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137 lines
6.9 KiB
INI
137 lines
6.9 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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; Dump shaders in the Saved folder
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; Mode 1: dump all. WARNING: leaving this on for a while will fill your hard drive with many small files and folders.
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; Mode 2: dump on compilation failure only (default).
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; Mode 3: dump on compilation failure or warnings.
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r.DumpShaderDebugInfo=2
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; When this is enabled, dumped shader paths will get collapsed (in the cases where paths are longer than the OS's max)
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;r.DumpShaderDebugShortNames=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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; When this is enabled, shader compiler warnings are emitted to the log for all shaders as they are loaded (either from the DDC or from a shader compilation job).
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;r.ShaderCompiler.EmitWarningsOnLoad=1
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; When this is enabled, shader compiler will cache jobs with the same input (works essentially like in-memory transient DDC for each shader).
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; Among other things, this reduces shader compilation in the material editor. Disable when you need to debug the shaders or the cache itself.
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;r.ShaderCompiler.JobCache=0
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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 get render graph to emit warnings for inneficiencies that are normally too CPU costly, and have draw event names
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; formatting even if frame are not emiting draw events.
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;r.RDG.Debug=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 to compile shaders in proc of the running UE process. Useful for debugging the shader compilation pipeline.
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;r.Shaders.AllowCompilingThroughWorkers=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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; When this is enabled, shaders will have extra debugging info. This could change patch sizes, uniqueness, etc and will recompile the shaders
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;r.Shaders.Symbols=1
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; When this is enabled, ShaderName field of FRHIShader will be populated (Development and Debug builds only)
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;r.Shaders.ExtraData=1
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; Uncomment to skip shader compression. Can save a significant time when using debug shaders.
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;r.Shaders.SkipCompression=1
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; Uncomment and change to set a custom folder to write shader symbols to when they are generated.
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; A few tokens can be used for engine paths. {ProjectDir} is the project directory, {ProjectSavedDir} is the project saved dir and {Platform} is the shader platform.
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; The quotes are REQUIRED for the {} tokens to work.
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;r.Shaders.SymbolPathOverride="{ProjectSavedDir}\ShaderSymbols\{Platform}"
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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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; 0 effectively disables physx, 1 allows physx to still run alongside ChaosPhysics
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p.chaos.AllowCreatePhysxBodies=1
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;Bypass compiler optimizations to speed up Niagara compilation
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fx.SkipVectorVMBackendOptimizations=1
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; Comment this out to turn off audio submix effects.
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;au.BypassAllSubmixEffects=0
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; Datasmith CVar
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; Uncomment to set our own values
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; CAD file parallel processing
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; Default is MaxImportThreads = 0
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; 0: multi-processing , n: multi-processing limited to n process. CADCache is mandatory.
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; 1: - if CADCache is enable, the scene is read in a sequential mode with cache i.e. cache is used for sub-file already read,
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; - if CADCache is disable, the scene is read all at once
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;ds.CADTranslator.MaxImportThreads = 0
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; Uncomment to enable/disable temporary CAD processing file cache. These file will be use in a next import to avoid CAD file processing.
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; EnableCADCache = true enforce MaxImportThreads = 1
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; Default is enable
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;ds.CADTranslator.EnableCADCache=true
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; Uncomment to overwrite any existing cache associated with the file being imported.
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; Default is false
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;ds.CADTranslator.OverwriteCache=false
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; Uncomment to enable/disable the timer that kill the worker if the import time is unusually long. With this time control, the load of the corrupted file
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; is canceled but the rest of the scene is imported. Default is enable
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;ds.CADTranslator.EnableTimeControl=1
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; Uncomment to enable/disable CADKernel tessellation. If disable, CAD SDK tessellator is used.
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;ds.CADTranslator.DisableCADKernelTessellation=false
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; Uncomment to select the SDK to load CAD files: "KernelIO" or "TechSoft". Default is "KernelIO"
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;ds.CADTranslator.CADLibrary="KernelIO"
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; Uncomment to force to import embedded tessellation instead of meshing BRep model. Default is false
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;ds.CADTranslator.PreferJtFileEmbeddedTessellation=true
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