; 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, SCW crashes will print out the list of jobs in the current worker ;r.DumpSCWQueuedJobs=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 disable parallel rendering ;r.RHICmdBypass=1 ; Uncomment to disable parallel mesh draw command setup ;r.MeshDrawCommands.ParallelPassSetup=0 ; Uncomment to disable cached mesh draw commands ;r.MeshDrawCommands.UseCachedCommands=0 ; Uncomment to get render graph executing passes as they get created to easily debug crashes caused by pass wiring logic. ;r.RDG.ImmediateMode=1 ; Uncomment to get render graph to emit warnings for inneficiencies that are normally too CPU costly, and have draw event names ; formatting even if frame are not emiting draw events. ;r.RDG.Debug=1 ; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation. ;r.XGEShaderCompile = 0 ; 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 ; Uncomment to disable engine and app registration, e.g. to disable GPU driver optimizations during debugging and development ; (Setting r.ShaderDevelopmentMode=1 will also disable engine and app registration) ;r.DisableEngineAndAppRegistration=1 ; Uncomment to enable frame markers in D3D12 for the Radeon GPU Profiler (RGP) ; (Vulkan will auto-enable frame markers for RGP, but in D3D12, they have to be enabled manually for now.) ;D3D12.EmitRgpFrameMarkers=1 ;r.AsyncPipelineCompile=0 net.UseAdaptiveNetUpdateFrequency=0 ; 0 effectively disables physx, 1 allows physx to still run alongside ChaosPhysics p.chaos.AllowCreatePhysxBodies=1 ;Bypass compiler optimizations to speed up Niagara compilation fx.SkipVectorVMBackendOptimizations=1