; ConsoleVariables.ini ; ; Why we have this file: ; A developer can change it locally to save time not having to type repetitive console variable settings. ; This file should be in the source control database (for the comments and to know where to find it) but kept empty expect from comments. ; ; Details: ; This file allows to set console variables (cvars) on engine startup (order is not defined). ; This is the only ini file where we allow to load cvars marked as ECVF_Cheat. We don't load this file when compiling UE_BUILD_SHIPPING or UE_BUILD_TEST. ; The variables need to be in the section called [Startup] (typical ini file syntax). ; The name comparison is not case sensitive and if the variable doesn't exists it's silently ignored. ; Lines are commented by a leading ";" ; Using a friendly name (e.g. Yes, No, True, False, On, Off) is supported and it converts those into 0 or 1. ; ; Other way to set cvars: ; in engine ini files (e.g. BaseEngine.ini, DefaultEngine.ini) in the [SystemSettings] section ; from the in game console or in editor OutputLog ; Device Profiles ; Platform settings (editor UI) ; ; What if the cvar wasn't created yet: ; The system creates a dummy cvar which is hidden by the system until someone creates a cvar with that name, then it copies over it's value. ; This is also the reason why there is no error message if a cvar doesn't exits. ; ; Example file content: ; [Startup] ; r.FogDensity = 0.9 ; post.ImageGrain = 0.5 ; ; ########################################################################################################### [Startup] ; Uncomment to get detailed logs on shader compiles and the opportunity to retry on errors ;r.ShaderDevelopmentMode=1 ; Uncomment to dump shaders in the Saved folder ; Warning: leaving this on for a while will fill your hard drive with many small files and folders ;r.DumpShaderDebugInfo=1 ; When this is enabled, dumped shader paths will get collapsed (in the cases where paths are longer than the OS's max) ;r.DumpShaderDebugShortNames=1 ; When this is enabled, when dumping shaders an additional file to use with ShaderCompilerWorker -direct mode will be generated ;r.DumpShaderDebugWorkerCommandLine=1 ; Uncomment to enable parallel rendering at startup ;r.RHICmdBypass=0 ; Uncomment to enable XGE shader compilation. ; r.XGEShaderCompile = 1 ; Uncomment when running with a graphical debugger (but not when profiling) ;r.Shaders.Optimize=0 ;r.Shaders.KeepDebugInfo=1 ; If Linux editor crashes in FMallocBinned with callstack that mentions MeshUtilities, you may need to uncomment this. ;r.TriangleOrderOptimization=2