Files
UnrealEngineUWP/Engine/Config/ConsoleVariables.ini
bill henderson 4f117b20b7 Fix merge garbage - CL 16882645 never came through to Release-Engine-Staging
#jira nojira
[FYI] ori.cohen

Edigrate [17071594]

#ROBOMERGE-SOURCE: CL 17072881 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17072888 by bill henderson in ue5-release-engine-test branch]
2021-08-05 14:25:06 -04:00

117 lines
5.9 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.KeepDebugInfo=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
; Activate to save temporary CAD processing file. These file will be use in a next import to avoid CAD file processing
;ds.CADTranslator.EnableCADCache=1
; 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
;ds.CADTranslator.EnableTimeControl=1
; Activate to parallelise CAD file processing
;ds.CADTranslator.EnableThreadedImport=1
; Activate to use KernelIO Tessellation
;ds.CADTranslator.EnableKernelIOTessellation=1