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77 lines
3.5 KiB
INI
77 lines
3.5 KiB
INI
; ConsoleVariables.ini
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;
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; Why we have this file:
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; A developer can change it locally to save time not having to type repetitive console variable settings.
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; 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.
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;
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; Details:
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; This file allows to set console variables (cvars) on engine startup (order is not defined).
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; 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.
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; The variables need to be in the section called [Startup] (typical ini file syntax).
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; The name comparison is not case sensitive and if the variable doesn't exists it's silently ignored.
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; Lines are commented by a leading ";"
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; Using a friendly name (e.g. Yes, No, True, False, On, Off) is supported and it converts those into 0 or 1.
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;
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; Other way to set cvars:
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; in engine ini files (e.g. BaseEngine.ini, DefaultEngine.ini) in the [SystemSettings] section
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; from the in game console or in editor OutputLog
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; Device Profiles
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; Platform settings (editor UI)
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;
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; What if the cvar wasn't created yet:
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; 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.
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; This is also the reason why there is no error message if a cvar doesn't exits.
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;
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; Example file content:
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; [Startup]
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; r.FogDensity = 0.9
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; post.ImageGrain = 0.5
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;
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; ###########################################################################################################
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[Startup]
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; Uncomment to get detailed logs on shader compiles and the opportunity to retry on errors
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;r.ShaderDevelopmentMode=1
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; Uncomment to dump shaders in the Saved folder
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; Warning: leaving this on for a while will fill your hard drive with many small files and folders
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;r.DumpShaderDebugInfo=1
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; When this is enabled, when dumping shaders an additional file to use with ShaderCompilerWorker -direct mode will be generated
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;r.DumpShaderDebugWorkerCommandLine=1
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; Uncomment to disable parallel rendering
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;r.RHICmdBypass=1
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; Uncomment to disable parallel mesh draw command setup
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;r.MeshDrawCommands.ParallelPassSetup=0
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; Uncomment to disable cached mesh draw commands
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;r.MeshDrawCommands.UseCachedCommands=0
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; Uncomment to get render graph executing passes as they get created to easily debug crashes caused by pass wiring logic.
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;r.RDG.ImmediateMode=1
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; Uncomment to have render graph emitting warnings about inefficiencies.
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;r.RDG.EmitWarnings=1
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; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
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;r.XGEShaderCompile = 0
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; Uncomment when running with a graphical debugger (but not when profiling)
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;r.Shaders.Optimize=0
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;r.Shaders.KeepDebugInfo=1
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; If Linux editor crashes in FMallocBinned with callstack that mentions MeshUtilities, you may need to uncomment this.
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;r.TriangleOrderOptimization=2
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; Uncomment to disable engine and app registration, e.g. to disable GPU driver optimizations during debugging and development
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; (Setting r.ShaderDevelopmentMode=1 will also disable engine and app registration)
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;r.DisableEngineAndAppRegistration=1
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; Uncomment to enable frame markers in D3D12 for the Radeon GPU Profiler (RGP)
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; (Vulkan will auto-enable frame markers for RGP, but in D3D12, they have to be enabled manually for now.)
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;D3D12.EmitRgpFrameMarkers=1
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;r.AsyncPipelineCompile=0
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net.UseAdaptiveNetUpdateFrequency=0
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; 0 effectively disables physx, 1 allows physx to still run alongside ChaosPhysics
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p.chaos.AllowCreatePhysxBodies=1
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