Files
UnrealEngineUWP/Engine/Config/ConsoleVariables.ini
mihnea balta 0b0d495135 Undo CL 20641952 since this is not something we want propagated across all UE projects.
#jira none
#preflight n/a
#rnx
#rb trivial
#fyi joshua.ong

[CL 20643362 by mihnea balta in ue5-main branch]
2022-06-14 05:33:00 -04:00

133 lines
6.8 KiB
INI

; 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
; Dump shaders in the Saved folder
; Mode 1: dump all. WARNING: leaving this on for a while will fill your hard drive with many small files and folders.
; Mode 2: dump on compilation failure only (default).
; Mode 3: dump on compilation failure or warnings.
r.DumpShaderDebugInfo=2
; 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
; 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).
;r.ShaderCompiler.EmitWarningsOnLoad=1
; When this is enabled, shader compiler will cache jobs with the same input (works essentially like in-memory transient DDC for each shader).
; Among other things, this reduces shader compilation in the material editor. Disable when you need to debug the shaders or the cache itself.
;r.ShaderCompiler.JobCache=0
; 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 to compile shaders in proc of the running UE process. Useful for debugging the shader compilation pipeline.
;r.Shaders.AllowCompilingThroughWorkers=0
; Uncomment when running with a graphical debugger (but not when profiling)
;r.Shaders.Optimize=0
; When this is enabled, shaders will have extra debugging info. This could change patch sizes, uniqueness, etc and will recompile the shaders
;r.Shaders.Symbols=1
; When this is enabled, ShaderName field of FRHIShader will be populated (Development and Debug builds only)
;r.Shaders.ExtraData=1
; Uncomment to skip shader compression. Can save a significant time when using debug shaders.
;r.Shaders.SkipCompression=1
; Uncomment and change to set a custom folder to write shader symbols to when they are generated.
; 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.
; The quotes are REQUIRED for the {} tokens to work.
;r.Shaders.SymbolPathOverride="{ProjectSavedDir}\ShaderSymbols\{Platform}"
; 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
; 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
; Comment this out to turn off audio submix effects.
;au.BypassAllSubmixEffects=0
; Datasmith CVar
; Uncomment to set our own values
; CAD file parallel processing
; Default is MaxImportThreads = 0
; 0: multi-processing , n: multi-processing limited to n process. CADCache is mandatory.
; 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,
; - if CADCache is disable, the scene is read all at once
;ds.CADTranslator.MaxImportThreads = 0
; Uncomment to enable/disable temporary CAD processing file cache. These file will be use in a next import to avoid CAD file processing.
; EnableCADCache = true enforce MaxImportThreads = 1
; Default is enable
;ds.CADTranslator.EnableCADCache=true
; Uncomment to overwrite any existing cache associated with the file being imported.
; Default is false
;ds.CADTranslator.OverwriteCache=false
; 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
; is canceled but the rest of the scene is imported. Default is enable
;ds.CADTranslator.EnableTimeControl=1
; Uncomment to enable/disable CADKernel tessellation. If disable, CAD SDK tessellator is used.
;ds.CADTranslator.DisableCADKernelTessellation=false
; Uncomment to force to import embedded tessellation instead of meshing BRep model. Default is false
;ds.CADTranslator.PreferJtFileEmbeddedTessellation=true