingMode | 0x20 (RenderThreadSafe)
Changes how command lists are batched and submitted to the GPU.
D3D12.ComputeCommandContextConstantAllocatorSizeKB | 0x0 (SetByConstructor)
D3D12.DefaultGfxCommandContextConstantAllocatorSizeKB | 0x0 (SetByConstructor)
D3D12.EmitRgpFrameMarkers | 0x20 (RenderThreadSafe)
Enables/Disables frame markers for AMD's RGP tool.
D3D12.EnablePSOCache | 0x20 (RenderThreadSafe)
Enables a disk cache for PipelineState Objects.
D3D12.ForceThirtyHz | 0x20 (RenderThreadSafe)
If true, the display will never update more often than 30Hz.
D3D12.GfxCommandContextConstantAllocatorSizeKB | 0x0 (SetByConstructor)
D3D12.GlobalViewHeapSize | 0x0 (SetByConstructor)
Global view heap size
D3D12.LocalViewHeapSize | 0x0 (SetByConstructor)
Local view heap size
D3D12.MaxSyncCounter | 0x20 (RenderThreadSafe)
Maximum sync counter to smooth out vsync transitions.
D3D12.MaximumFrameLatency | 0x20 (RenderThreadSafe)
Number of frames that can be queued for render.
D3D12.RefreshPercentageBeforePresent | 0x20 (RenderThreadSafe)
The percentage of the refresh period to wait before presenting.
D3D12.StablePowerState | 0x0 (SetByConstructor)
If true, enable stable power state. This increases GPU timing measurement accuracy but may decrease overall GPU clock rate.
D3D12.SyncRefreshThreshold | 0x20 (RenderThreadSafe)
Threshold for time above which vsync will be disabled as a percentage of the refresh rate.
D3D12.SyncThreshold | 0x20 (RenderThreadSafe)
Number of consecutive 'fast' frames before vsync is enabled.
D3D12.SyncWithDWM | 0x20 (RenderThreadSafe)
If true, synchronize with the desktop window manager for vblank.
D3D12.UseUpdateTexture3DComputeShader | 0x20 (RenderThreadSafe)
If enabled, use a compute shader for UpdateTexture3D. Avoids alignment restrictions 0: off (default)
1: on
D3D12RHI.FeatureSetLimit | 0x0 (SetByConstructor)
If set to 10, limit D3D RHI to D3D10 feature level. Otherwise, it will use default. Changing this at run-time has no effect. (default is -1)
DepthOfField | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
DisableOrphanPins | 0x0 (SetByConstructor)
0=Orphan pins are enabled (default), 1=Orphan pins are disabled (note: this option will go away in the future)
DumpCopyPropertiesForUnrelatedObjects | 0x0 (SetByConstructor)
Dump the objects that are cross class copied
DumpLevelCollections | 0x0 (SetByConstructor)
Dump level collections in the current world.
DumpVisibleActors | 0x0 (SetByConstructor)
Dump visible actors in current world.
EnableHighDPIAwareness | 0x8000000 (SetByCode)
Enables or disables high dpi mode
Engine.MinNumOverlapsToUseTMap | 0x0 (SetByConstructor)
Min number of overlaps required before using a TMap for deduplication
Engine.SupressWarningsInOnScreenDisplay | 0x0 (SetByConstructor)
0: Show both errors and warnings on screen, 1: Show only errors on screen (in either case only when DurationOfErrorsAndWarningsOnHUD is greater than zero)
FX.AllowAsyncTick | 0x0 (SetByConstructor)
allow parallel ticking of particle systems.
FX.AllowCulling | 0x0 (SetByConstructor)
Allow emitters to be culled.
FX.AllowGPUParticles | 0x0 (SetByConstructor)
If true, allow the usage of GPU particles.
FX.AllowGPUSorting | 0x0 (SetByConstructor)
Allow particles to be sorted on the GPU.
FX.BatchAsync | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
When FX.BatchAsync = 1, controls the number of particle systems grouped together for threading.
FX.EarlyScheduleAsync | 0x0 (SetByConstructor)
If 1, particle system components that can run async will be scheduled earlier in the frame
FX.FreezeGPUSimulation | 0x0 (SetByConstructor)
Freeze particles simulated on the GPU.
FX.FreezeParticleSimulation | 0x0 (SetByConstructor)
Freeze particle simulation.
FX.GPUCollisionDepthBounds | 0x0 (SetByConstructor)
Limits the depth bounds when searching for a collision plane.
FX.GPUSpawnWarningThreshold | 0x0 (SetByConstructor)
Warning threshold for spawning of GPU particles.
FX.MaxCPUParticlesPerEmitter | 0x0 (SetByConstructor)
Maximum number of CPU particles allowed per-emitter.
FX.MaxGPUParticlesSpawnedPerFrame | 0x0 (SetByConstructor)
Maximum number of GPU particles allowed to spawn per-frame per-emitter.
FX.MaxParticleTilePreAllocation | 0x0 (SetByConstructor)
Maximum tile preallocation for GPU particles.
FX.ParticleSlackGPU | 0x0 (SetByConstructor)
Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles.
FX.RestartAll | 0x0 (SetByConstructor)
Restarts all particle system components
FX.TestGPUSort | 0x0 (SetByConstructor)
Test GPU sort. 1: Small, 2: Large, 3: Exhaustive, 4: Random
FX.VisualizeGPUSimulation | 0x0 (SetByConstructor)
Visualize the current state of GPU simulation.
0 = off
1 = visualize particle state
2 = visualize curve texture
FixedBootOrder | 0x3000018 (Unregistered, CreatedFromIni, SetByScalability, SetByGameSetting, SetByProjectSetting)
IAmNoRealVariable
FoliageQuality | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
ForceBuildStreamingData | 0x0 (SetByConstructor)
Forces streaming data to be rebuilt for the current world.
GPUSort.DebugOffsets | 0x0 (SetByConstructor)
Debug GPU sort offsets.
GPUSort.DebugSort | 0x0 (SetByConstructor)
Debug GPU sorting.
GameplayCue.AddToGlobalSet.DebugTag | 0x0 (SetByConstructor)
Debug Tag adding to global set
GameplayCue.BuildGameplayCueTranslator | 0x0 (SetByConstructor)
Displays GameplayCue notify map
GameplayCue.PrintGameplayCueNotifyMap | 0x0 (SetByConstructor)
Displays GameplayCue notify map
GameplayCue.PrintGameplayCueTranslator | 0x0 (SetByConstructor)
Displays GameplayCue notify map
GameplayCue.PrintLoadedGameplayCueNotifyClasses | 0x0 (SetByConstructor)
Displays GameplayCue Notify classes that are loaded
GameplayTags.PrintNetIndiceAssignment | 0x0 (SetByConstructor)
Logs GameplayTag NetIndice assignment
GetCurrentLighting | 0x0 (SetByConstructor)
Prints Current Lighting Settings to Log
GraphicsPreset | 0x5000020 (RenderThreadSafe, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
Defines the graphics option preset, adjust for quality or performance.
0: low)
1: medium
2: high
3: ultra
GraphicsPresetDefault | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
InGamePerformanceTracking.Enabled | 0x0 (SetByConstructor)
If in-game performance tracking is enabled. Most games will likely not use or need this so it should be left disabled.
InGamePerformanceTracking.HistorySize | 0x0 (SetByConstructor)
How many frames in game performance tracking should store in it's history.
Landscape.Combine | 0x0 (SetByConstructor)
Set landscape component combining mode : 0 = Default, 1 = Combine All, 2 = Disabled
Landscape.Patches | 0x0 (SetByConstructor)
Show/hide Landscape patches
Landscape.ShadowMapWorldUnitsToTexelFactor | 0x0 (SetByConstructor)
Used to specify tolerance factor for mesh size related to cascade shadow resolution
Landscape.Static | 0x0 (SetByConstructor)
Enable/disable Landscape static drawlists
LevelSequence.DefaultFixedFrameIntervalPlayback | 0x0 (SetByConstructor)
When non-zero, all newly created level sequences will default to fixed frame interval playback.
ListTimers | 0x0 (SetByConstructor)
LoadTimes.DumpTracking | 0x0 (SetByConstructor)
Dump high level load times being tracked
LoadTimes.DumpTrackingLow | 0x0 (SetByConstructor)
Dump low level load times being tracked
Localization.HangulTextWrappingMethod | 0x0 (SetByConstructor)
0: PerSyllable, 1: PerWord (default).
LogCountedInstances | 0x0 (SetByConstructor)
Dumps count of all tracked FInstanceCountingObject's
MotionBlur | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
Net.LogSkippedRepNotifies | 0x0 (SetByConstructor)
Log when the networking code skips calling a repnotify clientside due to the property value not changing.
OSS.VoiceLoopback | 0x0 (SetByConstructor)
Enables voice loopback
1 Enabled. 0 Disabled.
OpenGL.BindlessTexture | 0x0 (SetByConstructor)
If true, use GL_ARB_bindless_texture over traditional glBindTexture/glBindSampler.
OpenGL.MaxSubDataSize | 0x0 (SetByConstructor)
Maximum amount of data to send to glBufferSubData in one call
OpenGL.RebindTextureBuffers | 0x0 (SetByConstructor)
If true, rebind GL_TEXTURE_BUFFER's to their GL_TEXTURE name whenever the buffer is modified.
OpenGL.SkipCompute | 0x0 (SetByConstructor)
If true, don't issue dispatch work.
OpenGL.UBODirectWrite | 0x0 (SetByConstructor)
Enables direct writes to the UBO via Buffer Storage
OpenGL.UBOPoolSize | 0x0 (SetByConstructor)
Size of the UBO pool, 0 disables UBO Pool
OpenGL.UseBufferDiscard | 0x0 (SetByConstructor)
If true, use dynamic buffer orphaning hint.
OpenGL.UseEmulatedUBs | 0x0 (SetByConstructor)
If true, enable using emulated uniform buffers on ES2 mode.
OpenGL.UseGlClipControlIfAvailable | 0x20 (RenderThreadSafe)
If true, the engine trys to use glClipControl if the driver supports it.
OpenGL.UseMapBuffer | 0x0 (SetByConstructor)
If true, use glMapBuffer otherwise use glBufferSubdata.
OpenGL.UseSeparateShaderObjects | 0x20 (RenderThreadSafe)
If set to 1, use OpenGL's separate shader objects to eliminate expensive program linking
OpenGL.UseStagingBuffer | 0x0 (SetByConstructor)
Enables maps of dynamic vertex buffers to go to a staging buffer
OpenGL.UseVAB | 0x0 (SetByConstructor)
If true, use GL_VERTEX_ATTRIB_BINDING instead of traditional vertex array setup.
RHI.FeatureSetLimit | 0x0 (SetByConstructor)
If set to 10, limit D3D RHI to D3D10 feature level. Otherwise, it will use default. Changing this at run-time has no effect. (default is -1)
RHI.GPUHitchThreshold | 0x0 (SetByConstructor)
Threshold for detecting hitches on the GPU (in milliseconds).
RHI.MaxSyncCounter | 0x20 (RenderThreadSafe)
Maximum sync counter to smooth out vsync transitions.
RHI.MaximumFrameLatency | 0x20 (RenderThreadSafe)
Number of frames that can be queued for render.
RHI.RefreshPercentageBeforePresent | 0x20 (RenderThreadSafe)
The percentage of the refresh period to wait before presenting.
RHI.SyncIntervalOgl | 0x0 (SetByConstructor)
When synchronizing with OpenGL, specifies the interval at which to refresh.
RHI.SyncRefreshThreshold | 0x20 (RenderThreadSafe)
Threshold for time above which vsync will be disabled as a percentage of the refresh rate.
RHI.SyncThreshold | 0x20 (RenderThreadSafe)
Number of consecutive 'fast' frames before vsync is enabled.
RHI.SyncWithDWM | 0x20 (RenderThreadSafe)
If true, synchronize with the desktop window manager for vblank.
RHI.TargetRefreshRate | 0x20 (RenderThreadSafe)
If non-zero, the display will never update more often than the target refresh rate (in Hz).
Radio_ChebyshevCubedMultiplier | 0x0 (SetByConstructor)
A parameter to tweak the radio filter.
Radio_ChebyshevMultiplier | 0x0 (SetByConstructor)
A parameter to tweak the radio filter.
Radio_ChebyshevPower | 0x0 (SetByConstructor)
A parameter to tweak the radio filter.
Radio_ChebyshevPowerMultiplier | 0x0 (SetByConstructor)
A parameter to tweak the radio filter.
SSR | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
SetThreadAffinity | 0x0 (SetByConstructor)
Sets the thread affinity. A single arg of default resets the thread affinity, otherwise pairs of args [GT|RT|RHI|Task] [Hex affinity] sets the affinity.
ShadowQuality | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
ShowFlag.AmbientCubemap | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.AtmosphericFog | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.DistanceFieldGI | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.FoliageOcclusionBounds | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.Tessellation | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.VisualizeAdaptiveDOF | 0x0 (SetByConstructor)
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.VisualizeBloom | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.VisualizeDistanceFieldGI | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.VisualizeLPV | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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)
Skate.debug | 0x0 (SetByConstructor)
to enable skate visual debugging
0 = off
1 = on
SkateTurbo.testing | 0x0 (SetByConstructor)
to enable skate turbo testing
0 = off
1 = enabled
2 = enabled + unlimited turbo
Slate.AbsoluteIndices | 0x0 (SetByConstructor)
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.AllowBackgroundBlurWidgets | 0x0 (SetByConstructor)
If 0, no background blur widgets will be rendered
Slate.AllowNumericLabelCrush | 0x0 (SetByConstructor)
Should we crush the vector input box?.
Slate.AllowSlateToSleep | 0x0 (SetByConstructor)
Whether Slate should go to sleep when there are no active timers and the user is idle
Slate.AllowToolTips | 0x0 (SetByConstructor)
Whether to allow tool-tips to spawn at all.
Slate.BackgroundBlurDownsample | 0x0 (SetByConstructor)
Slate.BackgroundBlurMaxKernelSize | 0x0 (SetByConstructor)
The maximum allowed kernel size. Note: Very large numbers can cause a huge decrease in performance
Slate.CacheRenderData | 0x0 (SetByConstructor)
Invalidation panels will cache render data, otherwise cache only widget draw elements.
Slate.DefaultTextFlowDirection | 0x0 (SetByConstructor)
0: Auto (default), 1: LeftToRight, 2: RightToLeft.
Slate.DefaultTextShapingMethod | 0x0 (SetByConstructor)
0: Auto (default), 1: KerningOnly, 2: FullShaping.
Slate.DeferWindowsMessageProcessing | 0x0 (SetByConstructor)
Whether windows message processing is deferred until tick or if they are processed immediately
Slate.DrawToVRRenderTarget | 0x20 (RenderThreadSafe)
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.EnableDrawEvents | 0x0 (SetByConstructor)
.
Slate.Feathering | 0x0 (SetByConstructor)
Slate.ForceBackgroundBlurLowQualityOverride | 0x40 (Scalability)
Whether or not to force a slate brush to be used instead of actually blurring the background
Slate.GlobalScrollAmount | 0x0 (SetByConstructor)
How much to scroll for each click of the mouse wheel (in Slate Screen Units).
Slate.NumericLabelWidthCrushStart | 0x0 (SetByConstructor)
Start crushing when the width is below.
Slate.NumericLabelWidthCrushStop | 0x0 (SetByConstructor)
Stop crushing when the width is above.
Slate.OutlineFontRenderMethod | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.PixelSnapRenderTransform | 0x0 (SetByConstructor)
If the element being drawn has a render transform with Rotation, Scale or Shear, we automatically disable pixel snapping.
Slate.PreventDuplicateMouseEventsForTouchForWindows7 | 0x0 (SetByConstructor)
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.ShowWireFrame | 0x0 (SetByConstructor)
Slate.SkipSecondPrepass | 0x0 (SetByConstructor)
Whether to skip the second Slate PrePass call (the one right before rendering).
Slate.SleepBufferPostInput | 0x0 (SetByConstructor)
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.TargetFrameRateForResponsiveness | 0x0 (SetByConstructor)
Minimum sustained average frame rate required before we consider the editor to be "responsive" for a smooth UI experience
Slate.ThrottleWhenMouseIsMoving | 0x0 (SetByConstructor)
Whether to attempt to increase UI responsiveness based on mouse cursor movement.
Slate.TickInvisibleWidgets | 0x0 (SetByConstructor)
Controls whether invisible widgets are ticked.
Slate.ToolTipDelay | 0x0 (SetByConstructor)
Delay in seconds before a tool-tip is displayed near the mouse cursor when hovering over widgets that supply tool-tip data.
Slate.ToolTipFadeInDuration | 0x0 (SetByConstructor)
How long it takes for a tool-tip to fade in, in seconds.
Slate.ToolTipWrapWidth | 0x0 (SetByConstructor)
Width of Slate tool-tips before we wrap the tool-tip text
Slate.VerifyHitTestVisibility | 0x0 (SetByConstructor)
Should we double check the visibility of widgets during hit testing, in case previously resolved hit tests that same frame may have changed state?
Slate.bAllowThrottling | 0x0 (SetByConstructor)
Allow Slate to throttle parts of the engine to ensure the UI is responsive
SpewAnimRateOptimization | 0x0 (SetByConstructor)
True to spew overall anim rate optimization tick rates.
SynthBenchmark | 0x0 (SetByConstructor)
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).
TaskGraph.ABTestThreads | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Prints the time to run 1000 no-op tasks.
TaskGraph.IgnoreThreadToDoGatherOn | 0x0 (SetByConstructor)
If 1, then we ignore the hint provided with SetGatherThreadForDontCompleteUntil and just run it on AnyHiPriThreadHiPriTask.
TaskGraph.NumWorkerThreadsToIgnore | 0x0 (SetByConstructor)
Used to tune the number of task threads. Generally once you have found the right value, PlatformMisc::NumberOfWorkerThreadsToSpawn() should be hardcoded.
TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks | 0x0 (SetByConstructor)
Task and thread priority for the experiemntal async end of frame tasks.
TaskGraph.TaskPriorities.AsyncIOCPUWork | 0x0 (SetByConstructor)
Task and thread priority for decompression, decryption and signature checking of async IO from a pak file.
TaskGraph.TaskPriorities.AsyncTraceTask | 0x0 (SetByConstructor)
Task and thread priority for async traces.
TaskGraph.TaskPriorities.FetchVisibilityForPrimitivesTask | 0x0 (SetByConstructor)
Task and thread priority for FetchVisibilityForPrimitivesTask.
TaskGraph.TaskPriorities.HiPriAsyncTickTaskPriority | 0x0 (SetByConstructor)
Task and thread priority for async ticks that are high priority.
TaskGraph.TaskPriorities.NavTriggerAsyncQueries | 0x0 (SetByConstructor)
Task and thread priority for UNavigationSystem::PerformAsyncQueries.
TaskGraph.TaskPriorities.NormalAsyncTickTaskPriority | 0x0 (SetByConstructor)
Task and thread priority for async ticks that are not high priority.
TaskGraph.TaskPriorities.ParallelAnimationEvaluationTask | 0x0 (SetByConstructor)
Task and thread priority for FParallelAnimationEvaluationTask
TaskGraph.TaskPriorities.ParallelBlendPhysicsTask | 0x0 (SetByConstructor)
Task and thread priority for FParallelBlendPhysicsTask.
TaskGraph.TaskPriorities.ParallelClothTask | 0x0 (SetByConstructor)
Task and thread priority for parallel cloth.
TaskGraph.TaskPriorities.ParallelTranslateCommandList | 0x0 (SetByConstructor)
Task and thread priority for FParallelTranslateCommandList.
TaskGraph.TaskPriorities.ParallelTranslateCommandListPrepass | 0x0 (SetByConstructor)
Task and thread priority for FParallelTranslateCommandList for the prepass, which we would like to get to the GPU asap.
TaskGraph.TaskPriorities.ParallelTranslateSetupCommandList | 0x0 (SetByConstructor)
Task and thread priority for FParallelTranslateSetupCommandList.
TaskGraph.TaskPriorities.ParticleAsyncTask | 0x0 (SetByConstructor)
Task and thread priority for FParticleAsyncTask.
TaskGraph.TaskPriorities.PhyXSceneCompletion | 0x0 (SetByConstructor)
Task and thread priority for PhysicsSceneCompletion.
TaskGraph.TaskPriorities.PhysXStepSimulation | 0x0 (SetByConstructor)
Task and thread priority for FPhysSubstepTask::StepSimulation.
TaskGraph.TaskPriorities.PhysXTask | 0x0 (SetByConstructor)
Task and thread priority for FPhysXTask.
TaskGraph.TaskPriorities.PhysXTask.Cloth | 0x0 (SetByConstructor)
Task and thread priority for FPhysXTask (cloth).
TaskGraph.TaskPriorities.RHIThreadOnTaskThreads | 0x0 (SetByConstructor)
Task and thread priority for when we are running 'RHI thread' tasks on any thread.
TaskGraph.TaskPriorities.SceneRenderingTask | 0x0 (SetByConstructor)
Task and thread priority for various scene rendering tasks.
TaskGraph.TaskPriorities.SortFrontToBackTask | 0x0 (SetByConstructor)
Task and thread priority for FSortFrontToBackTask.
TaskGraph.TaskPriorities.TickCleanupTaskPriority | 0x0 (SetByConstructor)
Task and thread priority for tick cleanup.
TaskGraph.TaskPriorities.TickDispatchTaskPriority | 0x0 (SetByConstructor)
Task and thread priority for tick tasks dispatch.
TaskGraph.TaskPriorities.UpdateCachePrimitivesTask | 0x0 (SetByConstructor)
Task and thread priority for FUpdateCachePrimitivesTask.
TaskGraph.TaskThreadPriority | 0x0 (SetByConstructor)
Sets the priority of the task threads. Argument is one of belownormal, normal or abovenormal.
TaskGraph.TestDontCompleteUntilForAlreadyComplete | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Test lock free lists
TaskGraph.TestLowToHighPri | 0x0 (SetByConstructor)
Test latency of high priority tasks when low priority tasks are saturating the CPU
TaskGraph.UseBackgroundThreads | 0x0 (SetByConstructor)
If > 0, then use background threads, otherwise run background tasks on normal priority task threads. Used for performance tuning.
TaskGraph.UseHiPriThreads | 0x0 (SetByConstructor)
If > 0, then use hi priority task threads, otherwise run background tasks on normal priority task threads. Used for performance tuning.
TextureQuality | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
ToggleForceDefaultMaterial | 0x0 (SetByConstructor)
Render all meshes with the default material.
ToggleLight | 0x0 (SetByConstructor)
Toggles all lights whose name contains the specified string
ToggleReversedIndexBuffers | 0x0 (SetByConstructor)
Render static meshes with negative transform determinants using a reversed index buffer.
ToggleShadowIndexBuffers | 0x0 (SetByConstructor)
Render static meshes with an optimized shadow index buffer that minimizes unique vertices.
ViewDistanceQuality | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
Vignette | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
a.AnimNode.AimOffsetLookAt.Debug | 0x0 (SetByConstructor)
Toggle LookAt AimOffset debug
a.AnimNode.AimOffsetLookAt.Enable | 0x0 (SetByConstructor)
Enable/Disable LookAt AimOffset
a.AnimNode.LegIK.AveragePull | 0x0 (SetByConstructor)
Leg IK AveragePull
a.AnimNode.LegIK.Enable | 0x0 (SetByConstructor)
Toggle LegIK node.
a.AnimNode.LegIK.MaxIterations | 0x0 (SetByConstructor)
Leg IK MaxIterations override. 0 = node default, > 0 override.
a.AnimNode.LegIK.PullDistribution | 0x0 (SetByConstructor)
Leg IK PullDistribution. 0 = foot, 0.5 = balanced, 1.f = hip
a.AnimNode.LegIK.TargetReachStepPercent | 0x0 (SetByConstructor)
Leg IK TargetReachStepPercent.
a.AnimNode.StateMachine.EnableRelevancyReset | 0x0 (SetByConstructor)
Reset State Machine when it becomes relevant
a.DebugDrawBoneAxes | 0x0 (SetByConstructor)
When drawing bones (using Show Bones), draw bone axes.
a.DebugDrawSimpleBones | 0x0 (SetByConstructor)
When drawing bones (using Show Bones), draw bones as simple lines.
a.ForceParallelAnimUpdate | 0x0 (SetByConstructor)
If != 0, then we update animations on worker threads regardless of the setting on the project or anim blueprint.
a.ParallelAnimEvaluation | 0x0 (SetByConstructor)
If 1, animation evaluation will be run across the task graph system. If 0, evaluation will run purely on the game thread
a.ParallelAnimUpdate | 0x0 (SetByConstructor)
If != 0, then we update animation blend tree, native update, asset players and montages (is possible) on worker threads.
a.ParallelBlendPhysics | 0x0 (SetByConstructor)
If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread
a.URO.DisableInterpolation | 0x0 (SetByConstructor)
Set to 1 to disable interpolation
a.URO.Draw | 0x0 (SetByConstructor)
True to draw color coded boxes for anim rate.
a.URO.Enable | 0x0 (SetByConstructor)
True to anim rate optimization.
a.URO.ForceAnimRate | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Set to 1 to force interpolation
ai.crowd.DebugSelectedActors | 0x0 (SetByConstructor)
Enable debug drawing for selected crowd agent.
0: Disable, 1: Enable
ai.crowd.DebugVisLog | 0x0 (SetByConstructor)
Enable detailed vislog recording for all crowd agents.
0: Disable, 1: Enable
ai.crowd.DrawDebugBoundaries | 0x0 (SetByConstructor)
Draw shared navmesh boundaries used by crowd simulation.
0: Disable, 1: Enable
ai.crowd.DrawDebugCollisionSegments | 0x0 (SetByConstructor)
Draw colliding navmesh edges, requires ai.crowd.DebugSelectedActors.
0: Disable, 1: Enable
ai.crowd.DrawDebugCorners | 0x0 (SetByConstructor)
Draw path corners data, requires ai.crowd.DebugSelectedActors.
0: Disable, 1: Enable
ai.crowd.DrawDebugNeighbors | 0x0 (SetByConstructor)
Draw current neighbors data, requires ai.crowd.DebugSelectedActors.
0: Disable, 1: Enable
ai.crowd.DrawDebugPath | 0x0 (SetByConstructor)
Draw active paths, requires ai.crowd.DebugSelectedActors.
0: Disable, 1: Enable
ai.crowd.DrawDebugPathOptimization | 0x0 (SetByConstructor)
Draw path optimization data, requires ai.crowd.DebugSelectedActors.
0: Disable, 1: Enable
ai.crowd.DrawDebugVelocityObstacles | 0x0 (SetByConstructor)
Draw velocity obstacle sampling, requires ai.crowd.DebugSelectedActors.
0: Disable, 1: Enable
au.DisableHRTF | 0x0 (SetByConstructor)
Disables HRTF
0: Not Disabled, 1: Disabled
au.DisableParallelSourceProcessing | 0x0 (SetByConstructor)
Disables using async tasks for processing sources.
0: Not Disabled, 1: Disabled
au.DisableReverbSubmix | 0x0 (SetByConstructor)
Disables the reverb submix.
0: Not Disabled, 1: Disabled
au.DisableSubmixEffectEQ | 0x0 (SetByConstructor)
Disables the eq submix.
0: Not Disabled, 1: Disabled
au.LogRenderTimes | 0x0 (SetByConstructor)
Logs Audio Render Times.
0: Not Log, 1: Log
au.SetAudioChannelCount | 0x0 (SetByConstructor)
Changes the audio channel count. Max value is clamped to the MaxChannelCount the audio engine was initialize with.
0: Disable, >0: Enable
au.SpoofFailedStreamChunkLoad | 0x0 (SetByConstructor)
Forces failing to load streamed chunks.
0: Not Enabled, 1: Enabled
c.ToggleGPUCrashedFlagDbg | 0x0 (SetByConstructor)
Forcibly toggles the 'GPU Crashed' flag for testing crash analytics.
con.DebugEarlyCheat | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
con.DebugEarlyDefault | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
con.DebugLateCheat | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
con.DebugLateDefault | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
con.MinLogVerbosity | 0x0 (SetByConstructor)
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
d3d11.ZeroBufferSizeInMB | 0x0 (SetByConstructor)
The D3D11 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.
d3d12.ZeroBufferSizeInMB | 0x0 (SetByConstructor)
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.
debug.skipmenu | 0x5000000 (SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
skip front end menus
0 = no
1 = skip
demo.AsyncLoadWorld | 0x0 (SetByConstructor)
If 1, we will use seamless server travel to load the replay world asynchronously
demo.CheckpointSaveMaxMSPerFrameOverride | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
demo.ClientRecordAsyncEndOfFrame | 0x0 (SetByConstructor)
If true, TickFlush will be called on a thread in parallel with Slate.
demo.CullDistanceOverride | 0x0 (SetByConstructor)
If > 0, will represent distance from any viewer where actors will stop being recorded.
demo.EnableCheckpoints | 0x0 (SetByConstructor)
Whether or not checkpoints save on the server
demo.FastForwardDestroyTearOffActors | 0x0 (SetByConstructor)
If true, the driver will destroy any torn-off actors immediately while fast-forwarding a replay.
demo.FastForwardSkipRepNotifies | 0x0 (SetByConstructor)
If true, the driver will optimize fast-forwarding by deferring calls to RepNotify functions until the fast-forward is complete.
demo.ForceDisableAsyncPackageMapLoading | 0x0 (SetByConstructor)
If true, async package map loading of network assets will be disabled.
demo.GotoTimeInSeconds | 0x0 (SetByConstructor)
For testing only, jump to a particular time
demo.LoadCheckpointGarbageCollect | 0x0 (SetByConstructor)
If nonzero, CollectGarbage will be called during LoadCheckpoint after the old actors and connection are cleaned up.
demo.Loop | 0x0 (SetByConstructor)
<1> : play replay from beginning once it reaches the end / <0> : stop replay at the end
demo.MinRecordHz | 0x0 (SetByConstructor)
Minimum number of demo frames recorded per second (use with care)
demo.QueueCheckpointChannels | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Maximum number of demo frames recorded per second
demo.RecordHzWhenNotRelevant | 0x0 (SetByConstructor)
Record at this frequency when actor is not relevant.
demo.SkipTime | 0x0 (SetByConstructor)
Skip fixed amount of network replay time (in seconds)
demo.TimeDilation | 0x0 (SetByConstructor)
Override time dilation during demo playback (-1 = don't override)
demo.UseAdaptiveReplayUpdateFrequency | 0x0 (SetByConstructor)
If 1, NetUpdateFrequency will be calculated based on how often actors actually write something when recording to a replay
demo.UseNetRelevancy | 0x0 (SetByConstructor)
If 1, will enable relevancy checks and distance culling, using all connected clients as reference.
demo.mode | 0x5000000 (SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
Defines the demo mode. checked only at startup
<= 0, (default)
1, game informer demo
dp.Override | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Restores any cvars set by dp.Override to their previous value
dumpticks | 0x0 (SetByConstructor)
Dumps all tick functions registered with FTickTaskManager to log.
foliage.CullAll | 0x40 (Scalability)
If greater than zero, everything is considered culled.
foliage.CullAllInVertexShader | 0x0 (SetByConstructor)
Debugging, if this is greater than 0, cull all instances in the vertex shader.
foliage.DensityScale | 0x1000040 (Scalability, SetByScalability)
Controls the amount of foliage to render. Foliage must opt-in to density scaling through the foliage type.
foliage.DisableCull | 0x0 (SetByConstructor)
If greater than zero, no culling occurs based on frustum.
foliage.DisableCullShadows | 0x0 (SetByConstructor)
First three bits are disable DynamicSubjectPrimitives, ReceiverPrimitives, SubjectTranslucentPrimitives
foliage.DiscardDataOnLoad | 0x40 (Scalability)
1: Discard scalable foliage data on load (disables all scalable foliage types); 0: Keep scalable foliage data (requires reloading level)
foliage.DitheredLOD | 0x0 (SetByConstructor)
If greater than zero, dithered LOD is used, otherwise popping LOD is used.
foliage.ForceLOD | 0x0 (SetByConstructor)
If greater than or equal to zero, forces the foliage LOD to that level.
foliage.Freeze | 0x0 (SetByConstructor)
Useful for debugging. Freezes the foliage culling and LOD.
foliage.LODDistanceScale | 0x0 (SetByConstructor)
Scale factor for the distance used in computing LOD for foliage.
foliage.LogFoliageFrame | 0x0 (SetByConstructor)
Useful for debugging. Logs all foliage rendered in a frame.
foliage.MaxOcclusionQueriesPerComponent | 0x0 (SetByConstructor)
Controls the granularity of occlusion culling. 16-128 is a reasonable range.
foliage.MaxTrianglesToRender | 0x0 (SetByConstructor)
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.MinInstancesPerOcclusionQuery | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Used to discard the top LODs for performance evaluation. -1: Disable all effects of this cvar.
foliage.MinOcclusionQueriesPerComponent | 0x0 (SetByConstructor)
Controls the granularity of occlusion culling. 2 should be the Min.
foliage.MinVertsToSplitNode | 0x0 (SetByConstructor)
Controls the accuracy between culling and LOD accuracy and culling and CPU performance.
foliage.MinimumScreenSize | 0x40 (Scalability)
This controls the screen size at which we cull foliage instances entirely.
foliage.OnlyLOD | 0x0 (SetByConstructor)
If greater than or equal to zero, only renders the foliage LOD at that level.
foliage.OverestimateLOD | 0x0 (SetByConstructor)
If greater than zero and dithered LOD is not used, then we use an overestimate of LOD instead of an underestimate.
foliage.RandomLODRange | 0x0 (SetByConstructor)
Random distance added to each instance distance to compute LOD.
foliage.RebuildFoliageTrees | 0x0 (SetByConstructor)
Rebuild the trees for non-grass foliage.
foliage.SplitFactor | 0x0 (SetByConstructor)
This controls the branching factor of the foliage tree.
foliage.Test | 0x0 (SetByConstructor)
Useful for debugging.
foliage.ToggleVectorCull | 0x0 (SetByConstructor)
Useful for debugging. Toggles the optimized cull.
foliage.UnFreeze | 0x0 (SetByConstructor)
Useful for debugging. Freezes the foliage culling and LOD.
fx.ParticleCollisionIgnoreInvisibleTime | 0x0 (SetByConstructor)
The time a particle system component has to be invisible for to have all collision ignored.
fx.QualityLevelSpawnRateScaleReferenceLevel | 0x40 (Scalability)
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.
g.TimeToBlockOnRenderFence | 0x0 (SetByConstructor)
Number of milliseconds the game thread should block when waiting on a render thread fence.
g.TimeoutForBlockOnRenderFence | 0x0 (SetByConstructor)
Number of milliseconds the game thread should wait before failing when waiting on a render thread fence.
gc.ActorClusteringEnabled | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Whether to allow levels to create actor clusters for GC.
gc.AllowParallelGC | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
sed to control parallel GC.
gc.BlueprintClusteringEnabled | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Whether to allow Blueprint classes to create GC clusters.
gc.CheckForIllegalMarkPendingKill | 0x0 (SetByConstructor)
If > 0, garbage collection will check for certainly rendering uobjects being illegally marked pending kill. This eventually causes mysterious and hard to find crashes in the renderer. There is a large performance penalty, so by default this is not enabled in shipping and test configurations.
gc.CollectGarbageEveryFrame | 0x0 (SetByConstructor)
Used to debug garbage collection...Collects garbage every frame if the value is > 0.
gc.CreateGCClusters | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
If true, the engine will attempt to create clusters of objects for better garbage collection performance.
gc.DumpPoolStats | 0x0 (SetByConstructor)
Dumps count and size of GC Pools
gc.FlushStreamingOnGC | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
If enabled, streaming will be flushed each time garbage collection is triggered.
gc.MaxObjectsInEditor | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Placeholder console variable, currently not used in runtime.
gc.MaxObjectsInGame | 0x0 (SetByConstructor)
Placeholder console variable, currently not used in runtime.
gc.MaxObjectsNotConsideredByGC | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Placeholder console variable, currently not used in runtime.
gc.MergeGCClusters | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
If true, when creating clusters, the clusters referenced from another cluster will get merged into one big cluster.
gc.MinDesiredObjectsPerSubTask | 0x0 (SetByConstructor)
Minimum number of objects to spawn a GC sub-task for.
gc.NumRetriesBeforeForcingGC | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Maximum number of times GC can be skipped if worker threads are currently modifying UObject state.
gc.SizeOfPermanentObjectPool | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Placeholder console variable, currently not used in runtime.
gc.TimeBetweenPurgingPendingKillObjects | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Time in seconds (game time) we should wait between purging object references to objects that are pending kill.
gc.TimeBetweenPurgingPendingKillObjectsOnIdleServerMultiplier | 0x0 (SetByConstructor)
Multiplier to apply to time between purging pending kill objects when on an idle server.
gc.UseDisregardForGCOnDedicatedServers | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
If false, DisregardForGC will be disabled for dedicated servers.
grass.CullSubsections | 0x0 (SetByConstructor)
1: Cull each foliage component; 0: Cull only based on the landscape component.
grass.DisableGPUCull | 0x0 (SetByConstructor)
For debugging. Set this to zero to see where the grass is generated. Useful for tweaking the guard bands.
grass.DiscardDataOnLoad | 0x40 (Scalability)
1: Discard grass data on load (disables grass); 0: Keep grass data (requires reloading level)
grass.Enable | 0x0 (SetByConstructor)
1: Enable Grass; 0: Disable Grass
grass.FlushCache | 0x0 (SetByConstructor)
Flush the grass cache, debugging.
grass.FlushCachePIE | 0x0 (SetByConstructor)
Flush the grass cache, debugging.
grass.GuardBandDiscardMultiplier | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.MaxAsyncTasks | 0x0 (SetByConstructor)
Used to control the number of hierarchical components created at a time.
grass.MaxInstancesPerComponent | 0x0 (SetByConstructor)
Used to control the number of hierarchical components created. More can be more efficient, but can be hitchy as new components come into range
grass.MinFramesToKeepGrass | 0x0 (SetByConstructor)
Minimum number of frames before cached grass can be discarded; used to prevent thrashing.
grass.MinTimeToKeepGrass | 0x0 (SetByConstructor)
Minimum number of seconds before cached grass can be discarded; used to prevent thrashing.
grass.PrerenderGrassmaps | 0x0 (SetByConstructor)
1: Pre-render grass maps for all components in the editor; 0: Generate grass maps on demand while moving through the editor
grass.TickInterval | 0x0 (SetByConstructor)
Number of frames between grass ticks.
grass.UseHaltonDistribution | 0x0 (SetByConstructor)
Used to control the distribution of grass instances. If non-zero, use a halton sequence.
grass.UseStreamingManagerForCameras | 0x0 (SetByConstructor)
1: Use Streaming Manager; 0: Use ViewLocationsRenderedLastFrame
grass.densityScale | 0x1000040 (Scalability, SetByScalability)
Multiplier on all grass densities.
httpReplay.ChunkUploadDelayInSeconds | 0x0 (SetByConstructor)
httpReplay.MaxCacheSize | 0x0 (SetByConstructor)
httpReplay.MetaFilterOverride | 0x0 (SetByConstructor)
input.DisableHaptics | 0x0 (SetByConstructor)
If greater than zero, no haptic feedback is processed.
lod.CompensateForFOV | 0x0 (SetByConstructor)
When not 0 account for FOV in LOD calculations.
lod.TemporalLag | 0x0 (SetByConstructor)
This controls the the time lag for temporal LOD, in seconds.
log.Category | 0x0 (SetByConstructor)
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.Timestamp | 0x5000000 (SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
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]
ls.PrintNumLandscapeShadows | 0x0 (SetByConstructor)
Prints the number of landscape components that cast shadows.
m.SetScreenPercentage | 0x0 (SetByConstructor)
poke a value into MPC_GlobalControl.ScreenPercentage
mallocleak.clear | 0x0 (SetByConstructor)
Clears recorded allocation info
mallocleak.report | 0x0 (SetByConstructor)
Writes malloc leak reports
mallocleak.start | 0x0 (SetByConstructor)
Starts tracking allocations. Args -report=[secs] -size=[filter]
mallocleak.stop | 0x0 (SetByConstructor)
Stops tracking allocations
n.IpNetDriverMaxFrameTimeBeforeAlert | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Time to spend processing networking data in a single frame before an output log warning is printed (in seconds)
default: 10 s
n.VerifyPeer | 0x0 (SetByConstructor)
Sets libcurl's CURLOPT_SSL_VERIFYPEER option to verify authenticity of the peer's certificate.
0 = disable (allows self-signed certificates)
1 = enable [default]
net.AllowAsyncLoading | 0x0 (SetByConstructor)
Allow async loading
net.AllowEncryption | 0x0 (SetByConstructor)
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.
net.ContextDebug | 0x0 (SetByConstructor)
net.DebugDraw | 0x0 (SetByConstructor)
Draws debug information for network dormancy and relevancy
1 Enables network debug drawing. 0 disables.
net.DebugDrawCullDistance | 0x0 (SetByConstructor)
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.DelayUnmappedRPCs | 0x0 (SetByConstructor)
If >0 delay received RPCs with unmapped properties
net.DeleteDormantActor | 0x0 (SetByConstructor)
Lists open actor channels
net.DoPropertyChecksum | 0x0 (SetByConstructor)
net.DormancyEnable | 0x0 (SetByConstructor)
Enables Network Dormancy System for reducing CPU and bandwidth overhead of infrequently updated actors
1 Enables network dormancy. 0 disables network dormancy.
net.DormancyValidate | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Dumps information on relevant actors during next network update
net.IgnoreNetworkChecksumMismatch | 0x0 (SetByConstructor)
net.InstantReplayProcessQueuedBunchesMillisecondLimit | 0x0 (SetByConstructor)
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.ListActorChannels | 0x0 (SetByConstructor)
Lists open actor channels
net.ListNetGUIDExports | 0x0 (SetByConstructor)
Lists open actor channels
net.ListNetGUIDs | 0x0 (SetByConstructor)
Lists NetGUIDs for actors
net.MaxConnectionsToTickPerServerFrame | 0x0 (SetByConstructor)
When non-zero, the maximum number of channels that will have changed replicated to them per server update
net.MaxPlayersOverride | 0x0 (SetByConstructor)
If greater than 0, will override the standard max players count. Useful for testing full servers.
net.MaxRPCPerNetUpdate | 0x0 (SetByConstructor)
Maximum number of RPCs allowed per net update
net.MaxRepArrayMemory | 0x0 (SetByConstructor)
Maximum allowable size for replicated dynamic arrays (in bytes). Value must be between 1 and 65535
net.MaxRepArraySize | 0x0 (SetByConstructor)
Maximum allowable size for replicated dynamic arrays (in number of elements). Value must be between 1 and 65535.
net.MaxSharedShadowStateUpdateDelayInSeconds | 0x0 (SetByConstructor)
When a new changelist is available for a particular connection (using shared shadow state), but too much time has passed, force another compare against all the properties
net.Montage.Debug | 0x0 (SetByConstructor)
Prints Replication information about AnimMontages
0: no print.
1: Print AnimMontage info on client side as they are played.
net.OptimizedRemapping | 0x0 (SetByConstructor)
Uses optimized path to remap unmapped network guids
net.PackageMap.DebugAll | 0x0 (SetByConstructor)
Debugs PackageMap serialization of all objects
net.PackageMap.DebugObject | 0x0 (SetByConstructor)
Debugs PackageMap serialization of objectPartial name of object to debug
net.PackageMap.LongLoadThreshhold | 0x0 (SetByConstructor)
Threshhold time in seconds for printing long load warnings in object serialization
net.PartialBunchReliableThreshold | 0x0 (SetByConstructor)
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.ProcessQueuedBunchesMillisecondLimit | 0x0 (SetByConstructor)
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.RPC.Debug | 0x0 (SetByConstructor)
Print all RPC bunches sent over the network
0: no print.
1: Print bunches as they are sent.
net.RandomizeSequence | 0x0 (SetByConstructor)
Randomize initial packet sequence
net.Reliable.Debug | 0x0 (SetByConstructor)
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.RelinkMappedReferences | 0x0 (SetByConstructor)
net.Replication.DebugProperty | 0x0 (SetByConstructor)
Debugs Replication of property by namePartial name of property to debug
net.ShareShadowState | 0x0 (SetByConstructor)
If true, work done to compare properties will be shared across connections
net.TickAllOpenChannels | 0x0 (SetByConstructor)
If nonzero, each net connection will tick all of its open channels every tick. Leaving this off will improve performance.
net.UseAdaptiveNetUpdateFrequency | 0x0 (SetByConstructor)
If 1, NetUpdateFrequency will be calculated based on how often actors actually send something when replicating
p.APEXMaxDestructibleDynamicChunkCount | 0x0 (SetByConstructor)
APEX Max Destructible dynamic Chunk Count.
p.APEXMaxDestructibleDynamicChunkIslandCount | 0x0 (SetByConstructor)
APEX Max Destructilbe Dynamic Chunk Island Count.
p.AllowCachedOverlaps | 0x0 (SetByConstructor)
Primitive Component physics
0: disable cached overlaps, 1: enable (default)
p.AnimDynamics | 0x0 (SetByConstructor)
Enables/Disables anim dynamics node updates.
p.AnimDynamicsAdaptiveSubstep | 0x0 (SetByConstructor)
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.AnimDynamicsNumDebtFrames | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Forces anim dynamics to be enabled for only a specified LOD, -1 to enable on all LODs.
p.AnimDynamicsWind | 0x0 (SetByConstructor)
Enables/Disables anim dynamics wind forces globally.
p.BatchPhysXTasksSize | 0x0 (SetByConstructor)
Number of tasks to batch together (max 8). 1 will go as wide as possible, but more overhead on small tasks
p.CharacterStuckWarningPeriod | 0x0 (SetByConstructor)
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.ClothPhysics | 0x0 (SetByConstructor)
If 1, physics cloth will be used for simulation.
p.ConstraintAngularDampingScale | 0x0 (SetByConstructor)
The multiplier of constraint angular damping in simulation. Default: 100000
p.ConstraintAngularStiffnessScale | 0x0 (SetByConstructor)
The multiplier of constraint angular stiffness in simulation. Default: 100000
p.ConstraintLinearDampingScale | 0x0 (SetByConstructor)
The multiplier of constraint linear damping in simulation. Default: 1
p.ConstraintLinearStiffnessScale | 0x0 (SetByConstructor)
The multiplier of constraint linear stiffness in simulation. Default: 1
p.ContactOffsetFactor | 0x0 (SetByConstructor)
Multiplied by min dimension of object to calculate how close objects get before generating contacts. < 0 implies use project settings. Default: 0.01
p.DisableQueryOnlyActors | 0x0 (SetByConstructor)
If QueryOnly is used, actors are marked as simulation disabled. This is NOT compatible with origin shifting at the moment.
p.EnableFastOverlapCheck | 0x0 (SetByConstructor)
Enable fast overlap check against sweep hits, avoiding UpdateOverlaps (for the swept component).
p.EnableMultiplayerWorldOriginRebasing | 0x0 (SetByConstructor)
Enable world origin rebasing for multiplayer, meaning that servers and clients can have different world origin locations.
p.EncroachEpsilon | 0x0 (SetByConstructor)
Epsilon value used during encroachment checking for shape components
0: use full sized shape. > 0: shrink shape size by this amount (world units)
p.FixReplayOverSampling | 0x0 (SetByConstructor)
If 1, remove invalid replay samples that can occur due to oversampling (sampling at higher rate than physics is being ticked)
p.InitialOverlapTolerance | 0x0 (SetByConstructor)
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.MaxContactOffset | 0x0 (SetByConstructor)
Max value of contact offset, which controls how close objects get before generating contacts. < 0 implies use project settings. Default: 1.0
p.MoveIgnoreFirstBlockingOverlap | 0x0 (SetByConstructor)
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.NetEnableListenServerSmoothing | 0x0 (SetByConstructor)
Whether to enable mesh smoothing on listen servers for the local view of remote clients.
0: Disable, 1: Enable
p.NetEnableMoveCombining | 0x0 (SetByConstructor)
Whether to enable move combining on the client to reduce bandwidth by combining similar moves.
0: Disable, 1: Enable
p.NetEnableSkipProxyPredictionOnNetUpdate | 0x0 (SetByConstructor)
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.PenetrationOverlapCheckInflation | 0x0 (SetByConstructor)
Inflation added to object when checking if a location is free of blocking collision.
Distance added to inflation in penetration overlap check.
p.PenetrationPullbackDistance | 0x0 (SetByConstructor)
Pull out from penetration of an object by this extra distance.
Distance added to penetration fix-ups.
p.PhysXTreeRebuildRate | 0x0 (SetByConstructor)
Utility function to change PhysXTreeRebuildRate, useful when profiling fetchResults vs scene queries.
p.PhysicsAnimBlendUpdatesPhysX | 0x0 (SetByConstructor)
Whether to update the physx simulation with the results of physics animation blending
p.RK4SpringInterpolator.MaxIter | 0x0 (SetByConstructor)
RK4 Spring Interpolator's max number of iterations
p.RK4SpringInterpolator.UpdateRate | 0x0 (SetByConstructor)
RK4 Spring Interpolator's rate of update
p.RagdollPhysics | 0x0 (SetByConstructor)
If 1, ragdoll physics will be used. Otherwise just root body is simulated
p.ReplayUseInterpolation | 0x0 (SetByConstructor)
p.ToleranceScale_Length | 0x0 (SetByConstructor)
The approximate size of objects in the simulation. Default: 100
p.ToleranceScale_Speed | 0x0 (SetByConstructor)
The typical magnitude of velocities of objects in simulation. Default: 1000
p.bAPEXSortDynamicChunksByBenefit | 0x0 (SetByConstructor)
True if APEX should sort dynamic chunks by benefit.
p.bUseUnifiedHeightfield | 0x0 (SetByConstructor)
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
pak.DumpBlocks | 0x0 (SetByConstructor)
Debug command to spew the outstanding blocks.
pak.WaitPrecache | 0x0 (SetByConstructor)
Debug command to wait on the pak precache.
pakcache.Enable | 0x0 (SetByConstructor)
If > 0, then enable the pak cache.
pakcache.MaxRequestSizeToLowerLevellKB | 0x0 (SetByConstructor)
Controls the maximum size (in KB) of IO requests submitted to the OS filesystem.
pakcache.MaxRequestsToLowerLevel | 0x0 (SetByConstructor)
Controls the maximum number of IO requests submitted to the OS filesystem at one time. Limited by PAK_CACHE_MAX_REQUESTS.
pakcache.NumUnreferencedBlocksToCache | 0x0 (SetByConstructor)
Controls the maximum number of unreferenced blocks to keep. This is a classic disk cache and the maxmimum wasted memory is pakcache.MaxRequestSizeToLowerLevellKB * pakcache.NumUnreferencedBlocksToCache.
r.AMDD3D11MultiThreadedDevice | 0x0 (SetByConstructor)
If true, creates a multithreaded D3D11 device on AMD hardware (workaround for driver bug)
Changes will only take effect in new game/editor instances - can't be changed at runtime.
r.AMDDisableAsyncTextureCreation | 0x0 (SetByConstructor)
If true, uses synchronous texture creation on AMD hardware (workaround for driver bug)
Changes will only take effect in new game/editor instances - can't be changed at runtime.
r.AOApplyToStaticIndirect | 0x60 (RenderThreadSafe, Scalability)
Whether to apply DFAO as indirect shadowing even to static indirect sources (lightmaps + stationary skylight + reflection captures)
r.AOAsyncBuildQueue | 0x0 (SetByConstructor)
Whether to asynchronously build distance field volume data from meshes.
r.AOClearHistory | 0x20 (RenderThreadSafe)
r.AOComputeShaderNormalCalculation | 0x20 (RenderThreadSafe)
Whether to use the compute shader version of the distance field normal computation.
r.AOGlobalDFClipmapDistanceExponent | 0x20 (RenderThreadSafe)
Exponent used to derive each clipmap's size, together with r.AOInnerGlobalDFClipmapDistance.
r.AOGlobalDFResolution | 0x20 (RenderThreadSafe)
Resolution of the global distance field. Higher values increase fidelity but also increase memory and composition cost.
r.AOGlobalDFStartDistance | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
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.AOGlobalDistanceFieldCacheMostlyStaticSeparately | 0x20 (RenderThreadSafe)
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.AOGlobalDistanceFieldLogModifiedPrimitives | 0x20 (RenderThreadSafe)
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.
r.AOGlobalDistanceFieldPartialUpdates | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
Whether to allow the larger clipmaps to be updated less frequently.
r.AOHeightfieldOcclusion | 0x20 (RenderThreadSafe)
Whether to compute AO from heightfields (landscape)
r.AOHistoryDistanceThreshold | 0x20 (RenderThreadSafe)
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.AOHistoryMinConfidenceScale | 0x20 (RenderThreadSafe)
Minimum amount that confidence can scale down the history weight. Pixels whose AO value was interpolated from foreground onto background incorrectly have a confidence of 0.
At a value of 1, confidence is effectively disabled. Lower values increase the convergence speed of AO history for pixels with low confidence, but introduce jittering (history is thrown away).
r.AOHistoryStabilityPass | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
r.AOListMemory | 0x0 (SetByConstructor)
r.AOListMeshDistanceFields | 0x0 (SetByConstructor)
r.AOLogObjectBufferReallocation | 0x20 (RenderThreadSafe)
r.AOMaxObjectBoundingRadius | 0x20 (RenderThreadSafe)
Objects larger than this will not contribute to AO calculations, to improve performance.
r.AOMaxObjectsPerCullTile | 0x20 (RenderThreadSafe)
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.AOMaxViewDistance | 0x20 (RenderThreadSafe)
The maximum distance that AO will be computed at.
r.AOOverwriteSceneColor | 0x20 (RenderThreadSafe)
r.AOSampleSet | 0x20 (RenderThreadSafe)
0 = Original set, 1 = Relaxed set
r.AOScatterTileCulling | 0x20 (RenderThreadSafe)
Whether to use the rasterizer for binning occluder objects into screenspace tiles.
r.AOSpecularOcclusionMode | 0x60 (RenderThreadSafe, Scalability)
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 | 0x20 (RenderThreadSafe)
Exponent used to distribute AO samples along a cone direction.
r.AOUpdateGlobalDistanceField | 0x20 (RenderThreadSafe)
Whether to update the global distance field, useful for debugging.
r.AOUseConesForGI | 0x20 (RenderThreadSafe)
r.AOUseHistory | 0x20 (RenderThreadSafe)
Whether to apply a temporal filter to the distance field AO, which reduces flickering but also adds trails when occluders are moving.
r.AOUseJitter | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
Distance over which AO will fade out as it approaches r.AOMaxViewDistance, as a fraction of r.AOMaxViewDistance.
r.AccelPredrawBatchTime | 0x20 (RenderThreadSafe)
Override value for r.PredrawBatchTime when showing a loading-screen or similar to do more work while the player won't notice, or 0 to use r.PredrawBatchTime. Defaults to 0.
r.AccelTargetPrecompileFrameTime | 0x20 (RenderThreadSafe)
Override value for r.TargetPrecompileFrameTime when showing a loading-screen or similar to do more work while the player won't notice, or 0 to use r.TargetPrecompileFrameTime. Defaults to 0.
r.AllowCachedUniformExpressions | 0x20 (RenderThreadSafe)
Allow uniform expressions to be cached.
r.AllowDepthBoundsTest | 0x0 (SetByConstructor)
If true, use enable depth bounds test when rendering defered lights.
r.AllowDownsampledStandardTranslucency | 0x20 (RenderThreadSafe)
Allow standard translucency to be rendered in smaller resolution as an optimization
This is incompatible with materials using blend modulate. Use 2 to ignore those.
<0: off
0: on unless a material using blend modulate is used (default) >0: on and ignores any material using blend modulate
r.AllowGlobalClipPlane | 0x3000020 (RenderThreadSafe, SetByScalability, SetByGameSetting, SetByProjectSetting)
Enables mesh shaders to support a global clip plane, needed for planar reflections, which adds about 15% BasePass GPU cost on PS4.
r.AllowHDR | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Allow Landscape Shadows
r.AllowOcclusionQueries | 0x20 (RenderThreadSafe)
If zero, occlusion queries will not be used to cull primitives.
r.AllowPointLightCubemapShadows | 0x0 (SetByConstructor)
When 0, will prevent point light cube map shadows from being used and the light will be unshadowed.
r.AllowPrecomputedVisibility | 0x20 (RenderThreadSafe)
If zero, precomputed visibility will not be used to cull primitives.
r.AllowSimpleLights | 0x0 (SetByConstructor)
If true, we allow simple (ie particle) lights
r.AllowStaticLighting | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
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.AlsoUseSphereForFrustumCull | 0x20 (RenderThreadSafe)
Performance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling.
r.AmbientOcclusion.AsyncComputeBudget | 0x20 (RenderThreadSafe)
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 | 0x60 (RenderThreadSafe, Scalability)
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.FadeRadiusScale | 0x20 (RenderThreadSafe)
Allows to scale the ambient occlusion fade radius (SSAO).
0.01:smallest .. 1.0:normal (default), <1:smaller, >1:larger
r.AmbientOcclusionLevels | 0x5000060 (RenderThreadSafe, Scalability, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
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 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x5000060 (RenderThreadSafe, Scalability, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
Allows to scale the ambient occlusion radius (SSAO).
0:off, 1.0:normal, <1:smaller, >1:larger
r.AmbientOcclusionStaticFraction | 0x0 (SetByConstructor)
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.DisableOpenGLES31Support | 0x0 (SetByConstructor)
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, OpenGL ES2 fall back will be used.
r.Android.DisableVulkanSupport | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.AsyncPipelineCompile | 0x20 (RenderThreadSafe)
0 to Create PSOs at the moment they are requested
1 to Create Pipeline State Objects asynchronously(default)
r.Atmosphere | 0x0 (SetByConstructor)
Defines atmosphere will render or not. Only changed by r.Atmosphere console command.
Enable/Disable Atmosphere, Load/Unload related data.
0: off (To save GPU memory)
1: on (default)
r.BasePassOutputsVelocity | 0x20 (RenderThreadSafe)
Enables rendering WPO velocities on the base pass.
0: Renders in a separate pass/rendertarget, all movable static meshes + dynamic.
1: Renders during the regular base pass adding an extra GBuffer, but allowing motion blur on materials with Time-based WPO.
r.BasePassWriteDepthEvenWithFullPrepass | 0x0 (SetByConstructor)
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.BinaryShaderCacheLogging | 0x20 (RenderThreadSafe)
Log duplicate shader code entries within a project and report on shader code details when generating the binary shader cache. Defaults to 0.
r.BlackBorders | 0x0 (SetByConstructor)
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.Cross | 0x20 (RenderThreadSafe)
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.Bloom.HalfResoluionFFT | 0x60 (RenderThreadSafe, Scalability)
Experimental half-resolution FFT Bloom convolution.
0: Standard full resolution convolution bloom. 1: Half-resolution convoltuion that excludes the center of the kernel.
r.BloomQuality | 0x5000060 (RenderThreadSafe, Scalability, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
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 | 0x20 (RenderThreadSafe)
When screenshots or movies dumps are requested, also save out dumps of the current buffer visualization materials
0:off (default)
1:on
r.BufferVisualizationDumpFramesAsHDR | 0x20 (RenderThreadSafe)
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.Cache.DrawDirectionalShadowing | 0x20 (RenderThreadSafe)
Whether to draw direct shadowing sample points as generated by Lightmass.
0 is off (default), 1 is on
r.Cache.DrawInterpolationPoints | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
Whether to draw indirect lighting sample points as generated by Lightmass.
0 is off (default), 1 is on
r.Cache.LightingCacheDimension | 0x0 (SetByConstructor)
Dimensions of the lighting cache. This should be a multiple of r.LightingCacheMovableObjectAllocationSize for least waste.
r.Cache.LightingCacheMovableObjectAllocationSize | 0x0 (SetByConstructor)
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 | 0x20 (RenderThreadSafe)
0 is off, 1 is on (default)
r.Cache.QueryNodeLevel | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
Whether to modify indirect lighting cache SH samples to reduce ringing. 0 is off, 1 is on (default)
r.Cache.SampleTransitionSpeed | 0x20 (RenderThreadSafe)
When using single sample lighting, controls the speed of the transition between two point samples (fade over time).
r.Cache.UpdateEveryFrame | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
Enable threading for ILC primitive update. Will overlap with the rest the end of InitViews.
r.CapsuleDirectShadows | 0x60 (RenderThreadSafe, Scalability)
Whether to allow capsule direct shadowing on skinned components with bCastCapsuleDirectShadow enabled.
r.CapsuleIndirectConeAngle | 0x60 (RenderThreadSafe, Scalability)
Light source angle used when the indirect shadow direction is derived from precomputed indirect lighting (no stationary skylight present)
r.CapsuleIndirectShadows | 0x60 (RenderThreadSafe, Scalability)
Whether to allow capsule indirect shadowing on skinned components with bCastCapsuleIndirectShadow enabled.
r.CapsuleMaxDirectOcclusionDistance | 0x60 (RenderThreadSafe, Scalability)
Maximum cast distance for direct shadows from capsules. This has a big impact on performance.
r.CapsuleMaxIndirectOcclusionDistance | 0x60 (RenderThreadSafe, Scalability)
Maximum cast distance for indirect shadows from capsules. This has a big impact on performance.
r.CapsuleMinSkyAngle | 0x60 (RenderThreadSafe, Scalability)
Minimum light source angle derived from the precomputed unoccluded sky vector (stationary skylight present)
r.CapsuleShadowFadeAngleFromVertical | 0x60 (RenderThreadSafe, Scalability)
Angle from vertical up to start fading out the indirect shadow, to avoid self shadowing artifacts.
r.CapsuleShadows | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Whether to allow capsule shadowing on skinned components with bCastCapsuleDirectShadow or bCastCapsuleIndirectShadow enabled.
r.CapsuleShadowsFullResolution | 0x60 (RenderThreadSafe, Scalability)
Whether to compute capsule shadows at full resolution.
r.CapsuleSkyAngleScale | 0x60 (RenderThreadSafe, Scalability)
Scales the light source angle derived from the precomputed unoccluded sky vector (stationary skylight present)
r.CatmullRomEndParamOffset | 0x0 (SetByConstructor)
The parameter offset for catmul rom end points.
r.CheckSRVTransitions | 0x20 (RenderThreadSafe)
Tests that render targets are properly transitioned to SRV when SRVs are set.
r.ClearCoatNormal | 0x0 (SetByConstructor)
0 to disable clear coat normal.
0: off
1: on
r.ClearSceneMethod | 0x20 (RenderThreadSafe)
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.Color.Max | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.CompositionGraphOrder | 0x20 (RenderThreadSafe)
Defines in which order the nodes in the CompositionGraph are executed (affects postprocess and some lighting).
Option 1 provides more control, which can be useful for preserving ESRAM, avoid GPU sync, cluster up compute shaders for performance and control AsyncCompute.
0: tree order starting with the root, first all inputs then dependencies (classic UE4, unconnected nodes are not getting executed)
1: RegisterPass() call order, unless the dependencies (input and additional) require a different order (might become new default as it provides more control, executes all registered nodes)
r.ContactShadows | 0x60 (RenderThreadSafe, Scalability)
0: disabled.
1: enabled.
r.CopyLockedViews | 0x0 (SetByConstructor)
Copies all locked views in to a string that r.LockView will accept to reload them.
r.CreateShadersOnLoad | 0x0 (SetByConstructor)
Whether to create shaders on load, which can reduce hitching, but use more memory. Otherwise they will be created as needed.
r.CustomDepth | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
When CustomDepth (and CustomStencil) is getting rendered
0: Before GBuffer (can be more efficient with AsyncCompute, allows using it in DBuffer pass, no GBuffer blending decals allow GBuffer compression)
1: After Base Pass (default)
r.CustomDepthTemporalAAJitter | 0x20 (RenderThreadSafe)
If disabled the Engine will remove the TemporalAA Jitter from the Custom Depth Pass. Only has effect when TemporalAA is used.
r.D3D.RemoveUnusedInterpolators | 0x0 (SetByConstructor)
Enables removing unused interpolators mode when compiling pipelines for D3D.
-1: Do not actually remove, but make the app think it did (for debugging)
0: Disable (default)
1: Enable removing unused
r.D3D12GraphicsAdapter | 0x20 (RenderThreadSafe)
User request to pick a specific graphics adapter (e.g. when using a integrated graphics card with a descrete one)
-2: Take the first one that fulfills the criteria
-1: Favour non integrated because there are usually faster
0: Adpater #0
1: Adpater #1, ...
r.DBuffer | 0x20 (RenderThreadSafe)
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.DFFullResolution | 0x60 (RenderThreadSafe, Scalability)
1 = full resolution distance field shadowing, 0 = half resolution with bilateral upsample.
r.DFShadowScatterTileCulling | 0x20 (RenderThreadSafe)
Whether to use the rasterizer to scatter objects onto the tile grid for culling.
r.DFShadowWorldTileSize | 0x20 (RenderThreadSafe)
World space size of a tile used for culling for directional lights.
r.DFTwoSidedMeshDistanceBias | 0x20 (RenderThreadSafe)
World space amount to expand distance field representations of two sided meshes. This is useful to get tree shadows to match up with standard shadow mapping.
r.DX11NVAfterMathEnabled | 0x0 (SetByConstructor)
Use NV Aftermath for GPU crash analysis
r.DX11NumForcedGPUs | 0x0 (SetByConstructor)
Num Forced GPUs.
r.DebugActionZone.ActionRatio | 0x0 (SetByConstructor)
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.DebugSafeZone.Mode | 0x0 (SetByConstructor)
The safe zone visualization mode (0..2)
0: Disabled (default)
1: Show Title Safe Zone
2: Show Action Safe Zone
r.DebugSafeZone.OverlayAlpha | 0x0 (SetByConstructor)
The alpha value of the safe zone overlay (0..1)
default: 0.2
r.DebugSafeZone.TitleRatio | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Scales the per decal fade durations. Lower values shortens lifetime and fade duration. Default is 1.0f.
r.Decal.FadeScreenSizeMult | 0x0 (SetByConstructor)
Control the per decal fade screen size. Multiplies with the per-decal screen size fade threshold. Smaller means decals fade less aggressively.
r.Decal.GenerateRTWriteMaskTexture | 0x0 (SetByConstructor)
Turn on or off generation of the RT write mask texture for decals
r.Decal.StencilSizeThreshold | 0x0 (SetByConstructor)
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.DefaultFeature.AmbientOcclusion | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.AntiAliasing | 0x3000020 (RenderThreadSafe, SetByScalability, SetByGameSetting, SetByProjectSetting)
Engine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override)
0: off (no anti-aliasing)
1: FXAA (faster than TemporalAA but much more shimmering for non static cases)
2: TemporalAA (default)
3: MSAA (Forward shading only)
r.DefaultFeature.AutoExposure | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
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.Method | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.MotionBlur | 0x9000000 (SetByScalability, SetByCode, SetByConsole)
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.DefaultFeature.PointLightUnits | 0x0 (SetByConstructor)
Default units to use for point lights
0: unitless
1: candelas (default)
2: lumens
r.DefaultFeature.SpotLightUnits | 0x0 (SetByConstructor)
Default units to use for point lights
0: unitless
1: candelas (default)
2: lumens
r.DeferSkeletalDynamicDataUpdateUntilGDME | 0x0 (SetByConstructor)
If > 0, then do skeletal mesh dynamic data updates will be deferred until GDME. Experimental option.
r.DeferUniformBufferUpdatesUntilVisible | 0x0 (SetByConstructor)
If > 0, then don't update the primitive uniform buffer until it is visible.
r.DeferUniformExpressionCaching | 0x20 (RenderThreadSafe)
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.DelaySceneRenderCompletion | 0x20 (RenderThreadSafe)
Experimental option to postpone the cleanup of the scene renderer until later.
r.DemosaicVposOffset | 0x20 (RenderThreadSafe)
This offset is added to the rasterized position used for demosaic in the ES2 tonemapping shader. It exists to workaround driver bugs on some Android devices that have a half-pixel offset.
r.DepthOfField.FarBlur | 0x20 (RenderThreadSafe)
Temporary hack affecting only CircleDOF
0: Off
1: On (default)
r.DepthOfField.MaxSize | 0x60 (RenderThreadSafe, Scalability)
Allows to clamp the gaussian depth of field radius (for better performance), default: 100
r.DepthOfField.NearBlurSizeThreshold | 0x20 (RenderThreadSafe)
Sets the minimum near blur size before the effect is forcably disabled. Currently only affects Gaussian DOF.
(default: 0.01)
r.DepthOfFieldQuality | 0x5000060 (RenderThreadSafe, Scalability, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
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 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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.DetectAndWarnOfBadDrivers | 0x5000018 (Unregistered, CreatedFromIni, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
IAmNoRealVariable
r.DiffuseColor.Max | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
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.DisableDistortion | 0x0 (SetByConstructor)
Prevents distortion effects from rendering. Saves a full-screen framebuffer's worth of memory.
r.DisableEngineAndAppRegistration | 0x0 (SetByConstructor)
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.DisableLODFade | 0x20 (RenderThreadSafe)
Disable fading for distance culling
r.DiscardUnusedQuality | 0x0 (SetByConstructor)
Wether 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.DistanceFadeMaxTravel | 0x20 (RenderThreadSafe)
Max distance that the player can travel during the fade time.
r.DistanceFieldAO | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Whether the distance field AO feature is allowed, which is used to implement shadows of Movable sky lights from static meshes.
r.DistanceFieldBuild.Compress | 0x0 (SetByConstructor)
Whether to store mesh distance fields compressed in memory, which reduces how much memory they take, but also causes serious hitches when making new levels visible. Only enable if your project does not stream levels in-game.
Changing this regenerates all mesh distance fields.
r.DistanceFieldBuild.EightBit | 0x0 (SetByConstructor)
Whether to store mesh distance fields in an 8 bit fixed point format instead of 16 bit floating point.
8 bit uses half the memory, but introduces artifacts for large meshes or thin meshes.
r.DistanceFieldBuild.UseEmbree | 0x0 (SetByConstructor)
Whether to use embree ray tracer for mesh distance field generation.
r.DistanceFieldGI | 0x20 (RenderThreadSafe)
r.DistanceFieldShadowing | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Whether the distance field shadowing feature is allowed.
r.DistanceFields.AtlasSizeXY | 0x0 (SetByConstructor)
Max size of the global mesh distance field atlas volume texture in X and Y.
r.DistanceFields.AtlasSizeZ | 0x0 (SetByConstructor)
Max size of the global mesh distance field atlas volume texture in Z.
r.DistanceFields.DefaultVoxelDensity | 0x0 (SetByConstructor)
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.ForceAtlasRealloc | 0x20 (RenderThreadSafe)
Force a full realloc.
r.DistanceFields.ForceMaxAtlasSize | 0x0 (SetByConstructor)
When enabled, we'll always allocate the largest possible volume texture for the distance field atlas regardless of how many blocks we need. This is an optimization to avoid re-packing the texture, for projects that are expected to always require the largest amount of space.
r.DistanceFields.MaxPerMeshResolution | 0x0 (SetByConstructor)
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! (128Mb for one asset at 512)
r.DoInitViewsLightingAfterPrepass | 0x20 (RenderThreadSafe)
Delays the lighting part of InitViews until after the prepass. This improves the threading throughput and gets the prepass to the GPU ASAP. Experimental options; has an unknown race.
r.DoLazyStaticMeshUpdate | 0x0 (SetByConstructor)
If true, then do not add meshes to the static mesh draw lists until they are visible. Experiemental option.
r.DoPrepareDistanceFieldSceneAfterRHIFlush | 0x20 (RenderThreadSafe)
If true, then do the distance field scene after the RHI sync and flush. Improves pipelining.
r.DoTiledReflections | 0x20 (RenderThreadSafe)
Compute Reflection Environment with Tiled compute shader..
0: off
1: on (default)
r.DontLimitOnBattery | 0x60 (RenderThreadSafe, Scalability)
0: Limit performance on devices with a battery.(default)
1: Do not limit performance due to device having a battery.
r.Downsample.Quality | 0x60 (RenderThreadSafe, Scalability)
Defines the quality in which the Downsample passes. we might add more quality levels later.
0: low quality
>0: high quality (default: 3)
r.DownsampledOcclusionQueries | 0x20 (RenderThreadSafe)
Whether to issue occlusion queries to a downsampled depth buffer
r.DrawRectangleOptimization | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
Defined which implementation is used to detect the GPU driver (to check for old drivers and for 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 adpater (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 the one names like the DirectX Device (newest, most promising)
r.DumpDrawListStats | 0x0 (SetByConstructor)
Dumps static mesh draw list statistics for all scenes associated with world objects.
r.DumpPipelineCache | 0x0 (SetByConstructor)
Dump current cache stats.
r.DumpRenderTargetPoolMemory | 0x0 (SetByConstructor)
Dump allocation information for the render target pool.
r.DumpSCWQueuedJobs | 0x0 (SetByConstructor)
When set to 1, it will dump a job list to help track down crashes that happened on ShaderCompileWorker.
r.DumpShaderDebugInfo | 0x0 (SetByConstructor)
When set to 1, will cause any material shaders that are then compiled to dump debug info to GameName/Saved/ShaderDebugInfo
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 | 0x0 (SetByConstructor)
Only valid when r.DumpShaderDebugInfo=1.
When set to 1, will shorten names factory and shader type folder names to avoid issues with long paths.
r.DumpShaderDebugWorkerCommandLine | 0x0 (SetByConstructor)
Only valid when r.DumpShaderDebugInfo=1.
When set to 1, it will generate a file that can be used with ShaderCompileWorker's -directcompile.
r.DumpTransitionsForResource | 0x0 (SetByConstructor)
Prints callstack when the given resource is transitioned. Only implemented for DX11 at the moment.Name of the resource to dump
r.DumpingMovie | 0x0 (SetByConstructor)
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.DynamicRes.CPUBoundScreenPercentage | 0x20 (RenderThreadSafe)
Screen percentage to converge to when CPU bound. This can be used when GPU and CPU share same memory.
r.DynamicRes.CPUTimeHeadRoom | 0x20 (RenderThreadSafe)
Head room for the threads compared GPU time to avoid keep getting resolution fraction shrinking down when CPU bound (in milliseconds).
r.DynamicRes.ChangePercentageThreshold | 0x20 (RenderThreadSafe)
Minimal increase percentage threshold to alow when changing resolution.
r.DynamicRes.FrameTimeBudget | 0x20 (RenderThreadSafe)
Frame's time budget in milliseconds.
r.DynamicRes.FrameWeightExponent | 0x20 (RenderThreadSafe)
Recursive weight of frame N-1 against frame N.
r.DynamicRes.GPUTimingMeasureMethod | 0x20 (RenderThreadSafe)
Selects the method to use to measure GPU timings.
0: Same as stat unit (default);
1: Timestamp queries.
r.DynamicRes.HistorySize | 0x20 (RenderThreadSafe)
Number of frames keept in the history.
r.DynamicRes.IncreaseAmortizationBlendFactor | 0x20 (RenderThreadSafe)
Amortization blend factor when scale resolution back up to reduce resolution fraction oscillations.
r.DynamicRes.MaxConsecutiveOverbudgetGPUFrameCount | 0x20 (RenderThreadSafe)
Maximum number of consecutive frame tolerated over GPU budget.
r.DynamicRes.MaxScreenPercentage | 0x0 (SetByConstructor)
Maximal screen percentage.
r.DynamicRes.MinResolutionChangePeriod | 0x20 (RenderThreadSafe)
Minimal number of frames between resolution changes, important to avoid input sample position interferences in TAA upsample.
r.DynamicRes.MinScreenPercentage | 0x20 (RenderThreadSafe)
Minimal screen percentage.
r.DynamicRes.OperationMode | 0x20 (RenderThreadSafe)
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.OutlierThreshold | 0x20 (RenderThreadSafe)
Ignore frame timing that have Game thread or render thread X time more than frame budget.
r.DynamicRes.TargetedGPUHeadRoomPercentage | 0x20 (RenderThreadSafe)
Targeted GPU headroom (in percent from r.DynamicRes.FrameTimeBudget).
r.EarlyZPass | 0x40 (Scalability)
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.EarlyZPassMovable | 0x60 (RenderThreadSafe, Scalability)
Whether to render movable objects into the depth only pass. Defaults to on.
Note: also look at r.EarlyZPass
r.EarlyZPassOnlyMaterialMasking | 0x3000020 (RenderThreadSafe, SetByScalability, SetByGameSetting, SetByProjectSetting)
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.EmitMeshDrawEvents | 0x20 (RenderThreadSafe)
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 | 0x0 (SetByConstructor)
Should we use fast pools for emitters.
0: Don't pool anything
1: Pool the emitters bro (default)
r.Emitter.FastPoolMaxFreeSize | 0x0 (SetByConstructor)
Max free pool size to keep around without cleaning up.
r.EmitterSpawnRateScale | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
A global scale upon the spawn rate of emitters. Emitters can choose to apply or ignore it via their bApplyGlobalSpawnRateScale property.
r.EnableAsyncComputeTranslucencyLightingVolumeClear | 0x60 (RenderThreadSafe, Scalability)
Whether to clear the translucency lighting volume using async compute.
r.EnableDebugSpam_GetObjectPositionAndScale | 0x0 (SetByConstructor)
Enables or disables debug log spam for a bug in FParticleSystemSceneProxy::GetObjectPositionAndScale()
r.EnableMorphTargets | 0x0 (SetByConstructor)
Enable Morph Targets
r.EnableStereoEmulation | 0x0 (SetByConstructor)
Emulate stereo rendering
r.EyeAdaptation.Focus | 0x60 (RenderThreadSafe, Scalability)
Applies to basic adapation mode only
0: Uniform weighting
>0: Center focus, 1 is a good number (default)
r.EyeAdaptation.MethodOveride | 0x60 (RenderThreadSafe, Scalability)
Overide 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 | 0x20 (RenderThreadSafe)
Overide the scene pre-exposure by a custom value.
= 0 : No override
> 0 : Override PreExposure
r.EyeAdaptationQuality | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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.FXSystemPreRenderAfterPrepass | 0x20 (RenderThreadSafe)
If > 0, then do the FX prerender after the prepass. This improves pipelining for greater performance. Experiemental option.
r.FastBlurThreshold | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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.FastVRam.BokehDOF | 0x0 (SetByConstructor)
r.FastVRam.CircleDOF | 0x0 (SetByConstructor)
r.FastVRam.CombineLUTs | 0x0 (SetByConstructor)
r.FastVRam.CustomDepth | 0x0 (SetByConstructor)
r.FastVRam.DBufferA | 0x0 (SetByConstructor)
r.FastVRam.DBufferB | 0x0 (SetByConstructor)
r.FastVRam.DBufferC | 0x0 (SetByConstructor)
r.FastVRam.DBufferMask | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldAOBentNormal | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldAOConfidence | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldAODownsampledBentNormal | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldAOHistory | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldAOScreenGridResources | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldCulledObjectBuffers | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldIrradiance | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldNormal | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldShadows | 0x0 (SetByConstructor)
r.FastVRam.DistanceFieldTileIntersectionResources | 0x0 (SetByConstructor)
r.FastVRam.Distortion | 0x0 (SetByConstructor)
r.FastVRam.Downsample | 0x0 (SetByConstructor)
r.FastVRam.EyeAdaptation | 0x0 (SetByConstructor)
r.FastVRam.ForwardLightingCullingResources | 0x0 (SetByConstructor)
r.FastVRam.GBufferA | 0x0 (SetByConstructor)
r.FastVRam.GBufferB | 0x0 (SetByConstructor)
r.FastVRam.GBufferC | 0x0 (SetByConstructor)
r.FastVRam.GBufferD | 0x0 (SetByConstructor)
r.FastVRam.GBufferE | 0x0 (SetByConstructor)
r.FastVRam.GBufferVelocity | 0x0 (SetByConstructor)
r.FastVRam.HZB | 0x0 (SetByConstructor)
r.FastVRam.Histogram | 0x0 (SetByConstructor)
r.FastVRam.HistogramReduce | 0x0 (SetByConstructor)
r.FastVRam.LPV | 0x0 (SetByConstructor)
r.FastVRam.LightAccumulation | 0x0 (SetByConstructor)
r.FastVRam.LightAttenuation | 0x0 (SetByConstructor)
r.FastVRam.MotionBlur | 0x0 (SetByConstructor)
r.FastVRam.SceneColor | 0x0 (SetByConstructor)
r.FastVRam.SceneDepth | 0x0 (SetByConstructor)
r.FastVRam.ScreenSpaceAO | 0x0 (SetByConstructor)
r.FastVRam.ScreenSpaceShadowMask | 0x0 (SetByConstructor)
r.FastVRam.SeparateTranslucency | 0x0 (SetByConstructor)
r.FastVRam.ShadowCSM | 0x0 (SetByConstructor)
r.FastVRam.ShadowPerObject | 0x0 (SetByConstructor)
r.FastVRam.ShadowPointLight | 0x0 (SetByConstructor)
r.FastVRam.Tonemap | 0x0 (SetByConstructor)
r.FastVRam.Upscale | 0x0 (SetByConstructor)
r.FastVRam.VelocityFlat | 0x0 (SetByConstructor)
r.FastVRam.VelocityMax | 0x0 (SetByConstructor)
r.FastVRam.VolumetricFog | 0x0 (SetByConstructor)
r.FeatureLevelPreview | 0x20 (RenderThreadSafe)
If 1 the quick settings menu will contain an option to enable feature level preview modes
r.Filter.LoopMode | 0x60 (RenderThreadSafe, Scalability)
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.NewMethod | 0x20 (RenderThreadSafe)
Affects bloom and Gaussian depth of field.
0: old method (doesn't scale linearly with size)
1: new method, might need asset tweak (default)
r.Filter.SizeScale | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x60 (RenderThreadSafe, Scalability)
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.FlushRHIThreadOnSTreamingTextureLocks | 0x20 (RenderThreadSafe)
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 | 0x60 (RenderThreadSafe, Scalability)
0: disabled
1: enabled (default)
r.ForceAMDToSM4 | 0x20 (RenderThreadSafe)
Forces AMD devices to use SM4.0/D3D10.0 feature level.
r.ForceAllCoresForShaderCompiling | 0x0 (SetByConstructor)
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 | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
If set to 1, texutres in the UI Group will have their highest mip level forced.
r.ForceIntelToSM4 | 0x20 (RenderThreadSafe)
Forces Intel devices to use SM4.0/D3D10.0 feature level.
r.ForceNvidiaToSM4 | 0x20 (RenderThreadSafe)
Forces Nvidia devices to use SM4.0/D3D10.0 feature level.
r.ForceStripAdjacencyDataDuringCooking | 0x0 (SetByConstructor)
If set, adjacency data will be stripped for all static and skeletal meshes during cooking (acting like the target platform did not support tessellation).
r.Forward.LightGridPixelSize | 0x60 (RenderThreadSafe, Scalability)
Size of a cell in the light grid, in pixels.
r.Forward.LightGridSizeZ | 0x60 (RenderThreadSafe, Scalability)
Number of Z slices in the light grid.
r.Forward.LightLinkedListCulling | 0x60 (RenderThreadSafe, Scalability)
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 | 0x60 (RenderThreadSafe, Scalability)
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.ForwardBasePassSort | 0x20 (RenderThreadSafe)
How to sort the mobile base pass:
0: Decide automatically based on the hardware.
1: No sorting.
2: Sort drawing policies.
3: Sort drawing policies and the meshes within them.
r.ForwardShading | 0x20 (RenderThreadSafe)
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.FreeSkeletalMeshBuffers | 0x20 (RenderThreadSafe)
Controls whether skeletal mesh buffers are kept in CPU memory to support merging of skeletal meshes.
0: Keep buffers(default)
1: Free buffers
r.FrustumCullNumWordsPerTask | 0x0 (SetByConstructor)
Performance tweak. Controls the granularity for the ParallelFor for frustum culling.
r.FullScreenMode | 0x2000040 (Scalability, SetByGameSetting)
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.GBufferFormat | 0x20 (RenderThreadSafe)
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.GPUCrashDebugging | 0x0 (SetByConstructor)
Enable vendor specific GPU crash analysis tools
r.GPUCsvStatsEnabled | 0x0 (SetByConstructor)
Enables or disables GPU stat recording to CSVs
r.GPUDefrag.AllowOverlappedMoves | 0x0 (SetByConstructor)
Allows defrag relocations that partially overlap themselves.
r.GPUDefrag.EnableTimeLimits | 0x0 (SetByConstructor)
Limits CPU time spent doing GPU defragmentation.
r.GPUDefrag.MaxRelocations | 0x0 (SetByConstructor)
Limits the number of total relocations in a frame regardless of number of bytes moved..
r.GPUParticle.AFRReinject | 0x0 (SetByConstructor)
Toggle optimization when running in AFR to re-inject particle injections on the next GPU rather than doing a slow GPU->GPU transfer of the texture data
0: Reinjection off
1: Reinjection on
r.GPUParticle.FixDeltaSeconds | 0x0 (SetByConstructor)
GPU particle fix delta seconds.
r.GPUParticle.FixTolerance | 0x0 (SetByConstructor)
Delta second tolerance before switching to a fix delta seconds.
r.GPUParticle.MaxNumIterations | 0x0 (SetByConstructor)
Max number of iteration when using a fix delta seconds.
r.GPUParticle.Simulate | 0x0 (SetByConstructor)
Enable or disable GPU particle simulation
r.GPUSkin.Limit2BoneInfluences | 0x0 (SetByConstructor)
Whether to use 2 bones influence instead of default 4 for GPU skinning. Cannot be changed at runtime.
r.GPUStatsEnabled | 0x0 (SetByConstructor)
Enables or disables GPU stat recording
r.GPUStatsMaxQueriesPerFrame | 0x20 (RenderThreadSafe)
Limits the number of timestamps allocated per frame. -1 = no limit
r.GTSyncType | 0x0 (SetByConstructor)
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.Gamma | 0x20 (RenderThreadSafe)
Gamma on output
r.GenerateLandscapeGIData | 0x0 (SetByConstructor)
Whether to generate a low-resolution base color texture for landscapes for rendering real-time global illumination.
This feature requires GenerateMeshDistanceFields is also enabled, and will increase mesh build times and memory usage.
r.GenerateMeshDistanceFields | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Whether to build distance fields of static meshes, needed for 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.GpuSkin.Pool | 0x0 (SetByConstructor)
Should we pool gpu skins.
0: Don't pool anything
1: Pool gpu skins bro (default)
r.GraphicsAdapter | 0x20 (RenderThreadSafe)
User request to pick a specific graphics adapter (e.g. when using a integrated graphics card with a discrete one)
At the moment this only works on Direct3D 11. Unless a specific adapter is chosen we reject Microsoft adapters because we don't want the software emulation.
-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.HDR.Display.ColorGamut | 0x2000060 (RenderThreadSafe, Scalability, SetByGameSetting)
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.OutputDevice | 0x2000060 (RenderThreadSafe, Scalability, SetByGameSetting)
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)
r.HDR.EnableHDROutput | 0x2000020 (RenderThreadSafe, SetByGameSetting)
Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default)
1: Enable hardware-specific implementation
r.HDR.UI.CompositeMode | 0x20 (RenderThreadSafe)
Mode used when compositing the UI layer:
0: Standard compositing
1: Shader pass to improve HDR blending
r.HDR.UI.Level | 0x20 (RenderThreadSafe)
Luminance level for UI elements when compositing into HDR framebuffer (default: 1.0).
r.HLOD.DistanceOverride | 0x60 (RenderThreadSafe, Scalability)
If non-zero, overrides the distance that HLOD transitions will take place for all objects.
r.HLOD.DistanceScale | 0x60 (RenderThreadSafe, Scalability)
Scale factor for the distance used in computing discrete HLOD for transition for static meshes. (defaults to 1)
(higher values make HLODs transition farther away, e.g., 2 is twice the distance)
r.HLOD.MaxDrawDistanceScaleForChildren | 0x20 (RenderThreadSafe)
When set to zero, HLOD will use the furthest possible max draw distance for child actors, guaranteeing a seamless transition but at the cost of extra visibility check render thread time. When set to anything greater than zero, this sets how far we should scale the original actor's draw distance to increase the likelyhood of a seamless transition, but may not always match up.
r.HLOD.MaximumLevel | 0x40 (Scalability)
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.HZBOcclusion | 0x20 (RenderThreadSafe)
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.HeightfieldGlobalIllumination | 0x20 (RenderThreadSafe)
r.HeightfieldInnerBounceDistance | 0x20 (RenderThreadSafe)
r.HeightfieldOuterBounceDistanceScale | 0x20 (RenderThreadSafe)
r.HeightfieldTargetUnitsPerTexel | 0x20 (RenderThreadSafe)
r.HighQualityLightMaps | 0x20 (RenderThreadSafe)
If set to 1, allow high quality lightmaps which don't bake in direct lighting of stationary lights
r.HighResScreenshotDelay | 0x0 (SetByConstructor)
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.IndirectLightingCache | 0x20 (RenderThreadSafe)
Whether to use the indirect lighting cache on dynamic objects. 0 is off, 1 is on (default)
r.InitialShaderLoadTime | 0x20 (RenderThreadSafe)
Time to spend loading the shader cache synchronously on startup before falling back to asynchronous precompilation/predraw. Defaults to -1 which will perform all work synchronously.
r.KeepOverrideVertexColorsOnCPU | 0x60 (RenderThreadSafe, Scalability)
Keeps a CPU copy of override vertex colors. May be required for some blueprints / object spawning.
r.KeepPreCulledIndicesThreshold | 0x60 (RenderThreadSafe, Scalability)
r.LODFadeTime | 0x20 (RenderThreadSafe)
How long LOD takes to fade (in seconds).
r.LPV.DiffuseIntensity | 0x0 (SetByConstructor)
Multiplier for LPV Diffuse.
r.LPV.DirectionalOcclusionDefaultDiffuse | 0x0 (SetByConstructor)
r.LPV.DirectionalOcclusionDefaultSpecular | 0x0 (SetByConstructor)
r.LPV.EmissiveMultiplier | 0x0 (SetByConstructor)
Emissive intensity multiplier
r.LPV.Intensity | 0x0 (SetByConstructor)
Multiplier for LPV intensity. 1.0 is the default.
r.LPV.Mixing | 0x20 (RenderThreadSafe)
Reflection environment mixes with indirect shading (Ambient + LPV).
0 is off, 1 is on (default)
r.LPV.NumAOPropagationSteps | 0x0 (SetByConstructor)
Number of LPV AO propagation steps
0: noisy (good for debugging)
1: normal (default)
2: blurry
r.LPV.NumPropagationSteps | 0x0 (SetByConstructor)
Number of LPV propagation steps
r.LPV.RSMResolution | 0x60 (RenderThreadSafe, Scalability)
Reflective Shadow Map resolution (used for LPV) - higher values result in less aliasing artifacts, at the cost of performance
r.LPV.SpecularIntensity | 0x0 (SetByConstructor)
Multiplier for LPV Specular.
r.LUT.Size | 0x20 (RenderThreadSafe)
Size of film LUT
r.LandscapeLODBias | 0x40 (Scalability)
LOD bias for landscape/terrain meshes.
r.LensFlareQuality | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
0: off but best for performance
1: low quality with good performance
2: good quality (default)
3: very good quality but bad performance
r.LightFunctionQuality | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Scale applied to the MaxDrawDistance of lights. Useful for fading out local lights more aggressively on some platforms.
r.LightPropagationVolume | 0x20 (RenderThreadSafe)
Project setting of the work in progress feature LightPropgationVolume. Cannot be changed at runtime.
0: off (default)
1: on
r.LightShaftBlurPasses | 0x20 (RenderThreadSafe)
Number of light shaft blur passes.
r.LightShaftDownSampleFactor | 0x20 (RenderThreadSafe)
Downsample factor for light shafts. range: 1..8
r.LightShaftFirstPassDistance | 0x20 (RenderThreadSafe)
Fraction of the distance to the light to blur on the first radial blur pass.
r.LightShaftNumSamples | 0x20 (RenderThreadSafe)
Number of samples per light shaft radial blur pass. Also affects how quickly the blur distance increases with each pass.
r.LightShaftQuality | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Defines the light shaft quality (mobile and non mobile).
0: off
1: on (default)
r.LightShaftRenderToSeparateTranslucency | 0x20 (RenderThreadSafe)
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.ListSceneColorMaterials | 0x0 (SetByConstructor)
Lists all materials that read from scene color.
r.MSAA.AllowCustomResolves | 0x20 (RenderThreadSafe)
Whether to use builtin HW resolve or allow custom shader MSAA resolves
r.MSAA.CompositingSampleCount | 0x60 (RenderThreadSafe, Scalability)
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 | 0x60 (RenderThreadSafe, Scalability)
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.MaterialQualityLevel | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
0 corresponds to low quality materials, as defined by quality switches in materials, 1 corresponds to high and 2 for medium.
r.MaxAnisotropy | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x0 (SetByConstructor)
Only stationary lights with a CSM radius smaller than this will create per object shadows for dynamic objects.
r.MaxForwardBasePassDraws | 0x20 (RenderThreadSafe)
Stops rendering static mobile base pass draws after the specified number of times. Useful for seeing the order in which meshes render when optimizing.
r.MaxQualityMode | 0x20 (RenderThreadSafe)
If set to 1, override certain system settings to highest quality regardless of performance impact
r.MaxVertexBytesAllocatedPerFrame | 0x0 (SetByConstructor)
The maximum number of transient vertex buffer bytes to allocate before we start panic logging who is doing the allocations
r.MeshParticle.MinDetailModeForMotionBlur | 0x0 (SetByConstructor)
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.MinScreenRadiusForCSMDepth | 0x20 (RenderThreadSafe)
Threshold below which meshes will be culled from CSM depth pass.
r.MinScreenRadiusForDepthPrepass | 0x20 (RenderThreadSafe)
Threshold below which meshes will be culled from depth only pass.
r.MinScreenRadiusForLights | 0x20 (RenderThreadSafe)
Threshold below which lights will be culled.
r.MinYResolutionFor3DView | 0x20 (RenderThreadSafe)
Defines the smallest Y resolution we want to support in the 3D view
r.MinYResolutionForUI | 0x20 (RenderThreadSafe)
Defines the smallest Y resolution we want to support in the UI (default is 720)
r.MipMapLODBias | 0x60 (RenderThreadSafe, Scalability)
Apply additional mip map bias for all 2D textures, range of -15.0 to 15.0
r.Mobile.AllowDistanceFieldShadows | 0x20 (RenderThreadSafe)
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.AllowMovableDirectionalLights | 0x20 (RenderThreadSafe)
0: Do not generate shader permutations to render movable directional lights.
1: Generate shader permutations to render movable directional lights. (default)
r.Mobile.AlwaysResolveDepth | 0x60 (RenderThreadSafe, Scalability)
0: Depth buffer is resolved after opaque pass only when decals or modulated shadows are in use. (Default)
1: Depth buffer is always resolved after opaque pass.
r.Mobile.DisableVertexFog | 0x20 (RenderThreadSafe)
Set to 1 to disable vertex fogging in all mobile shaders.
r.Mobile.EnableMovableLightCSMShaderCulling | 0x20 (RenderThreadSafe)
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.EnableStaticAndCSMShadowReceivers | 0x20 (RenderThreadSafe)
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.ForceDepthResolve | 0x60 (RenderThreadSafe, Scalability)
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.SceneColorFormat | 0x60 (RenderThreadSafe, Scalability)
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.Shadow.CSMShaderCullingDebugGfx | 0x20 (RenderThreadSafe)
r.Mobile.Shadow.CSMShaderCullingMethod | 0x20 (RenderThreadSafe)
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)
Combine with 16 to change primitive bounding test to spheres instead of box. (i.e. 18 == combined casters + sphere test)
r.Mobile.TonemapperFilm | 0x20 (RenderThreadSafe)
Whether mobile platforms should use new film tone mapper
r.MobileContentScaleFactor | 0x0 (SetByConstructor)
Content scale multiplier (equates to iOS's contentScaleFactor to support Retina displays
r.MobileDynamicPointLightsUseStaticBranch | 0x20 (RenderThreadSafe)
0: Generate unique forward rendering base pass shaders for 0, 1, ... N mobile dynamic point lights. (faster but generates many more shaders)
1: Use a shared shader with static branching for rendering 1 or more dynamic point lights (slightly slower but reduces shaders generated, recommended for most games).
r.MobileHDR | 0x20 (RenderThreadSafe)
0: Mobile renders in LDR gamma space. (suggested for unlit games targeting low-end phones)
1: Mobile renders in HDR linear space. (default)
r.MobileHDR32bppMode | 0x20 (RenderThreadSafe)
0: If 32bpp is required mobile HDR will use best suited 32 bpp mode. (default)
1: Force Mobile 32bpp HDR with mosaic encoding.
2: Force Mobile 32bpp HDR with RGBE encoding mode. (device must support framebuffer fetch)
3: Force Mobile 32bpp HDR with direct RGBA8 rendering.
r.MobileMSAA | 0x20 (RenderThreadSafe)
Use MSAA instead of Temporal AA on mobile:
1: Use Temporal AA (MSAA disabled)
2: Use 2x MSAA (Temporal AA disabled)
4: Use 4x MSAA (Temporal AA disabled)
8: Use 8x MSAA (Temporal AA disabled)
r.MobileMaxLoadedMips | 0x20 (RenderThreadSafe)
Maximum number of loaded mips for nonstreaming mobile platforms.
r.MobileNumDynamicPointLights | 0x20 (RenderThreadSafe)
The number of dynamic point lights to support on mobile devices. Setting this to 0 for games which do not require dynamic point lights will reduce the number of shaders generated.
r.MobileReduceLoadedMips | 0x20 (RenderThreadSafe)
Reduce loaded texture mipmaps for nonstreaming mobile platforms.
r.MobileTonemapperUpscale | 0x0 (SetByConstructor)
On mobile, whether to allow upscaling as part of the tonemapper or as a separate pass when possible0: separate pass (default)
1: as part of the tonemapper pass
r.MorphTarget.Mode | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Set MorphTarget Weight Threshold (Default : 0.000000).
r.MotionBlur.Amount | 0x60 (RenderThreadSafe, Scalability)
Allows to override the postprocess setting (scale of motion blur)
-1: override (default)
r.MotionBlur.Max | 0x60 (RenderThreadSafe, Scalability)
Allows to override the postprocess setting (max length of motion blur, in percent of the screen width)
-1: override (default)
r.MotionBlur.PreferCompute | 0x20 (RenderThreadSafe)
Will use compute shaders for motion blur pass.
r.MotionBlur.Scale | 0x60 (RenderThreadSafe, Scalability)
Allows to scale the postprocess intensity/amount setting in the postprocess.
1: don't do any scaling (default)
r.MotionBlur2ndScale | 0x20 (RenderThreadSafe)
r.MotionBlurDebug | 0x20 (RenderThreadSafe)
Defines if we log debugging output for motion blur rendering.
0: off (default)
1: on
r.MotionBlurQuality | 0x9000060 (RenderThreadSafe, Scalability, SetByScalability, SetByCode, SetByConsole)
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 | 0x20 (RenderThreadSafe)
Forces scatter based max velocity method (slower).
r.MotionBlurSeparable | 0x20 (RenderThreadSafe)
Adds a second motion blur pass that smooths noise for a higher quality blur.
r.MotionBlurSoftEdgeSize | 0x20 (RenderThreadSafe)
Defines how wide the object motion blur is blurred (percent of screen width) to allow soft edge motion blur.
This scales linearly with the size (up to a maximum of 32 samples, 2.5 is about 18 samples) and with screen resolution
Smaller values are better for performance and provide more accurate motion vectors but the blurring outside the object is reduced.
If needed this can be exposed like the other motionblur settings.
0:off (not free and does never completely disable), >0, 1.0 (default)
r.NVIDIATimestampWorkaround | 0x0 (SetByConstructor)
If true we disable timestamps on pre-maxwell hardware (workaround for driver bug)
r.NormalCurvatureToRoughnessBias | 0x60 (RenderThreadSafe, Scalability)
Biases the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled. Valid range [-1, 1]
r.NormalCurvatureToRoughnessExponent | 0x60 (RenderThreadSafe, Scalability)
Exponent on the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled.
r.NormalCurvatureToRoughnessScale | 0x60 (RenderThreadSafe, Scalability)
Scales the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled. Valid range [0, 2]
r.NormalMapsForStaticLighting | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Whether to allow any static lighting to use normal maps for lighting computations.
r.NumBufferedOcclusionQueries | 0x20 (RenderThreadSafe)
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.OcclusionCullParallelPrimFetch | 0x20 (RenderThreadSafe)
Enables Parallel Occlusion Cull primitive fetch.
r.OneFrameThreadLag | 0x0 (SetByConstructor)
Whether to allow the rendering thread to lag one frame behind the game thread (0: disabled, otherwise enabled)
r.OpenGL.AddExtensions | 0x0 (SetByConstructor)
List of comma separated OpenGL extensions to add to a driver reported extensions string
r.OpenGL.StripExtensions | 0x0 (SetByConstructor)
List of comma separated OpenGL extensions to strip from a driver reported extensions string
r.PS4DumpShaderSDB | 0x0 (SetByConstructor)
Whether to dump shader sdb files used for shader association.
0: Disabled
1: Enabled)
r.PS4MixedModeShaderDebugInfo | 0x0 (SetByConstructor)
Whether to compile shaders to allow mixed mode shader debugging. This will currently generate slower code.
0: Normal mode
1: Mixed mode)
r.Paper2D.DrawTwoSided | 0x0 (SetByConstructor)
Draw sprites as two sided.
r.ParallelBasePass | 0x20 (RenderThreadSafe)
Toggles parallel base pass rendering. Parallel rendering must be enabled for this to have an effect.
r.ParallelGatherNumPrimitivesPerPacket | 0x20 (RenderThreadSafe)
Number of primitives per packet. Only used when r.Shadow.UseOctreeForCulling is disabled.
r.ParallelGatherShadowPrimitives | 0x20 (RenderThreadSafe)
Toggles parallel Gather shadow primitives. 0 = off; 1 = on
r.ParallelInitViews | 0x20 (RenderThreadSafe)
Toggles parallel init views. 0 = off; 1 = on
r.ParallelPrePass | 0x20 (RenderThreadSafe)
Toggles parallel zprepass rendering. Parallel rendering must be enabled for this to have an effect.
r.ParallelShadows | 0x20 (RenderThreadSafe)
Toggles parallel shadow rendering. Parallel rendering must be enabled for this to have an effect.
r.ParallelShadowsNonWholeScene | 0x20 (RenderThreadSafe)
Toggles parallel shadow rendering for non whole-scene shadows. r.ParallelShadows must be enabled for this to have an effect.
r.ParallelTranslucency | 0x20 (RenderThreadSafe)
Toggles parallel translucency rendering. Parallel rendering must be enabled for this to have an effect.
r.ParallelVelocity | 0x20 (RenderThreadSafe)
Toggles parallel velocity rendering. Parallel rendering must be enabled for this to have an effect.
r.ParallelViewsCustomDataUpdate | 0x20 (RenderThreadSafe)
Toggles parallel views custom data update. 0 = off; 1 = on
r.ParticleLODBias | 0x40 (Scalability)
LOD bias for particle systems, default is 0
r.ParticleLightQuality | 0x1000040 (Scalability, SetByScalability)
0: No lights. 1:Only simple lights. 2:Simple+HQ lights
r.Photography.Allow | 0x0 (SetByConstructor)
If 1, allow the user to freeze the scene and potentially use a roaming camera to
take screenshots. Set this dynamically to permit or forbid photography per-level,
per-cutscene, etc. (Default: 1)
r.Photography.AutoPause | 0x0 (SetByConstructor)
If 1, the photography system will attempt to ensure that the level is paused while in photography mode. Set to 0 to manage pausing and unpausing manually from the PlayerCameraManager Blueprint callbacks. Note: Blueprint callbacks will be called regardless of AutoPause value. (Default: auto-pause (1)
r.Photography.AutoPostprocess | 0x0 (SetByConstructor)
If 1, the photography system will attempt to automatically disable HUD, subtitles, and some standard postprocessing effects during photography sessions/captures which are known to give poor photography results. Set to 0 to manage all postprocessing tweaks manually from the PlayerCameraManager Blueprint callbacks. Note: Blueprint callbacks will be called regardless of AutoPostprocess value. (Default: auto-disable (1)
r.Photography.Available | 0x8000000 (SetByCode)
(Read-only) If 1, the photography system is potentially available to the user.
Otherwise, a functioning back-end is not available.
r.Photography.EnableMultipart | 0x0 (SetByConstructor)
If 1, allow the photography system to take high-resolution shots that need to be rendered in tiles which are later stitched together. (Default: 1)
r.Photography.SettleFrames | 0x0 (SetByConstructor)
The number of frames to let the rendering 'settle' before taking a photo. Useful to allow temporal AA/smoothing to work well; if not using any temporal effects, can be lowered for faster capture. (Default: 10)
r.Photography.TranslationSpeed | 0x0 (SetByConstructor)
Normal speed (in unreal units per second) at which to move the roaming photography camera. (Default: 100.0)
r.PostProcessAAQuality | 0x5000060 (RenderThreadSafe, Scalability, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
Defines the postprocess anti aliasing method which allows to adjust for quality or performance.
0:off, 1:very low (faster FXAA), 2:low (FXAA), 3:medium (faster TemporalAA), 4:high (default TemporalAA), 5:very high, 6:max
r.PostProcessing.PreferCompute | 0x20 (RenderThreadSafe)
Will use compute shaders for post processing where implementations available.
r.PostProcessing.PropagateAlpha | 0x0 (SetByConstructor)
0 to disable scene alpha channel support in the post processing.
0: disabled (default)
1: enabled
r.PostProcessingColorFormat | 0x60 (RenderThreadSafe, Scalability)
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.PreTileTextures | 0x20 (RenderThreadSafe)
If set to 1, textures will be tiled during cook and are expected to be cooked at runtime
r.PrecomputedVisibilityWarning | 0x20 (RenderThreadSafe)
If set to 1, a warning will be displayed when rendering a scene from a view point without precomputed visibility.
r.PredrawBatchTime | 0x20 (RenderThreadSafe)
Time in ms to spend predrawing shaders each frame, or -1 to perform all predraws immediately.
r.ProfileGPU.AssetSummaryCallOuts | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Should we print a summary split by asset (r.ShowMaterialDrawEvents is strongly recommended as well).
r.ProfileGPU.Root | 0x0 (SetByConstructor)
Allows to filter the tree when using ProfileGPU, the pattern match is case sensitive.
r.ProfileGPU.Screenshot | 0x20 (RenderThreadSafe)
Whether a screenshot should be taken when profiling the GPU. 0:off, 1:on (default)
r.ProfileGPU.ShowEventHistogram | 0x0 (SetByConstructor)
Whether the event histogram should be shown.
r.ProfileGPU.ShowLeafEvents | 0x0 (SetByConstructor)
Allows profileGPU to display event-only leaf nodes with no draws associated.
r.ProfileGPU.ShowTransitions | 0x0 (SetByConstructor)
Allows profileGPU to display resource transition events.
r.ProfileGPU.ShowUI | 0x20 (RenderThreadSafe)
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 | 0x0 (SetByConstructor)
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.RHICmdAsyncRHIThreadDispatch | 0x0 (SetByConstructor)
Experiemental option to do RHI dispatches async. This keeps data flowing to the RHI thread faster and avoid a block at the end of the frame.
r.RHICmdBalanceParallelLists | 0x0 (SetByConstructor)
Allows to enable a preprocess of the drawlists to try to balance the load equally among the command lists.
0: off
1: enabled 2: experiemental, uses previous frame results (does not do anything in split screen etc)
r.RHICmdBalanceTranslatesAfterTasks | 0x0 (SetByConstructor)
Experimental option to balance the parallel translates after the render tasks are complete. This minimizes the number of deferred contexts, but adds latency to starting the translates. r.RHICmdBalanceParallelLists overrides and disables this option
r.RHICmdBasePassDeferredContexts | 0x0 (SetByConstructor)
True to use deferred contexts to parallelize base pass command list execution.
r.RHICmdBufferWriteLocks | 0x0 (SetByConstructor)
Only relevant with an RHI thread. Debugging option to diagnose problems with buffered locks.
r.RHICmdBypass | 0x0 (SetByConstructor)
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.RHICmdCollectRHIThreadStatsFromHighLevel | 0x0 (SetByConstructor)
This pushes stats on the RHI thread executes so you can determine which high level pass they came from. This has an adverse effect on framerate. This is on by default.
r.RHICmdDeferSkeletalLockAndFillToRHIThread | 0x0 (SetByConstructor)
If > 0, then do the bone and cloth copies on the RHI thread. Experimental option.
r.RHICmdFlushOnQueueParallelSubmit | 0x0 (SetByConstructor)
Wait for completion of parallel commandlists immediately after submitting. For issue diagnosis. Only available on some RHIs.
r.RHICmdFlushRenderThreadTasks | 0x0 (SetByConstructor)
If true, then we flush the render thread tasks every pass. For issue diagnosis. This is a master switch for more granular cvars.
r.RHICmdFlushRenderThreadTasksBasePass | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.RHICmdFlushRenderThreadTasksTranslucentPass | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.RHICmdFlushUpdateTextureReference | 0x0 (SetByConstructor)
If true, then we flush the rhi thread when we do RHIUpdateTextureReference, otherwise this is deferred. For issue diagnosis.
r.RHICmdForceRHIFlush | 0x0 (SetByConstructor)
Force a flush for every task sent to the RHI thread. For issue diagnosis.
r.RHICmdMergeSmallDeferredContexts | 0x0 (SetByConstructor)
When it can be determined, merge small parallel translate tasks based on r.RHICmdMinDrawsPerParallelCmdList.
r.RHICmdMinCmdlistForParallelSubmit | 0x0 (SetByConstructor)
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.RHICmdMinCmdlistForParallelTranslate | 0x0 (SetByConstructor)
If there are fewer than this number of parallel translates, they just run on the RHI thread and immediate context. Only relevant if r.RHICmdBalanceTranslatesAfterTasks is on.
r.RHICmdMinCmdlistSizeForParallelTranslate | 0x0 (SetByConstructor)
In kilobytes. Cmdlists are merged into one parallel translate until we have at least this much memory to process. For a given pass, we won't do more translates than we have task threads. Only relevant if r.RHICmdBalanceTranslatesAfterTasks is on.
r.RHICmdMinDrawsPerParallelCmdList | 0x0 (SetByConstructor)
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. More effective with RHICmdBalanceParallelLists.
r.RHICmdPrePassDeferredContexts | 0x0 (SetByConstructor)
True to use deferred contexts to parallelize prepass command list execution.
r.RHICmdShadowDeferredContexts | 0x0 (SetByConstructor)
True to use deferred contexts to parallelize shadow command list execution.
r.RHICmdSpewParallelListBalance | 0x0 (SetByConstructor)
For debugging, spews the size of the parallel command lists. This stalls and otherwise wrecks performance.
0: off (default)
1: enabled (default)
r.RHICmdTranslucencyPassDeferredContexts | 0x0 (SetByConstructor)
True to use deferred contexts to parallelize base pass command list execution.
r.RHICmdUseDeferredContexts | 0x0 (SetByConstructor)
True to use deferred contexts to parallelize command list execution. Only available on some RHIs.
r.RHICmdUseParallelAlgorithms | 0x0 (SetByConstructor)
True to use parallel algorithms. Ignored if r.RHICmdBypass is 1.
r.RHICmdUseThread | 0x0 (SetByConstructor)
Uses the RHI thread. For issue diagnosis.
r.RHICmdVelocityPassDeferredContexts | 0x0 (SetByConstructor)
True to use deferred contexts to parallelize velocity pass command list execution.
r.RHICmdWidth | 0x0 (SetByConstructor)
Controls the task granularity of a great number of things in the parallel renderer.
r.RHIRenderPasses | 0x0 (SetByConstructor)
r.RHISetGPUCaptureOptions | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Enables/disabled the RHI Thread and determine if the RHI work runs on a dedicated thread or not.
r.RecompileRenderer | 0x0 (SetByConstructor)
Recompiles the renderer module on the fly.
r.ReflectionCaptureGPUArrayCopy | 0x0 (SetByConstructor)
Do a fast copy of the reflection capture array when resizing if possible. This avoids hitches on the rendering thread when the cubemap array needs to grow.
0 is off, 1 is on (default)
r.ReflectionCaptureResolution | 0x0 (SetByConstructor)
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.ReflectionEnvironment | 0x60 (RenderThreadSafe, Scalability)
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 | 0x60 (RenderThreadSafe, Scalability)
Min roughness value at which to begin mixing reflection captures with lightmap indirect diffuse.
r.ReflectionEnvironmentEndMixingRoughness | 0x60 (RenderThreadSafe, Scalability)
Min roughness value at which to end mixing reflection captures with lightmap indirect diffuse.
r.ReflectionEnvironmentLightmapMixBasedOnRoughness | 0x60 (RenderThreadSafe, Scalability)
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.ReflectionEnvironmentLightmapMixLargestWeight | 0x60 (RenderThreadSafe, Scalability)
When set to 1 can be used to clamp lightmap mixing such that only darkening from lightmaps are applied to reflection captures.
r.ReflectionEnvironmentLightmapMixing | 0x60 (RenderThreadSafe, Scalability)
Whether to mix indirect specular from reflection captures with indirect diffuse from lightmaps for rough surfaces.
r.RefractionQuality | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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.RenderLastFrameInStreamingPause | 0x20 (RenderThreadSafe)
If 1 the previous frame is displayed during streaming pause. If zero the screen is left black.
r.RenderTargetPool.AllowMultipleAliasingDiscardsPerFrame | 0x20 (RenderThreadSafe)
If enabled, allows rendertargets to be discarded and reacquired in the same frame.
This should give better aliasing efficiency, but carries some RHIthread/GPU performance overhead
with some RHIs (due to additional commandlist flushes)
0:off (default), 1:on
r.RenderTargetPool.Events | 0x0 (SetByConstructor)
Visualize the render target pool events over time in one frame. Optional parameter defines threshold in KB.
To disable the view use the command without any parameter
r.RenderTargetPool.TransientAliasingMode | 0x0 (SetByConstructor)
Enables transient resource aliasing for rendertargets. Used only if GSupportsTransientResourceAliasing is true.
0 : Disabled
1 : enable transient resource aliasing for fastVRam rendertargets
2 : enable transient resource aliasing for fastVRam rendertargets and those with a Transient hint. Best for memory usage - has some GPU cost (~0.2ms)
3 : enable transient resource aliasing for ALL rendertargets (not recommended)
r.RenderTargetPoolMin | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
If the render target pool size (in MB) is below this number there is no deallocation of rendertargetsDefault is 200 MB.
r.RenderTargetSwitchWorkaround | 0x20 (RenderThreadSafe)
Workaround needed on some mobile platforms to avoid a performance drop related to switching render targets.
Only enabled on some hardware. This affects the bloom quality a bit. It runs slower than the normal code path but
still faster as it avoids the many render target switches. (Default: 0)
We want this enabled (1) on all 32 bit iOS devices (implemented through DeviceProfiles).
r.Roughness.Max | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
Allows quick material test by remapping the roughness at 0 to a new value (0..1), Only for non shipping built!
0: (default)
r.SSR.Cone | 0x20 (RenderThreadSafe)
Defines if we use cone traced screen space reflection
0 is off (default), 1 is on
r.SSR.MaxRoughness | 0x60 (RenderThreadSafe, Scalability)
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 | 0x5000060 (RenderThreadSafe, Scalability, SetByScalability, SetBySystemSettingsIni, SetByDeviceProfile)
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 | 0x20 (RenderThreadSafe)
Defines if we use the stencil prepass for the screen space reflection
0 is off (default), 1 is on
r.SSR.Temporal | 0x20 (RenderThreadSafe)
Defines if we use the temporal smoothing for the screen space reflection
0 is off (for debugging), 1 is on (default)
r.SSS.Checkerboard | 0x20 (RenderThreadSafe)
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.Filter | 0x60 (RenderThreadSafe, Scalability)
Defines the filter method for Screenspace Subsurface Scattering feature.
0: point filter (useful for testing, could be cleaner)
1: bilinear filter
r.SSS.HalfRes | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
0: full quality (not optimized, as reference)
1: parts of the algorithm runs in half resolution which is lower quality but faster (default)
r.SSS.Quality | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Defines how many samples we use for 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 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Affects the Screen space 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.SaveEXR.CompressionQuality | 0x20 (RenderThreadSafe)
Defines how we save HDR screenshots in the EXR format.
0: no compression
1: default compression which can be slow (default)
r.SceneColorFormat | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x60 (RenderThreadSafe, Scalability)
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 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
0: off but best for performance
1: 3 texture samples (default)n
r.SceneRenderTargetResizeMethod | 0x20 (RenderThreadSafe)
Control the scene render target resize method:
(This value is only used in game mode and on windowing platforms.)
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.ScreenPercentage | 0x1000040 (Scalability, SetByScalability)
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 is treated like 100.
r.ScreenshotDelegate | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Override secondary screen percentage for game viewport.
0: Compute secondary screen percentage = 100 / DPIScalefactor automaticaly (default);
1: override secondary screen percentage.
r.SelectiveBasePassOutputs | 0x20 (RenderThreadSafe)
Enables shaders to only export to relevant rendertargets.
0: Export in all rendertargets.
1: Export only into relevant rendertarget.
r.SeparateTranslucency | 0x20 (RenderThreadSafe)
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.SeparateTranslucencyAutoDownsample | 0x40 (Scalability)
Whether to automatically downsample separate translucency based on last frame's GPU time.
Automatic downsampling is only used when r.SeparateTranslucencyScreenPercentage is 100
r.SeparateTranslucencyDurationDownsampleThreshold | 0x40 (Scalability)
When smoothed full-res translucency GPU duration is larger than this value (ms), the entire pass will be downsampled by a factor of 2 in each dimension.
r.SeparateTranslucencyDurationUpsampleThreshold | 0x40 (Scalability)
When smoothed half-res translucency GPU duration is smaller than this value (ms), the entire pass will be restored to full resolution.
This should be around 1/4 of r.SeparateTranslucencyDurationDownsampleThreshold to avoid toggling downsampled state constantly.
r.SeparateTranslucencyMinDownsampleChangeTime | 0x40 (Scalability)
Minimum time in seconds between changes to automatic downsampling state, used to prevent rapid swapping between half and full res.
r.SeparateTranslucencyScreenPercentage | 0x40 (Scalability)
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 | 0x40 (Scalability)
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.SetNearClipPlane | 0x0 (SetByConstructor)
Set the near clipping plane (in cm)
r.SetRes | 0x9000000 (SetByScalability, SetByCode, SetByConsole)
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.ShaderDevelopmentMode | 0x0 (SetByConstructor)
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.ShaderPipelines | 0x0 (SetByConstructor)
Enable using Shader pipelines.
r.Shaders.BoundsChecking | 0x0 (SetByConstructor)
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.FastMath | 0x0 (SetByConstructor)
Whether to use fast-math optimisations in shaders.
r.Shaders.FlowControlMode | 0x0 (SetByConstructor)
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.KeepDebugInfo | 0x0 (SetByConstructor)
Whether to keep shader reflection and debug data from shader bytecode, default is to strip. When using graphical debuggers like Nsight it can be useful to enable this on startup.
r.Shaders.Optimize | 0x0 (SetByConstructor)
Whether to optimize shaders. When using graphical debuggers like Nsight it can be useful to disable this on startup.
r.Shaders.ZeroInitialise | 0x0 (SetByConstructor)
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.Shadow.CSM.MaxCascades | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
The maximum number of cascades with which to render dynamic directional light shadows.
r.Shadow.CSM.MaxMobileCascades | 0x60 (RenderThreadSafe, Scalability)
The maximum number of cascades with which to render dynamic directional light shadows when using the mobile renderer.
r.Shadow.CSM.TransitionScale | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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.CSMDepthBias | 0x20 (RenderThreadSafe)
Constant depth bias used by CSM
r.Shadow.CSMDepthBoundsTest | 0x20 (RenderThreadSafe)
Whether to use depth bounds tests rather than stencil tests for the CSM bounds
r.Shadow.CSMSplitPenumbraScale | 0x20 (RenderThreadSafe)
Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits
r.Shadow.CachePreshadow | 0x20 (RenderThreadSafe)
Whether preshadows can be cached as an optimization
r.Shadow.CacheWPOPrimitives | 0x60 (RenderThreadSafe, Scalability)
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.CacheWholeSceneShadows | 0x60 (RenderThreadSafe, Scalability)
When enabled, movable point and spot light whole scene shadow depths from static primitives will be cached as an optimization.
r.Shadow.CachedShadowsCastFromMovablePrimitives | 0x60 (RenderThreadSafe, Scalability)
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.ConservativeBounds | 0x20 (RenderThreadSafe)
Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space
r.Shadow.DistanceScale | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x20 (RenderThreadSafe)
visualize preshadow frustums when the shadowfrustums show flag is enabled
r.Shadow.EnableModulatedSelfShadow | 0x20 (RenderThreadSafe)
Allows modulated shadows to affect the shadow caster. (mobile only)
r.Shadow.FadeExponent | 0x20 (RenderThreadSafe)
Controls the rate at which shadows are faded out
r.Shadow.FadeResolution | 0x20 (RenderThreadSafe)
Resolution in texels below which shadows are faded out
r.Shadow.FilterMethod | 0x20 (RenderThreadSafe)
Chooses the shadow filtering method.
0: Uniform PCF (default)
1: PCSS (experimental)
r.Shadow.ForceSingleSampleShadowingFromStationary | 0x60 (RenderThreadSafe, Scalability)
Whether to force all components to act as if they have bSingleSampleShadowFromStationaryLights enabled. Useful for scalability when dynamic shadows are disabled.
r.Shadow.MaxCSMResolution | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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.MaxNumPointShadowCacheUpdatesPerFrame | 0x60 (RenderThreadSafe, Scalability)
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 | 0x60 (RenderThreadSafe, Scalability)
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 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x20 (RenderThreadSafe)
Mazimum size of the softening kernels in pixels.
r.Shadow.MinPreShadowResolution | 0x20 (RenderThreadSafe)
Minimum dimensions (in texels) allowed for rendering preshadow depths
r.Shadow.MinResolution | 0x20 (RenderThreadSafe)
Minimum dimensions (in texels) allowed for rendering shadow subject depths
r.Shadow.OcclusionCullCascadedShadowMaps | 0x60 (RenderThreadSafe, Scalability)
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 | 0x20 (RenderThreadSafe)
Whether to render per object shadows (character casting on world)
0: off
1: on (default)
r.Shadow.PerObjectDirectionalDepthBias | 0x20 (RenderThreadSafe)
Constant depth bias used by per-object shadows from directional lights
Lower values give better self-shadowing, but increase self-shadowing artifacts
r.Shadow.PointLightDepthBias | 0x20 (RenderThreadSafe)
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.PreShadowFadeResolution | 0x20 (RenderThreadSafe)
Resolution in texels below which preshadows are faded out
r.Shadow.PreShadowResolutionFactor | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Mulitplier for preshadow resolution
r.Shadow.PreshadowExpand | 0x20 (RenderThreadSafe)
How much bounds will be expanded when rendering a cached preshadow (0.15 = 15% larger)
r.Shadow.Preshadows | 0x20 (RenderThreadSafe)
Whether to allow preshadows (static world casting on character)
r.Shadow.PreshadowsForceLowestDetailLevel | 0x60 (RenderThreadSafe, Scalability)
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 | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius
r.Shadow.RadiusThresholdRSM | 0x0 (SetByConstructor)
Cull shadow casters in the RSM if they are too small, values is the minimal screen space bounding sphere radius
(default 0.06)
r.Shadow.SpotLightDepthBias | 0x20 (RenderThreadSafe)
Depth bias that is applied in the depth pass for per object projected shadows from spot lights
r.Shadow.SpotLightTransitionScale | 0x20 (RenderThreadSafe)
Transition scale for spotlights
r.Shadow.StencilOptimization | 0x20 (RenderThreadSafe)
Removes stencil clears between shadow projections by zeroing the stencil during testing
r.Shadow.TexelsPerPixel | 0x20 (RenderThreadSafe)
The ratio of subject pixels to shadow texels for per-object shadows
r.Shadow.TexelsPerPixelPointlight | 0x20 (RenderThreadSafe)
The ratio of subject pixels to shadow texels for point lights
r.Shadow.TexelsPerPixelSpotlight | 0x20 (RenderThreadSafe)
The ratio of subject pixels to shadow texels for spotlights
r.Shadow.TransitionScale | 0x20 (RenderThreadSafe)
This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts
r.Shadow.UnbuiltNumWholeSceneDynamicShadowCascades | 0x20 (RenderThreadSafe)
DynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light
r.Shadow.UnbuiltPreviewInGame | 0x60 (RenderThreadSafe, Scalability)
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 | 0x0 (SetByConstructor)
WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light
r.Shadow.UseOctreeForCulling | 0x60 (RenderThreadSafe, Scalability)
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.WholeSceneShadowCacheMb | 0x60 (RenderThreadSafe, Scalability)
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 | 0x20 (RenderThreadSafe)
How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows
r.ShadowQuality | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Defines the shadow method which allows to adjust for quality or performance.
0:off, 1:low(unfiltered), 2:low .. 5:max (default)
r.ShowPrecomputedVisibilityCells | 0x20 (RenderThreadSafe)
If not zero, draw all precomputed visibility cells.
r.ShowRelevantPrecomputedVisibilityCells | 0x20 (RenderThreadSafe)
If not zero, draw relevant precomputed visibility cells only.
r.ShowShaderCompilerWarnings | 0x0 (SetByConstructor)
When set to 1, will display all warnings.
r.SimpleForwardShading | 0x60 (RenderThreadSafe, Scalability)
Whether to use the simple forward shading base pass shaders which only support lightmaps + stationary directional light + stationary skylight
All other lighting features are disabled when true. This is useful for supporting very low end hardware, and is only supported on PC platforms.
0:off, 1:on
r.SkeletalMeshLODBias | 0x1000040 (Scalability, SetByScalability)
LOD bias for skeletal meshes (does not affect animation editor viewports).
r.SkeletalMeshLODRadiusScale | 0x60 (RenderThreadSafe, Scalability)
Scale factor for the screen radius used in computing discrete LOD for skeletal meshes. (0.25-1)
r.SkinCache.AllowDupedVertsForRecomputeTangents | 0x20 (RenderThreadSafe)
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.CompileShaders | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
A scaling constant passed to the SkinCache shader, useful for debugging
r.SkinCache.ForceRecomputeTangents | 0x20 (RenderThreadSafe)
0: off (default)
1: Forces enabling and using the skincache and forces all skinned object to Recompute Tangents
r.SkinCache.Mode | 0x20 (RenderThreadSafe)
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
0: off
1: on(default)
2: only use skin cache for skinned meshes that ticked the Recompute Tangents checkbox (unavailable in shipping builds)
r.SkinCache.NumTangentIntermediateBuffers | 0x20 (RenderThreadSafe)
How many intermediate buffers to use for intermediate results while
doing Recompute Tangents; more may allow the GPU to overlap compute jobs.
r.SkinCache.RecomputeTangents | 0x20 (RenderThreadSafe)
This option enables recomputing the vertex tangents on the GPU.
Can be changed at runtime, requires both r.SkinCache.CompileShaders=1 and r.SkinCache.Mode=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.SceneMemoryLimitInMB | 0x20 (RenderThreadSafe)
Maximum memory allowed to be allocated per World/Scene in Megs
r.SkySpecularOcclusionStrength | 0x20 (RenderThreadSafe)
Strength of skylight specular occlusion from DFAO (default is 1.0)
r.SkylightRecapture | 0x0 (SetByConstructor)
Updates all stationary and movable skylights, useful for debugging the capture pipeline
r.SplineMesh.NoRecreateProxy | 0x0 (SetByConstructor)
Optimization. If true, spline mesh proxies will not be recreated every time they are changed. They are simply updated.
r.StartPrepassParallelTranslatesImmediately | 0x20 (RenderThreadSafe)
Experimental option, allows the parallel translate tasks for the prepass to start immediately. Makes the most sense with r.DoInitViewsLightingAfterPrepass = 1.
r.StaticMeshLODDistanceScale | 0x60 (RenderThreadSafe, Scalability)
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 | 0x20 (RenderThreadSafe)
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.Streaming.Boost | 0x40 (Scalability)
=1.0: normal
<1.0: decrease wanted mip levels
>1.0: increase wanted mip levels
r.Streaming.CheckBuildStatus | 0x40 (Scalability)
If non-zero, the engine will check whether texture streaming needs rebuild.
r.Streaming.DefragDynamicBounds | 0x0 (SetByConstructor)
If non-zero, unused dynamic bounds will be removed from the update loop
r.Streaming.DropMips | 0x0 (SetByConstructor)
0: Drop No Mips
1: Drop Cached Mips
2: Drop Cached and Hidden Mips
r.Streaming.FramesForFullUpdate | 0x0 (SetByConstructor)
Texture streaming is time sliced per frame. This values gives the number of frames to visit all textures.
r.Streaming.FullyLoadUsedTextures | 0x0 (SetByConstructor)
If non-zero, all used texture will be fully streamed in as fast as possible
r.Streaming.HLODStrategy | 0x0 (SetByConstructor)
Define the HLOD streaming strategy.
0: stream
1: stream only mip 0
2: disable streaming
r.Streaming.HiddenPrimitiveScale | 0x0 (SetByConstructor)
Define the resolution scale to apply when not in range.
.5: drop one mip
1: ignore visiblity
r.Streaming.LimitPoolSizeToVRAM | 0x1000040 (Scalability, SetByScalability)
If non-zero, texture pool size with be limited to how much GPU mem is available.
r.Streaming.MaxEffectiveScreenSize | 0x1000040 (Scalability, SetByScalability)
0: Use current actual vertical screen size
> 0: Clamp wanted mip size calculation to this value for the vertical screen size component.
r.Streaming.MaxTempMemoryAllowed | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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.MinLevelTextureScreenSize | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
If non-zero, the minimum hidden mip for which load requests will first load the visible mip
r.Streaming.MipBias | 0x1000040 (Scalability, SetByScalability)
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.NumStaticComponentsProcessedPerFrame | 0x0 (SetByConstructor)
If non-zero, the engine will incrementaly inserting levels by processing this amount of components per frame before they become visible
r.Streaming.PerTextureBiasViewBoostThreshold | 0x0 (SetByConstructor)
Maximum view boost at which per texture bias will be increased
r.Streaming.PoolSize | 0x3000040 (Scalability, SetByScalability, SetByGameSetting, SetByProjectSetting)
-1: Default texture pool size, otherwise the size in MB
r.Streaming.UseAllMips | 0x0 (SetByConstructor)
If non-zero, all available mips will be used
r.Streaming.UseBackgroundThreadPool | 0x0 (SetByConstructor)
If true, use the background thread pool for mip calculations.
r.Streaming.UseFixedPoolSize | 0x0 (SetByConstructor)
If non-zero, do not allow the pool size to change at run time.
r.Streaming.UseMaterialData | 0x0 (SetByConstructor)
If non-zero, material texture scales and coord will be used
r.Streaming.UseNewMetrics | 0x0 (SetByConstructor)
If non-zero, will use improved set of metrics and heuristics.
r.Streaming.UsePerTextureBias | 0x0 (SetByConstructor)
If non-zero, each texture will be assigned a mip bias between 0 and MipBias as required to fit in budget.
r.SubsurfaceScattering | 0x60 (RenderThreadSafe, Scalability)
0: disabled
1: enabled (default)
r.SupportAllShaderPermutations | 0x20 (RenderThreadSafe)
Local user config override to force all shader permutation features on.
r.SupportAtmosphericFog | 0x20 (RenderThreadSafe)
Enables AtmosphericFog shader permutations.
r.SupportLowQualityLightmaps | 0x20 (RenderThreadSafe)
Support low quality lightmap shader permutations
r.SupportMaterialLayers | 0x20 (RenderThreadSafe)
Support new material layering in 4.19. Disabling it reduces some overhead in place to support the experimental feature.
r.SupportPointLightWholeSceneShadows | 0x20 (RenderThreadSafe)
Enables shadowcasting point lights.
r.SupportSimpleForwardShading | 0x20 (RenderThreadSafe)
Whether to compile the shaders to support r.SimpleForwardShading being enabled (PC only).
r.SupportStationarySkylight | 0x20 (RenderThreadSafe)
Enables Stationary and Dynamic Skylight shader permutations.
r.SurfelDensity | 0x20 (RenderThreadSafe)
r.SurfelLODDensityFraction | 0x20 (RenderThreadSafe)
r.SurfelMaxPerObject | 0x20 (RenderThreadSafe)
r.TargetPrecompileFrameTime | 0x20 (RenderThreadSafe)
Upper limit in ms for total frame time while precompiling, allowing the shader cache to adjust how many shaders to precompile each frame. Defaults to -1 which will precompile all shaders immediately.
r.TemporalAA.Upsampling | 0x0 (SetByConstructor)
Whether to do primary screen percentage with temporal AA or not.
0: use spatial upscale pass independently of TAA (default);
1: TemporalAA performs spatial and temporal upscale as screen percentage method.
r.TemporalAACatmullRom | 0x60 (RenderThreadSafe, Scalability)
Whether to use a Catmull-Rom filter kernel. Should be a bit sharper than Gaussian.
r.TemporalAACurrentFrameWeight | 0x60 (RenderThreadSafe, Scalability)
Weight of current frame's contribution to the history. Low values cause blurriness and ghosting, high values fail to hide jittering.
r.TemporalAAFilterSize | 0x60 (RenderThreadSafe, Scalability)
Size of the filter kernel. (1.0 = smoother, 0.0 = sharper but aliased).
r.TemporalAAPauseCorrect | 0x20 (RenderThreadSafe)
Correct temporal AA in pause. This holds onto render targets longer preventing reuse and consumes more memory.
r.TemporalAASamples | 0x20 (RenderThreadSafe)
Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64).
r.TessellationAdaptivePixelsPerTriangle | 0x20 (RenderThreadSafe)
Global tessellation factor multiplier
r.TexelDebugging | 0x0 (SetByConstructor)
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.TextureStreaming | 0x20 (RenderThreadSafe)
Allows to define if texture streaming is enabled, can be changed at run time.
0: off
1: on (default)
r.TiledDeferredShading | 0x20 (RenderThreadSafe)
Whether to use tiled deferred shading. 0 is off, 1 is on (default)
r.TiledDeferredShading.MinimumCount | 0x20 (RenderThreadSafe)
Number of applicable lights that must be on screen before switching to tiled deferred.
0 means all lights that qualify (e.g. no shadows, ...) are rendered tiled deferred. Default: 80
r.TogglePreCulledIndexBuffers | 0x0 (SetByConstructor)
Toggles use of preculled index buffers from the command 'PreCullIndexBuffers'
r.Tonemapper.ConfigIndexOverride | 0x20 (RenderThreadSafe)
direct configindex override. Ignores all other tonemapper configuration cvars
r.Tonemapper.GrainQuantization | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
0: low (minor performance benefit)
1: high (default, with high frequency pixel pattern to fight 8 bit color quantization)
r.Tonemapper.MergeWithUpscale.Mode | 0x60 (RenderThreadSafe, Scalability)
ScreenPercentage upscale integrated into tonemapper pass (if certain conditions apply, e.g., no FXAA)
if enabled both features are done in one pass (faster, affects post process passes after the tonemapper including material post process e.g. sharpen)
0: off, the features run in separate passes (default)
1: always enabled, try to merge the passes unless something makes it impossible
2: merge when the ratio of areas is above the r.Tonemapper.MergeWithUpscale.Threshold and it is otherwise possible
r.Tonemapper.MergeWithUpscale.Threshold | 0x60 (RenderThreadSafe, Scalability)
If r.Tonemapper.MergeWithUpscale.Mode is 2, the ratio of the area before upscale/downscale to the area afterwards
is compared to this threshold when deciding whether or not to merge the passes. The reasoning is that if the ratio
is too low, running the tonemapper on the higher number of pixels is more expensive than doing two passes
Defauls to 0.49 (e.g., if r.ScreenPercentage is 70 or higher, try to merge)
r.Tonemapper.Quality | 0x9000060 (RenderThreadSafe, Scalability, SetByScalability, SetByCode, SetByConsole)
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
1: + FilmContrast
2: + Vignette
3: + FilmShadowTintAmount
4: + Grain
5: + GrainJitter = full quality (default)
r.Tonemapper.Sharpen | 0x60 (RenderThreadSafe, Scalability)
Sharpening in the tonemapper (not for ES2), actual implementation is work in progress, clamped at 10
0: off(default)
0.5: half strength
1: full strength
r.TonemapperFilm | 0x20 (RenderThreadSafe)
Use new film tone mapper
r.TonemapperGamma | 0x60 (RenderThreadSafe, Scalability)
0: Default behavior
#: Use fixed gamma # instead of sRGB or Rec709 transform
r.TransientResourceAliasing.Buffers | 0x0 (SetByConstructor)
Enables transient resource aliasing for specified buffers. Used only if GSupportsTransientResourceAliasing is true.
r.TransitionChecksEnableDX11 | 0x0 (SetByConstructor)
Enables transition checks in the DX11 RHI.
r.TranslucencyLightingVolumeDim | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance.
r.TranslucencyLightingVolumeInnerDistance | 0x20 (RenderThreadSafe)
Distance from the camera that the first volume cascade should end
r.TranslucencyLightingVolumeOuterDistance | 0x20 (RenderThreadSafe)
Distance from the camera that the second volume cascade should end
r.TranslucencyVolumeBlur | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Whether to blur the translucent lighting volumes.
0:off, otherwise on, default is 1
r.TranslucentLightingVolume | 0x20 (RenderThreadSafe)
Whether to allow updating the translucent lighting volumes.
0:off, otherwise on, default is 1
r.TranslucentSortPolicy | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
FOV will be snapped to a factor of this before computing volume bounds.
r.TranslucentVolumeMinFOV | 0x20 (RenderThreadSafe)
Minimum FOV for translucent lighting volume. Prevents popping in lighting when zooming in.
r.UnbindResourcesBetweenDrawsInDX11 | 0x0 (SetByConstructor)
Unbind resources between material changes in DX11.
r.UniformBufferPooling | 0x20 (RenderThreadSafe)
If we pool object in RHICreateUniformBuffer to have less real API calls to creat buffers
0: off (for debugging)
1: on (optimization)
r.Upscale.Panini.D | 0x20 (RenderThreadSafe)
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 | 0x20 (RenderThreadSafe)
Panini projection's hard vertical compression factor.
0: no vertical compression factor (default)
1: Hard vertical compression
r.Upscale.Panini.ScreenFit | 0x20 (RenderThreadSafe)
Panini projection screen fit effect factor (lerp).
0: fit vertically
1: fit horizontally (default)
r.Upscale.Quality | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x60 (RenderThreadSafe, Scalability)
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.UseAsyncShaderPrecompilation | 0x20 (RenderThreadSafe)
If true tries to perform inital shader precompilation asynchronously on a background thread. Defaults to false.
r.UseMobileBloom | 0x60 (RenderThreadSafe, Scalability)
HACK: Set to 1 to use mobile bloom.
r.UseParallelGetDynamicMeshElementsTasks | 0x0 (SetByConstructor)
If > 0, and if FApp::ShouldUseThreadingForPerformance(), then parts of GetDynamicMeshElements will be done in parallel.
r.UsePreExposure | 0x20 (RenderThreadSafe)
0 to disable pre-exposure (default), 1 to enable.
r.UseProgramBinaryCache | 0x20 (RenderThreadSafe)
If true, enables binary program cache
r.UseShaderBinaryCache | 0x20 (RenderThreadSafe)
If true generates & uses a separate cache of used shader binaries for even earlier submission - may be platform or even device specific. Defaults to false.
r.UseShaderCaching | 0x20 (RenderThreadSafe)
If true, log all shaders & bound-shader-states, so that they may be instantiated in the RHI on deserialisation rather than waiting for first use.
r.UseShaderDrawLog | 0x20 (RenderThreadSafe)
If true, log all the draw states used for each shader pipeline, so that they may be pre-drawn in batches (see: r.UseShaderPredraw). This can be expensive & should be used only when generating the shader cache.
r.UseShaderPredraw | 0x20 (RenderThreadSafe)
Use an existing draw-log to predraw shaders in batches before being used to reduce hitches due to in-driver recompilation.
r.UseUserShaderCache | 0x20 (RenderThreadSafe)
If true, shader caching will use (and store) draw-log from a user directory, otherwise only draw-log stored in game content directory
r.VPLDirectionalLightTraceDistance | 0x20 (RenderThreadSafe)
r.VPLGridDimension | 0x20 (RenderThreadSafe)
r.VPLMeshGlobalIllumination | 0x20 (RenderThreadSafe)
r.VPLPlacementCameraRadius | 0x20 (RenderThreadSafe)
r.VPLSelfOcclusionReplacement | 0x20 (RenderThreadSafe)
r.VPLSpreadUpdateOver | 0x20 (RenderThreadSafe)
r.VPLSurfelRepresentation | 0x20 (RenderThreadSafe)
r.VPLViewCulling | 0x20 (RenderThreadSafe)
r.VSync | 0x2000060 (RenderThreadSafe, Scalability, SetByGameSetting)
0: VSync is disabled.(default)
1: VSync is enabled.
r.VT.MaskedPageTableUpdates | 0x20 (RenderThreadSafe)
Masks the page table update quads to reduce pixel fill costs
r.VT.MaxUploadsPerFrame | 0x20 (RenderThreadSafe)
Max number of page uploads per frame
r.VT.NumMipsToExpandRequests | 0x20 (RenderThreadSafe)
Number of mip levels to request in addition to the original request
r.VT.RefreshEntirePageTable | 0x20 (RenderThreadSafe)
Refreshes the entire page table texture every frame
r.VertexFoggingForOpaque | 0x20 (RenderThreadSafe)
Causes opaque materials to use per-vertex fogging, which costs less and integrates properly with MSAA. Only supported with forward shading.
r.ViewDistanceScale | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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. Value should be in the range [0.0f, 1.0f].
r.ViewDistanceScaleNoScalability | 0x20 (RenderThreadSafe)
An additional multiplier to r.ViewDistanceScale, but not affected by scalability settings.
Higher values will increase view distance but at a performance cost.
Default = 1. Value should be in the range [0.0f, 1.0f].
r.VirtualTexture | 0x20 (RenderThreadSafe)
If set to 1, textures will use virtual memory so they can be partially resident.
r.VirtualTextureReducedMemory | 0x20 (RenderThreadSafe)
If set to 1, the cost of virtual textures will be reduced by using a more packed layout.
r.VisualizeOccludedPrimitives | 0x20 (RenderThreadSafe)
Draw boxes for all occluded primitives
r.VolumetricFog | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
Whether to allow the volumetric fog feature.
r.VolumetricFog.DepthDistributionScale | 0x60 (RenderThreadSafe, Scalability)
Scales the slice depth distribution.
r.VolumetricFog.GridPixelSize | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
XY Size of a cell in the voxel grid, in pixels.
r.VolumetricFog.GridSizeZ | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
How many Volumetric Fog cells to use in z.
r.VolumetricFog.HistoryMissSupersampleCount | 0x1000060 (RenderThreadSafe, Scalability, SetByScalability)
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 | 0x60 (RenderThreadSafe, Scalability)
How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness.
r.VolumetricFog.InjectShadowedLightsSeparately | 0x60 (RenderThreadSafe, Scalability)
Whether to allow the volumetric fog feature.
r.VolumetricFog.InverseSquaredLightDistanceBiasScale | 0x60 (RenderThreadSafe, Scalability)
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 | 0x60 (RenderThreadSafe, Scalability)
Whether to apply jitter to each frame's volumetric fog computation, achieving temporal super sampling.
r.VolumetricFog.LightFunctionSupersampleScale | 0x60 (RenderThreadSafe, Scalability)
Scales the slice depth distribution.
r.VolumetricFog.TemporalReprojection | 0x60 (RenderThreadSafe, Scalability)
Whether to use temporal reprojection on volumetric fog.
r.VolumetricFog.VoxelizationShowOnlyPassIndex | 0x20 (RenderThreadSafe)
When >= 0, indicates a single voxelization pass to render for debugging.
r.VolumetricFog.VoxelizationSlicesPerGSPass | 0x0 (SetByConstructor)
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 | 0x20 (RenderThreadSafe)
Minimum screen size of a volumetric lightmap visualization sphere
r.VolumetricLightmap.VisualizationRadiusScale | 0x20 (RenderThreadSafe)
Scales the size of the spheres used to visualize volumetric lightmap samples.
r.Vulkan.AllowAsyncCompute | 0x0 (SetByConstructor)
0 to disable async compute queue(if available)1 to allow async compute queue
r.Vulkan.AllowPresentOnComputeQueue | 0x0 (SetByConstructor)
0 to present on the graphics queue1 to allow presenting on the compute queue if available
r.Vulkan.DelayAcquireBackBuffer | 0x0 (SetByConstructor)
Delay acquiring the back buffer until preset
r.Vulkan.EnableValidation | 0x20 (RenderThreadSafe)
0 to disable validation layers (default)
1 to enable errors
2 to enable errors & warnings
3 to enable errors, warnings & performance warnings
4 to enable errors, warnings, performance & information messages
5 to enable all messages
r.Vulkan.IgnoreCPUReads | 0x0 (SetByConstructor)
Debugging utility for GPU->CPU reads.
0 will read from the GPU (default).
1 will read from GPU but fill the buffer instead of copying from a texture.
2 will NOT read from the GPU and fill with zeros.
r.Vulkan.PipelineCacheCompression | 0x20 (RenderThreadSafe)
Enable/disable compression on the Vulkan pipeline cache disk file
r.Vulkan.PipelineCacheLoad | 0x0 (SetByConstructor)
0 to disable loading the pipeline cache1 to enable using pipeline cache
r.Vulkan.ProfileCmdBuffers | 0x0 (SetByConstructor)
Insert GPU timing queries in every cmd buffer
r.Vulkan.RHIThread | 0x0 (SetByConstructor)
0 to only use Render Thread
1 to use ONE RHI Thread
2 to use multiple RHI Thread
r.Vulkan.StripGlsl | 0x20 (RenderThreadSafe)
1 to remove glsl source (default)
0 to keep glsl source in each shader for debugging
r.Vulkan.SubmitOcclusionBatchCmdBuffer | 0x20 (RenderThreadSafe)
1 to submit the cmd buffer after end occlusion query batch (default)
r.Vulkan.SubmitOnCopyToResolve | 0x0 (SetByConstructor)
Submits the Queue to the GPU on every RHICopyToResolveTarget call.
0: Do not submit (default)
1: Submit
r.Vulkan.SubmitOnDispatch | 0x20 (RenderThreadSafe)
0 to not do anything special on dispatch(default)
1 to submit the cmd buffer after each dispatch
r.Vulkan.UniqueValidationMessages | 0x0 (SetByConstructor)
Filter out validation errors with the same code (only when r.Vulkan.EnableValidation is non zero)
r.Vulkan.UseGLSL | 0x0 (SetByConstructor)
2 to use ES GLSL
1 to use GLSL
0 to use SPIRV
r.Vulkan.UseRealUBs | 0x0 (SetByConstructor)
0: Emulate uniform buffers on Vulkan SM4/SM5 [default]
1: Use real uniform buffers
r.Vulkan.UseSingleQueue | 0x0 (SetByConstructor)
Forces using the same queue for uploads and graphics.
0: Uses multiple queues(default)
1: Always uses the gfx queue for submissions
r.Vulkan.WaitForIdleOnSubmit | 0x0 (SetByConstructor)
Waits for the GPU to be idle on every submit. Useful for tracking GPU hangs.
0: Do not wait(default)
1: Wait
r.WarnOfBadDrivers | 0x20 (RenderThreadSafe)
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 blacklisted NVIDIA driver (UI should appear)
3: Simulating the system has a blacklisted AMD driver (UI should appear)
4: Simulating the system has a not blacklisted AMD driver (no UI should appear)
5: Simulating the system has a Intel driver (no UI should appear)
r.WarningOnRedundantTransformUpdate | 0x0 (SetByConstructor)
Produce a warning when UpdatePrimitiveTransform_RenderThread is called redundantly.
r.WideCustomResolve | 0x60 (RenderThreadSafe, Scalability)
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 | 0x20 (RenderThreadSafe)
Threshold below which objects in ortho wireframe views will be culled.
r.XGEShaderCompile | 0x0 (SetByConstructor)
Enables or disables the use of XGE to build shaders.
0: Local builds only.
1: Distribute builds using XGE (default).
r.XGEShaderCompile.Mode | 0x0 (SetByConstructor)
Selects which dispatch mode to use.
0: Use legacy xml dispatch mode. (default)
1: Prefer interception mode if available (requires XGE controller support). Falls back to legacy mode otherwise.
2: Force interception mode. Disables XGE shader compiling if XGE controller is not available.
r.XGEShaderCompile.Xml.BatchGroupSize | 0x0 (SetByConstructor)
Specifies the number of batches to fill with shaders.
Shaders are spread across this number of batches until all the batches are full.
This allows the XGE compile to go wider when compiling a small number of shaders.
Default = 128
r.XGEShaderCompile.Xml.BatchSize | 0x0 (SetByConstructor)
Specifies the number of shaders to batch together into a single XGE task.
Default = 16
r.XGEShaderCompile.Xml.JobTimeout | 0x0 (SetByConstructor)
The number of seconds to wait for additional shader jobs to be submitted before starting a build.
Default = 0.5
r.gpucrash.collectionenable | 0x20 (RenderThreadSafe)
Stores GPU crash data from scoped events when a applicable crash debugging system is available.
r.gpucrash.datadepth | 0x20 (RenderThreadSafe)
Limits the amount of marker scope depth we record for GPU crash debugging to the given scope depth.
r.pso.evictiontime | 0x20 (RenderThreadSafe)
Time between checks to remove stale objects from the cache. 0 = no eviction (which may eventually OOM...)
r.vulkan.CpuWaitForFence | 0x20 (RenderThreadSafe)
Whether to have the Cpu wait for the fence in AcquireImageIndex
replay.MontageErrorThreshold | 0x0 (SetByConstructor)
Tolerance level for when montage playback position correction occurs in replays
rhi.PresentThreshold.Bottom | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
If 1, the RHI will cache resource table contents within a frame. Otherwise resource tables are rebuilt for every draw call.
rhi.SyncAllowEarlyKick | 0x0 (SetByConstructor)
When 1, allows the RHI vsync thread to kick off the next frame early if we've missed the vsync.
rhi.SyncInterval | 0x0 (SetByConstructor)
Determines the frequency of VSyncs in supported RHIs. 0 - Unlocked
1 - 60 Hz (16.66 ms)
2 - 30 Hz (33.33 ms)
3 - 20 Hz (50.00 ms)
rhi.SyncSlackMS | 0x0 (SetByConstructor)
Increases input latency by this many milliseconds, to help performance (trade-off tunable). Gamethread will be kicked off this many milliseconds before the vsync
s.AllowLevelRequestsWhileAsyncLoadingInMatch | 0x0 (SetByConstructor)
Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up.
s.AsyncLoadingThreadEnabled | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Placeholder console variable, currently not used in runtime.
s.AsyncLoadingTimeLimit | 0x0 (SetByConstructor)
Maximum amount of time to spend doing asynchronous loading (ms per frame).
s.AsyncLoadingUseFullTimeLimit | 0x0 (SetByConstructor)
Whether to use the entire time limit even if blocked on I/O.
s.ContinuouslyIncrementalGCWhileLevelsPendingPurge | 0x0 (SetByConstructor)
Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.
s.EditorLoadPrecacheSizeKB | 0x0 (SetByConstructor)
Size, in KB, to precache when loading packages in the editor.
s.EventDrivenLoaderEnabled | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Placeholder console variable, currently not used in runtime.
s.ForceGCAfterLevelStreamedOut | 0x0 (SetByConstructor)
Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.
s.LevelStreamingActorsUpdateTimeLimit | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Maximum allowed time to spend for actor registration steps during level streaming (ms per frame).
s.LevelStreamingComponentsRegistrationGranularity | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Batching granularity used to register actor components during level streaming.
s.LevelStreamingComponentsUnregistrationGranularity | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Batching granularity used to unregister actor components during level unstreaming.
s.MaxPackageSummarySize | 0x3000018 (Unregistered, CreatedFromIni, SetByScalability, SetByGameSetting, SetByProjectSetting)
IAmNoRealVariable
s.MaxReadyRequestsToStallMB | 0x0 (SetByConstructor)
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 | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Minimum time the time limit exceeded warning will be triggered by.
s.PriorityAsyncLoadingExtraTime | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Additional time to spend asynchronous loading during a high priority load.
s.ProcessPrestreamingRequests | 0x0 (SetByConstructor)
If non-zero, then we process prestreaming requests in cooked builds.
s.RandomizeLoadOrder | 0x0 (SetByConstructor)
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.StreamableDelegateDelayFrames | 0x0 (SetByConstructor)
Number of frames to delay StreamableManager delegates
s.TimeLimitExceededMinTime | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Minimum time the time limit exceeded warning will be triggered by.
s.TimeLimitExceededMultiplier | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Multiplier for time limit exceeded warning time threshold.
s.UnregisterComponentsTimeLimit | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
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 | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Whether to allow background level streaming.
s.WarnIfTimeLimitExceeded | 0x3000000 (SetByScalability, SetByGameSetting, SetByProjectSetting)
Enables log warning if time limit for time-sliced package streaming has been exceeded.
sg.AntiAliasingQuality | 0x80 (ScalabilityGroup)
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 | 0x0 (SetByConstructor)
Number of settings quality levels in sg.AntiAliasingQuality
default: 5 (0..4)
sg.EffectsQuality | 0x80 (ScalabilityGroup)
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 | 0x0 (SetByConstructor)
Number of settings quality levels in sg.EffectsQuality
default: 5 (0..4)
sg.FoliageQuality | 0x80 (ScalabilityGroup)
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 | 0x0 (SetByConstructor)
Number of settings quality levels in sg.FoliageQuality
default: 5 (0..4)
sg.PostProcessQuality | 0x80 (ScalabilityGroup)
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 | 0x0 (SetByConstructor)
Number of settings quality levels in sg.PostProcessQuality
default: 5 (0..4)
sg.ResolutionQuality | 0x80 (ScalabilityGroup)
Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)
10..100, default: 100
sg.ShadowQuality | 0x80 (ScalabilityGroup)
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 | 0x0 (SetByConstructor)
Number of settings quality levels in sg.ShadowQuality
default: 5 (0..4)
sg.TextureQuality | 0x80 (ScalabilityGroup)
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 | 0x0 (SetByConstructor)
Number of settings quality levels in sg.TextureQuality
default: 5 (0..4)
sg.ViewDistanceQuality | 0x80 (ScalabilityGroup)
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 | 0x0 (SetByConstructor)
Number of settings quality levels in sg.ViewDistanceQuality
default: 5 (0..4)
t.FPSChart.ExcludeIdleTime | 0x0 (SetByConstructor)
Should we exclude idle time (i.e. one which we spent sleeping) when doing a FPS chart?
default: 0
t.FPSChart.InterestingFramerates | 0x0 (SetByConstructor)
Comma separated list of interesting frame rates
default: 30,60,120
t.FPSChart.MaxFrameDeltaSecsBeforeDiscarding | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
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 | 0x0 (SetByConstructor)
Should we round raw FPS values before thresholding them into bins when doing a FPS chart?
default: 0
t.HitchDeadTimeWindow | 0x40 (Scalability)
Minimum time passed before we'll record a new hitch (in ms)
default: 200.0 ms
t.HitchFrameTimeThreshold | 0x40 (Scalability)
Definition of a hitchy frame (in ms)
default: 60.0 ms
t.HitchVersusNonHitchRatio | 0x40 (Scalability)
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 | 0x0 (SetByConstructor)
Prevents the engine from taking any CPU or GPU time while not the foreground app.
t.MaxFPS | 0x1000000 (SetByScalability)
Caps FPS to the given value. Set to <= 0 to be uncapped.
t.SlowFrameLoggingThreshold | 0x0 (SetByConstructor)
How slow must a frame be (in seconds) to be logged out (<= 0 to disable).
t.TargetFrameTimeThreshold | 0x40 (Scalability)
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 | 0x0 (SetByConstructor)
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 | 0x40 (Scalability)
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 | 0x0 (SetByConstructor)
Causes FPS to bounce around randomly in the 8-32 range.
tick.AddIndirectTestTickFunctions | 0x0 (SetByConstructor)
Add no-op ticks to test performance of ticking infrastructure.
tick.AddTestTickFunctions | 0x0 (SetByConstructor)
Add no-op ticks to test performance of ticking infrastructure.
tick.AllowAsyncComponentTicks | 0x0 (SetByConstructor)
Used to control async component ticks.
tick.AllowAsyncTickCleanup | 0x0 (SetByConstructor)
If true, ticks are cleaned up in a task thread.
tick.AllowAsyncTickDispatch | 0x0 (SetByConstructor)
If true, ticks are dispatched in a task thread.
tick.AllowConcurrentTickQueue | 0x0 (SetByConstructor)
If true, queue ticks concurrently.
tick.AnimationDelaysEndGroup | 0x0 (SetByConstructor)
If > 0, then skeletal meshes that do not rely on physics simulation will set their animation end tick group to TG_PostPhysics.
tick.DoAsyncEndOfFrameTasks | 0x0 (SetByConstructor)
Experimental option to run various things concurrently with the HUD render.
tick.DoAsyncEndOfFrameTasks.Randomize | 0x0 (SetByConstructor)
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.HiPriSkinnedMeshes | 0x0 (SetByConstructor)
If > 0, then schedule the skinned component ticks in a tick group before other ticks.
tick.LogTicks | 0x0 (SetByConstructor)
Spew ticks for debugging.
tick.RemoveTestTickFunctions | 0x0 (SetByConstructor)
Remove no-op ticks to test performance of ticking infrastructure.
tick.ShowPrerequistes | 0x0 (SetByConstructor)
When logging ticks, show the prerequistes; debugging.
vr.AllowMotionBlurInVR | 0x0 (SetByConstructor)
For projects with motion blur enabled, this allows motion blur to be enabled even while in VR.
vr.Debug.bEnableDevOverrides | 0x0 (SetByConstructor)
Enables or disables console commands that modify various developer-only settings.
vr.DebugCanvasInLayer | 0x60 (RenderThreadSafe, Scalability)
Experimental0 to disable (default), 1 to enable.
vr.EnableMotionControllerLateUpdate | 0x0 (SetByConstructor)
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.HMDVersion | 0x0 (SetByConstructor)
Prints version information for the current HMD device.
vr.HeadTracking.Reset | 0x0 (SetByConstructor)
Reset the rotation and position of the head mounted display.
Pass in an optional yaw for the new rotation in degrees.
vr.HeadTracking.ResetOrientation | 0x0 (SetByConstructor)
Reset the rotation of the head mounted display.
Pass in an optional yaw for the new rotation in degrees .
vr.HeadTracking.ResetPosition | 0x0 (SetByConstructor)
Reset the position of the head mounted display.
vr.HeadTracking.Status | 0x0 (SetByConstructor)
Reports the current status of the head tracking.
vr.HiddenAreaMask | 0x60 (RenderThreadSafe, Scalability)
Enable or disable hidden area mask
0: disabled
1: enabled
vr.InstancedStereo | 0x20 (RenderThreadSafe)
0 to disable instanced stereo (default), 1 to enable.
vr.MobileMultiView | 0x20 (RenderThreadSafe)
0 to disable mobile multi-view, 1 to enable.
vr.MobileMultiView.Direct | 0x20 (RenderThreadSafe)
0 to disable mobile multi-view direct, 1 to enable.
When enabled the scene color render target array is provided by the hmd plugin so we can skip the blit.
vr.MonoscopicFarField | 0x20 (RenderThreadSafe)
0 to disable (default), 1 to enable.
vr.MonoscopicFarFieldMode | 0x60 (RenderThreadSafe, Scalability)
Experimental, mobile only, 0 to disable, 1 to enable (default), 2 stereo near field only, 3 stereo near field with far field pixel depth test disabled, 4 mono far field only
vr.MultiView | 0x20 (RenderThreadSafe)
0 to disable multi-view instanced stereo, 1 to enable.
Currently only supported by the PS4 & Metal RHIs.
vr.PixelDensity | 0x40 (Scalability)
Pixel density sets the VR render target texture size as a factor of recommended texture size.
The recommended texture size is the size that will result in no under sampling in most distorted area of the view when computing the final image to be displayed on the device by the runtime compositor.
Note that the recommended texture size will likely be larger than the display panel resolution of the device as the texture is used as input data for the final composition/lens distortion pass provided by the device's runtime.
A pixel density of 1.0 (default) will use the device's recommended texture size.
vr.SpectatorScreenMode | 0x0 (SetByConstructor)
Changes the look of the spectator if supported by the HMD plugin.
0: disable mirroring
1: single eye
2: stereo pair
Numbers larger than 2 may be possible and specify HMD plugin-specific variations.
Negative values are treated the same as 0.
vr.SteamVR.UsePostPresentHandoff | 0x0 (SetByConstructor)
Whether or not to use PostPresentHandoff. If true, more GPU time will be available, but this relies on no SceneCaptureComponent2D or WidgetComponents being active in the scene. Otherwise, it will break async reprojection.
vr.SteamVR.UseVisibleAreaMesh | 0x0 (SetByConstructor)
If non-zero, SteamVR will use the visible area mesh in addition to the hidden area mesh optimization. This may be problematic on beta versions of platforms.
vr.StereoLayers.bMixLayerPriorities | 0x20 (RenderThreadSafe)
By default, Face-Locked Stereo Layers are always rendered on top of any other layer position types.
Set this to a non-zero value to disable this behavior (not supported on all platforms.)
vr.SwapMotionControllerInput | 0x0 (SetByConstructor)
This command allows you to swap the button / axis input handedness for the input controller, for debugging purposes.
0: don't swap (default)
1: swap left and right buttons
vr.TrackingOrigin | 0x0 (SetByConstructor)
Floor or 0 - tracking origin is at the floor, Eye or 1 - tracking origin is at the eye level.
vr.WorldToMetersScale | 0x0 (SetByConstructor)
Get or set the current world to meters scale.
vr.bEnableHMD | 0x0 (SetByConstructor)
Enables or disables the HMD device. Use 1, True, or Yes to enable, 0, False or No to disable.
vr.bEnableStereo | 0x0 (SetByConstructor)
Enables or disables the stereo rendering. Use 1, True, or Yes to enable, 0, False or No to disable.
vr.oculus.Stress.CPU | 0x0 (SetByConstructor)
Initiates a CPU stress test.
Usage: vr.oculus.Stress.CPU [PerFrameTime [TotalTimeLimit]]
vr.oculus.Stress.GPU | 0x0 (SetByConstructor)
Initiates a GPU stress test.
Usage: vr.oculus.Stress.GPU [LoadMultiplier [TimeLimit]]
vr.oculus.Stress.PD | 0x0 (SetByConstructor)
Initiates a pixel density stress test wher pixel density is changed every frame for TotalTimeLimit seconds.
Usage: vr.oculus.Stress.PD [TotalTimeLimit]
vr.oculus.Stress.Reset | 0x0 (SetByConstructor)
Resets the stress tester and stops all currently running stress tests.
Usage: vr.oculus.Stress.Reset
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