You might as well use cinematic game settings with this in the engine.ini settings instead. [ConsoleVariables] r.Tonemapper.Sharpen=1
Everything else is redundant at this point of time, 16x (max) anisotropy you can force enable through gpu control panel for every game globally. 0.01% improvement to the game, the samples going above 8 is pointless, even at 2 it's almost the same, and you would have to have fog disabled to see the differences at those distances. In 2022 it maybe was better, but cinematic already is the same or better, as these modified settings just impact low to ultra settings, the engine.ini does impact cinematic, but eh, basically does nothing.
You also can try out, though wouldn't advise if the game uses somewhere volumetric fog stuff, as r.VolumetricFog also gets disabled. r.Fog=0
All settings use TAA, you can set to low or cinematic, it will still be 2 aka TAA, even if you set it off it's still using TAA command, so dunno with what other command it turned it off.
"r.DefaultFeature.AntiAliasing": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Engine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override)\n 0: off (no anti-aliasing)\n 1: FXAA (faster than TemporalAA but much more shimmering for non static cases)\n 2: TemporalAA (default)\n 3: MSAA (Forward shading only)" } Do you even know how to use the in game console commands?
Spoiler:
Show
You enable admin privileges on you in the server settings, then you insert the command without the value. Then it will list you the default current value, if you haven't used console commands to insert it or any other custom way of changing it, you can check other value change the same way, change game settings, then check the same command again without any value. r.TemporalAASamples different values has a visual difference regardless if using low to cinematic settings, but only if in game aa settings is x4 or x6, x2 didn't see any difference anymore. But x2 and off do have a difference on their own, dunno how they're turning it off though, no idea what the x2, x4 and x6 and off do in terms of the commands.
If the game didn't use TAA, then none of the "r.Temporal" commands would do anything.
Idk what you are trying to tell me there. By default conan exiles uses fxaa. This was for ages. Devs did nothing even after i released my mod and wrote em several times. My mod affects both engine ini and scalability ini. Taa is enabled by changing values in egine ini only.
Lel these are so outdated, also it's forcing a certain build. Most of the game settings already use these or are using 5x higher values.
To see the default values via commands or just alter them live, you have to give admin rights under the server settings.
TXAA is already enabled by the game. Viewdistance for the game can be increased to 10 via scalability, instead of this mods 1.5 for Ultra, so the mod scalability settings only work on certain scalability settings, but not with any setting, that's what the engine.ini does.
Engine.ini r.DefaultFeature.AntiAliasing=2 (default 2) r.TemporalAACurrentFrameWeight=0.2 (default 0.04) r.TemporalAASamples=32 (default 8) r.TemporalAASharpness=0.7 (doesn't even exist in the game engine, aka this does nothing) r.Tonemapper.Sharpen=0.5 (default 0)
[TextureQuality@1] Medium r.MaxAnisotropy=16 (default 2)(Cinematic 8)
[TextureQuality@2] High r.SkeletalMeshLODBias=0 (default 0)(it's always 0 by default with any setting) r.MaxAnisotropy=16 (default 4)(Cinematic 8)
[TextureQuality@3] Ultra r.Streaming.MipBias=-10 (default 0)(Cinematic 0) r.SkeletalMeshLODBias=0 (default 0)(it's always 0 by default with any setting) r.MaxAnisotropy=16 (default 8)(Cinematic 8)
[ViewDistanceQuality@3] Ultra r.ViewDistanceScale=1.5 (default 1)(Cinematic is 10)
[ShadowQuality@2] High r.DistanceFieldAO=1 (default 0)(Ultra/Cinematic 1)
[ShadowQuality@3] Ultra r.Shadow.MaxResolution=4096 (default 2048)(Cinematic 4096) r.DistanceFieldAO=1 (default 1)(Ultra/Cinematic 1) r.Shadow.DistanceScale=2.0 (default 1)(Cinematic 3, imo 2 is enough already to max it out, don't see any difference going above 2) r.Shadow.CSM.TransitionScale=2.0 (default 1)(Cinematic 1, don't see any difference going above 1) r.Shadow.AllowForegroundShadows=1 (doesn't even exist in the game engine, aka this does nothing)
[PostProcessQuality@3] Ultra r.AmbientOcclusionLevels=3 (default -1)(0 disabled, 1 looks darker, 2 = -1, 3/4 is brighter)(for some reason 1 with fewer passes has more ao)
did Failcom added txaa to the game? After 2+ years of my mod existing? If so great job failcom cause all point of my mod that i created after 30 minutes of googling in internet is was about adding TXAA and other stuff to the game oficially.
I compared everything you added. It's using unreal engine 4.15. My bad I meant TAA, it supports fxaa, TAA and MSAA. Unreal engine 5 has TSR. TXAA doesn't technically exist in unreal engine. MSAA though I've never seen work properly, or that might've been just unreal engine 5 thing where they kept some values, but deprecated them. Warning when click the spoiler, dumped all the cvars, but it doesn't sadly list default values at that moment with the current settings in use, in the game can see them, after enabling admin for yourself in the server settings. Noticed also that if you change maybe all the settings with the console or enable it in engine.ini [ConsoleVariables] instead of using anything else, then changing the game settings don't alter it for some reason, or just the console doesn't show it being different if console was used to alter it first. [spoiler] [code]{ "AdminItemSpawnerVirtualization": { "Flags": [ "SetByConstructor" ], "Helptext": "Use icon virtualization for admin panel item list. 0 means FALSE, anything else TRUE" }, "AdminNPCSpawnerVirtualization": { "Flags": [ "SetByConstructor" ], "Helptext": "Use icon virtualization for admin panel NPC list. 0 means FALSE, anything else TRUE" }, "AllowAsyncLoadSheathedWeapon": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows asynchronously load sheated weapon when attaching visual actor." }, "AllowAsyncRenderThreadUpdates": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to control async renderthread updates. Also gated on FApp::ShouldUseThreadingForPerformance()." }, "AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0 then we do the gamethread updates _while_ doing parallel updates." }, "AllowAsyncRenderThreadUpdatesEditor": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to control async renderthread updates in the editor." }, "AllowLevelStreamingGarbageCollection": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows world level streaming to trigger Garbage Collection." }, "AssetRegistry.Debug.FindInvalidUAssets": { "Flags": [ "SetByConstructor" ], "Helptext": "Finds a list of all assets which are in UAsset files but do not share the name of the package" }, "AssetRegistry.GetByClass": { "Flags": [ "SetByConstructor" ], "Helptext": "Query the asset registry for assets matching the supplied class" }, "AssetRegistry.GetByName": { "Flags": [ "SetByConstructor" ], "Helptext": "Query the asset registry for assets matching the supplied package name" }, "AssetRegistry.GetByPath": { "Flags": [ "SetByConstructor" ], "Helptext": "Query the asset registry for assets matching the supplied package path" }, "AssetRegistry.GetByTag": { "Flags": [ "SetByConstructor" ], "Helptext": "Query the asset registry for assets matching the supplied tag and value" }, "AssetRegistry.GetDependencies": { "Flags": [ "SetByConstructor" ], "Helptext": "Query the asset registry for dependencies for the specified package" }, "AssetRegistry.GetReferencers": { "Flags": [ "SetByConstructor" ], "Helptext": "Query the asset registry for referencers for the specified package" }, "AsyncQueueNumEntriesToShow": { "Flags": [ "SetByConstructor" ], "Helptext": "Limits the number of entries in the asyncqueue to display via the 'stat asyncqueue' command" }, "AudioThread.SuspendAudioThread": { "Flags": [ "SetByConstructor" ], "Helptext": "0=Resume, 1=Suspend" }, "CPUCaches": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "CPUTime.Dump": { "Flags": [ "SetByConstructor" ], "Helptext": "Usage -Delay=[NumSeconds=30]\nIf Delay==0, disables printing the CPU usage to the log\nIf Delay>0, starts printing the average CPU usage from the last n frames, clamps between 10 and 300" }, "Canvas.DistanceFieldSmoothness": { "Flags": [ "SetByConstructor" ], "Helptext": "Global sharpness of distance field fonts/shapes rendered by canvas." }, "CauseHitches": { "Flags": [ "SetByConstructor" ], "Helptext": "Causes a 200ms hitch every second." }, "Compat.MAX_GPUSKIN_BONES": { "Flags": [ "SetByConstructor" ], "Helptext": "Max number of bones that can be skinned on the GPU in a single draw call. Cannot be changed at runtime." }, "Compat.UseDXT5NormalMaps": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to use DXT5 for normal maps, otherwise BC5 will be used, which is not supported on all hardware.\nBoth formats require the same amount of memory (if driver doesn't emulate the format).\nChanging this will cause normal maps to be recompressed on next load (or when using recompile shaders)\n 0: Use BC5 texture format (default)\n 1: Use DXT5 texture format (lower quality)" }, "Conan.BaseFrameBudget": { "Flags": [ "SetByConstructor" ], "Helptext": "Amount of time (in ms) allowed for each tick of spawning a Base" }, "CpuMemorySizeInMegabyte": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "CriticalPathStall.AfterInitViews": { "Flags": [ "SetByConstructor" ], "Helptext": "Sleep for the given time after InitViews. Time is given in ms. This is a debug option used for critical path analysis and forcing a change in the critical path." }, "CriticalPathStall.ParallelAnimation": { "Flags": [ "SetByConstructor" ], "Helptext": "Sleep for the given time in each parallel animation task. Time is given in ms. This is a debug option used for critical path analysis and forcing a change in the critical path." }, "CriticalPathStall.TickStartFrame": { "Flags": [ "SetByConstructor" ], "Helptext": "Sleep for the given time in start frame. Time is given in ms. This is a debug option used for critical path analysis and forcing a change in the critical path." }, "D3D12.AFRSyncTemporalResources": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Synchronize inter-frame dependencies between GPUs" }, "D3D12.AFRUseFramePacing": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Control when frames are presented when using mGPU and Alternate Frame Rendering." }, "D3D12.AdjustTexturePoolSizeBasedOnBudget": { "Flags": [ "SetByConstructor" ], "Helptext": "Indicates if the RHI should lower the texture pool size when the application is over the memory budget provided by the OS. This can result in lower quality textures (but hopefully improve performance)." }, "D3D12.CommandListBatchingMode": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Changes how command lists are batched and submitted to the GPU." }, "D3D12.EnablePSOCache": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enables a disk cache for PipelineState Objects." }, "D3D12.ForceThirtyHz": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If true, the display will never update more often than 30Hz." }, "D3D12.MaxSyncCounter": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Maximum sync counter to smooth out vsync transitions." }, "D3D12.MaximumFrameLatency": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of frames that can be queued for render." }, "D3D12.RefreshPercentageBeforePresent": { "Flags": [ "RenderThreadSafe" ], "Helptext": "The percentage of the refresh period to wait before presenting." }, "D3D12.StablePowerState": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, enable stable power state. This increases GPU timing measurement accuracy but may decrease overall GPU clock rate." }, "D3D12.SyncInterval": { "Flags": [ "RenderThreadSafe" ], "Helptext": "When synchronizing with D3D, specifies the interval at which to refresh." }, "D3D12.SyncRefreshThreshold": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Threshold for time above which vsync will be disabled as a percentage of the refresh rate." }, "D3D12.SyncThreshold": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of consecutive 'fast' frames before vsync is enabled." }, "D3D12.SyncWithDWM": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If true, synchronize with the desktop window manager for vblank." }, "D3D12RHI.FeatureSetLimit": { "Flags": [ "SetByConstructor" ], "Helptext": "If set to 10, limit D3D RHI to D3D10 feature level. Otherwise, it will use default. Changing this at run-time has no effect. (default is -1)" }, "DbnoSystem.AllowOrderAttackOnDbno": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables/Disables the attack orders on downed characters." }, "DbnoSystem.BleedoutTimerForPets": { "Flags": [ "SetByConstructor" ], "Helptext": "The time (in sec) for the DBNO Bleedout Timer for pets." }, "DbnoSystem.BleedoutTimerTier1": { "Flags": [ "SetByConstructor" ], "Helptext": "The time (in sec) for the DBNO Bleedout Timer, by thrall profession tier." }, "DbnoSystem.BleedoutTimerTier2": { "Flags": [ "SetByConstructor" ], "Helptext": "The time (in sec) for the DBNO Bleedout Timer, by thrall profession tier." }, "DbnoSystem.BleedoutTimerTier3": { "Flags": [ "SetByConstructor" ], "Helptext": "The time (in sec) for the DBNO Bleedout Timer, by thrall profession tier." }, "DbnoSystem.BleedoutTimerTier4": { "Flags": [ "SetByConstructor" ], "Helptext": "The time (in sec) for the DBNO Bleedout Timer, by thrall profession tier." }, "DbnoSystem.BleedoutTimerVisibilityDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "The distance (from the player) within which DBNO characters will show their bleedout timer UI.\n" }, "DbnoSystem.DisableCollisionForDownedCharacters": { "Flags": [ "SetByConstructor" ], "Helptext": "Disables collisions on downed characters, allowing other characters to walk through them." }, "DbnoSystem.RecoveryHealthPercentStrike1": { "Flags": [ "SetByConstructor" ], "Helptext": "The percentage of the character's max health to restore during DBNO Recovery when character has 1 DBNO Strike.\n" }, "DbnoSystem.RecoveryHealthPercentStrike2": { "Flags": [ "SetByConstructor" ], "Helptext": "The percentage of the character's max health to restore during DBNO Recovery when character has 2 DBNO Strikes.\n" }, "DbnoSystem.RecoveryHealthPercentStrike3": { "Flags": [ "SetByConstructor" ], "Helptext": "The percentage of the character's max health to restore during DBNO Recovery when character has 3 DBNO Strikes.\n" }, "DbnoSystem.RevivalEffectRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "The AOE distance for reviving all DBNO characters (in your clan) around the targeted DBNO character." }, "DbnoSystem.RevivalInteractDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "The distance (from the player) for reviving DBNO characters.\n" }, "DbnoSystem.RevivalMovementDisableDuration": { "Flags": [ "SetByConstructor" ], "Helptext": "The duration during which the movement of the revived thrall will be disabled." }, "DbnoSystem.RevivalMovementDisableDurationForPets": { "Flags": [ "SetByConstructor" ], "Helptext": "The duration during which the movement of the revived pets will be disabled." }, "DbnoSystem.StrikeDuration": { "Flags": [ "SetByConstructor" ], "Helptext": "The duration of time (in sec, after DBNO recovery) until DBNO strikes will clear.\n" }, "DeferredActorLoadingFlush": { "Flags": [ "SetByConstructor" ], "Helptext": "Flush the deferred actor loading, causing all actors which were deferred to be loaded" }, "DeferredActorLoadingPause": { "Flags": [ "SetByConstructor" ], "Helptext": "Pause the deferred actor loading, preventing unoccluded actors from loading" }, "DeferredActorLoadingResume": { "Flags": [ "SetByConstructor" ], "Helptext": "Resume the deferred actor loading" }, "DumpCopyPropertiesForUnrelatedObjects": { "Flags": [ "SetByConstructor" ], "Helptext": "Dump the objects that are cross class copied" }, "DumpHashedUserIds": { "Flags": [ "SetByConstructor" ], "Helptext": "Lists hashed user Ids of all logged-in users." }, "DumpLevelCollections": { "Flags": [ "SetByConstructor" ], "Helptext": "Dump level collections in the current world." }, "DumpVisibleActors": { "Flags": [ "SetByConstructor" ], "Helptext": "Dump visible actors in current world." }, "Engine.MinNumOverlapsToUseTMap": { "Flags": [ "SetByConstructor" ], "Helptext": "Min number of overlaps required before using a TMap for deduplication" }, "FX.AllowAsyncTick": { "Flags": [ "SetByConstructor" ], "Helptext": "allow parallel ticking of particle systems." }, "FX.AllowCulling": { "Flags": [ "SetByConstructor" ], "Helptext": "Allow emitters to be culled." }, "FX.AllowGPUSorting": { "Flags": [ "SetByConstructor" ], "Helptext": "Allow particles to be sorted on the GPU." }, "FX.EarlyScheduleAsync": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, particle system components that can run async will be scheduled earlier in the frame" }, "FX.FreezeGPUSimulation": { "Flags": [ "SetByConstructor" ], "Helptext": "Freeze particles simulated on the GPU." }, "FX.FreezeParticleSimulation": { "Flags": [ "SetByConstructor" ], "Helptext": "Freeze particle simulation." }, "FX.GPUCollisionDepthBounds": { "Flags": [ "SetByConstructor" ], "Helptext": "Limits the depth bounds when searching for a collision plane." }, "FX.GPUSpawnWarningThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Warning threshold for spawning of GPU particles." }, "FX.MaxCPUParticlesPerEmitter": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of CPU particles allowed per-emitter." }, "FX.MaxGPUParticlesSpawnedPerFrame": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of GPU particles allowed to spawn per-frame per-emitter." }, "FX.MaxParticleTilePreAllocation": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum tile preallocation for GPU particles." }, "FX.ParticleSlackGPU": { "Flags": [ "SetByConstructor" ], "Helptext": "Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles." }, "FX.RestartAll": { "Flags": [ "SetByConstructor" ], "Helptext": "Restarts all particle system components" }, "FX.TestGPUSort": { "Flags": [ "SetByConstructor" ], "Helptext": "Test GPU sort. 1: Small, 2: Large, 3: Exhaustive, 4: Random" }, "FX.VisualizeGPUSimulation": { "Flags": [ "SetByConstructor" ], "Helptext": "Visualize the current state of GPU simulation.\n0 = off\n1 = visualize particle state\n2 = visualize curve texture" }, "FatalitySystem.BaseChance": { "Flags": [ "SetByConstructor" ], "Helptext": "The base chance for a player to trigger a fatality opportunity when an enemy's health is reduced to zero.\n" }, "FatalitySystem.MaxChance": { "Flags": [ "SetByConstructor" ], "Helptext": "The maximum chance for a player to trigger a fatality opportunity when an enemy's health is reduced to zero, factoring in the base chance and the overkill modifier.\n" }, "FatalitySystem.OverkillModifier": { "Flags": [ "SetByConstructor" ], "Helptext": "The modifier value that can increase chance for a player to trigger a fatality opportunity from the base chance when an attack's damage amount exceeds the target's remaining health.\n" }, "FixedBootOrder": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "Fls.ListOnlineFriends": { "Flags": [ "SetByConstructor" ], "Helptext": "Lists all friends that are Online for the provided localplayer number, or 0 if none is provied." }, "Fls.acceptInvite": { "Flags": [ "SetByConstructor" ], "Helptext": "Accepts friend invite from the given PlayFabId (Id in the master account) from the localplayer's friends list, or player 0 if none are provided." }, "Fls.addFriend": { "Flags": [ "SetByConstructor" ], "Helptext": "Adds the given PlayFabId (Id in the master account) to player 0's friends list" }, "Fls.blockPlayer": { "Flags": [ "SetByConstructor" ], "Helptext": "Blocks the given PlayFabId (Id in the master account) from the localplayer's friends list, or player 0 if none are provided." }, "Fls.deleteFriend": { "Flags": [ "SetByConstructor" ], "Helptext": "Deletes the given PlayFabId (Id in the master account) from the localplayer's friends list, or player 0 if none are provided. Order of args is ID then local player number" }, "Fls.friendRequestUrl": { "Flags": [ "SetByConstructor" ], "Helptext": "Creates a URL for a friend request." }, "Fls.listFriends": { "Flags": [ "SetByConstructor" ], "Helptext": "Lists all friends of the provided localplayer number, or 0 if none are provied.\nIf \"Online\" argument is passed only online friends are shown." }, "Fls.rejectInvite": { "Flags": [ "SetByConstructor" ], "Helptext": "Rejects friend invite from the given PlayFabId (Id in the master account) from the localplayer's friends list, or player 0 if none are provided." }, "Fls.unblockPlayer": { "Flags": [ "SetByConstructor" ], "Helptext": "Unblocks the given PlayFabId (Id in the master account) from the localplayer's friends list, or player 0 if none are provided." }, "ForceBuildStreamingData": { "Flags": [ "SetByConstructor" ], "Helptext": "Forces streaming data to be rebuilt for the current world." }, "GPUCaches": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "GPUSort.DebugOffsets": { "Flags": [ "SetByConstructor" ], "Helptext": "Debug GPU sort offsets." }, "GPUSort.DebugSort": { "Flags": [ "SetByConstructor" ], "Helptext": "Debug GPU sorting." }, "GameLiveStreaming.StartBroadcasting": { "Flags": [ "SetByConstructor" ], "Helptext": "Starts broadcasting game video and audio using a live internet streaming service\n\nOptional parameters:\n LoginUserName=<string> For direct authentication, the user name to login as\n LoginPassword=<string> For direct authentication, the password to use\n FrameRate=<int32> Frame rate to stream video when broadcasting\n ScreenScaling=<float> How much to scale the broadcast video resolution down\n bStartWebCam=<bool>\t\t\t\t If enabled, starts capturing video from your web camera right away\n DesiredWebCamWidth=<int32> Horizontal resolution for web camera capture\n DesiredWebCamHeight=<int32> Veritcal resolution for web camera capture\n bMirrorWebCamImage=<bool>\t\t\tFlips the web camera image horizontally\n bDrawSimpleWebCamVideo=<bool> Draws a simple web cam video on top of the viewport\n bCaptureAudioFromComputer=<bool> Enables capturing sound that is played back through your PC\n bCaptureAudioFromMicrophone=<bool> Enables capturing sound from your default microphone\n CoverUpImage=<2D Texture Path> Broadcasts the specified texture instead of what's on screen\n" }, "GameLiveStreaming.StartWebCam": { "Flags": [ "SetByConstructor" ], "Helptext": "Starts capturing web camera video and previewing it on screen\n\nOptional parameters:\n DesiredWebCamWidth=<int32> Horizontal resolution for web camera capture\n DesiredWebCamHeight=<int32> Veritcal resolution for web camera capture\n bMirrorWebCamImage=<bool>\t\t\tFlips the web camera image horizontally\n bDrawSimpleWebCamVideo=<bool> Draws a simple web cam video on top of the viewport\n" }, "GameLiveStreaming.StopBroadcasting": { "Flags": [ "SetByConstructor" ], "Helptext": "Stops broadcasting game video" }, "GameLiveStreaming.StopWebCam": { "Flags": [ "SetByConstructor" ], "Helptext": "Stops capturing web camera video" }, "GpuMemorySizeInMegabyte": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "GraniteSDK.DrawDebugTiles": { "Flags": [ "SetByConstructor" ], "Helptext": "Toggle Drawing of debug tiles" }, "GraniteSDK.ForceLogo": { "Flags": [ "SetByConstructor" ], "Helptext": "Force visibility of the Granite logo. Note: engine has to be compiled with GRANITESDK_WITH_LOGO_OVERLAY=1.\n0 - Do not force logo to be visible\n1 - Force the logo to be visible (if possible)" }, "GraniteSDK.Record": { "Flags": [ "SetByConstructor" ], "Helptext": "Performance recording" }, "GraniteSDK.ReservedRatio": { "Flags": [ "SetByConstructor" ], "Helptext": "Set the reservation ratio of the GPU caches" }, "GraniteSDK.SkipResolver": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Skip processing the resolver. No new tiles will be streamed in.\n0: resolve (default)\n1: skip resolve" }, "InGamePerformanceTracking.Enabled": { "Flags": [ "SetByConstructor" ], "Helptext": "If in-game performance tracking is enabled. Most games will likely not use or need this so it should be left disabled." }, "InGamePerformanceTracking.HistorySize": { "Flags": [ "SetByConstructor" ], "Helptext": "How many frames in game performance tracking should store in it's history." }, "IncidentalAudio.CooldownMapPruneWaitDuration": { "Flags": [ "SetByConstructor" ], "Helptext": "Min wait time before we clear out the cooldown duration map - Default 300s." }, "InventorySlotsToCreateOverride": { "Flags": [ "SetByConstructor" ], "Helptext": "Overrides number of inventory slots to create per call when updating icons." }, "Landscape.Combine": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable/disable Landscape component combining" }, "Landscape.Patches": { "Flags": [ "SetByConstructor" ], "Helptext": "Show/hide Landscape patches" }, "Landscape.Static": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable/disable Landscape static drawlists" }, "LevelSequence.DefaultFixedFrameIntervalPlayback": { "Flags": [ "SetByConstructor" ], "Helptext": "When non-zero, all newly created level sequences will default to fixed frame interval playback." }, "ListTimers": { "Flags": [ "SetByConstructor" ] }, "LoadTimes.DumpTracking": { "Flags": [ "SetByConstructor" ], "Helptext": "Dump high level load times being tracked" }, "LoadTimes.DumpTrackingLow": { "Flags": [ "SetByConstructor" ], "Helptext": "Dump low level load times being tracked" }, "Localization.HangulTextWrappingMethod": { "Flags": [ "SetByConstructor" ], "Helptext": "0: PerSyllable, 1: PerWord (default)." }, "MaxGraniteFilesPerPackagingChunk": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "MaximumResolves": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "MaximumTileDataUpload": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "ModFileDownload.BlockSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Size of sent file block packets in bytes. TCP allows for 65k in theory but 1500 is the usual practical limit used. Don't press your luck too much." }, "ModFileDownload.DownloadPortOffset": { "Flags": [ "SetByConstructor" ], "Helptext": "Port offset for Mod File download. Based on endpoint's game port." }, "ModFileDownload.HeartbeatIntervalInSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Client sends heartbeat to server after this interval." }, "ModFileDownload.InactiveSecondsBeforeThrottlingThread": { "Flags": [ "SetByConstructor" ], "Helptext": "Interval after which runnable thread is throttled a bit if inactive." }, "ModFileDownload.MaxClientFileHeaderRetries": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of times client will retry sending a file header without receiving an answer from the server. Used for client to decide when to give up and report errors." }, "ModFileDownload.MaxClientInFlightBlockRequests": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of in-flight Mod file block requests queued up to the server." }, "ModFileDownload.MaxClientReceiveInactiveTimeInSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Client resends last order after this interval if nothing was received." }, "ModFileDownload.MaxInactiveTimeInSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Time after which an endpoint (client or server) is considered inactive in seconds." }, "ModFileDownload.MaxReceivedCommandSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum byte size of a received command. Used for safety, on both client and server." }, "ModFileDownload.MaxServerConnectionInactiveTimeInSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Server will close a client connection if client stayed inactive for this interval." }, "ModFileDownload.MaxServerPendingFileBlockQueries": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of pending Mod file block requests queued up per-client-connection on the server. For exploit safety." }, "ModFileDownload.MaxServerPerConnectionBandwidthMbps": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum bandwidth in Mbps (bits, not bytes) allowed by the server for a single connection. Note that the limit is not absolute and may be overshot a bit, as it's a threshold when to start throttling down. 0 or negative disables bandwidth limiting." }, "ModFileDownload.MaxSimultaneousClientConnections": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of client connections allowed. 0 or negative disables Mod files download." }, "NeedsComponentDefaultClass": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "Net.LogSkippedRepNotifies": { "Flags": [ "SetByConstructor" ], "Helptext": "Log when the networking code skips calling a repnotify clientside due to the property value not changing." }, "NoBakePaths": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "OSS.VoiceLoopback": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables voice loopback\n1 Enabled. 0 Disabled." }, "OpenGL.BindlessTexture": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, use GL_ARB_bindless_texture over traditional glBindTexture/glBindSampler." }, "OpenGL.MaxSubDataSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum amount of data to send to glBufferSubData in one call" }, "OpenGL.RebindTextureBuffers": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, rebind GL_TEXTURE_BUFFER's to their GL_TEXTURE name whenever the buffer is modified." }, "OpenGL.SkipCompute": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, don't issue dispatch work." }, "OpenGL.UBODirectWrite": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables direct writes to the UBO via Buffer Storage" }, "OpenGL.UBOPoolSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Size of the UBO pool, 0 disables UBO Pool" }, "OpenGL.UseBufferDiscard": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, use dynamic buffer orphaning hint." }, "OpenGL.UseEmulatedUBs": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, enable using emulated uniform buffers on ES2 mode." }, "OpenGL.UseGlClipControlIfAvailable": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If true, the engine trys to use glClipControl if the driver supports it." }, "OpenGL.UseMapBuffer": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, use glMapBuffer otherwise use glBufferSubdata." }, "OpenGL.UseSeparateShaderObjects": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If set to 1, use OpenGL's separate shader objects to eliminate expensive program linking" }, "OpenGL.UseStagingBuffer": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables maps of dynamic vertex buffers to go to a staging buffer" }, "OpenGL.UseVAB": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, use GL_VERTEX_ATTRIB_BINDING instead of traditional vertex array setup." }, "Party.CVarAcceptJoinsDuringLoad": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables joins while leader is trying to load into a game\n1 Enables. 0 disables." }, "PrintGametweakValues": { "Flags": [ "SetByConstructor" ], "Helptext": "Prints a list of all gametweaks and the current values." }, "RHI.FeatureSetLimit": { "Flags": [ "SetByConstructor" ], "Helptext": "If set to 10, limit D3D RHI to D3D10 feature level. Otherwise, it will use default. Changing this at run-time has no effect. (default is -1)" }, "RHI.GPUHitchThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Threshold for detecting hitches on the GPU (in milliseconds)." }, "RHI.MaxSyncCounter": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Maximum sync counter to smooth out vsync transitions." }, "RHI.MaximumFrameLatency": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of frames that can be queued for render." }, "RHI.RefreshPercentageBeforePresent": { "Flags": [ "RenderThreadSafe" ], "Helptext": "The percentage of the refresh period to wait before presenting." }, "RHI.SyncInterval": { "Flags": [ "RenderThreadSafe" ], "Helptext": "When synchronizing with D3D, specifies the interval at which to refresh." }, "RHI.SyncIntervalOgl": { "Flags": [ "SetByConstructor" ], "Helptext": "When synchronizing with OpenGL, specifies the interval at which to refresh." }, "RHI.SyncRefreshThreshold": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Threshold for time above which vsync will be disabled as a percentage of the refresh rate." }, "RHI.SyncThreshold": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of consecutive 'fast' frames before vsync is enabled." }, "RHI.SyncWithDWM": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If true, synchronize with the desktop window manager for vblank." }, "RHI.TargetRefreshRate": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If non-zero, the display will never update more often than the target refresh rate (in Hz)." }, "Radio_ChebyshevCubedMultiplier": { "Flags": [ "SetByConstructor" ], "Helptext": "A parameter to tweak the radio filter." }, "Radio_ChebyshevMultiplier": { "Flags": [ "SetByConstructor" ], "Helptext": "A parameter to tweak the radio filter." }, "Radio_ChebyshevPower": { "Flags": [ "SetByConstructor" ], "Helptext": "A parameter to tweak the radio filter." }, "Radio_ChebyshevPowerMultiplier": { "Flags": [ "SetByConstructor" ], "Helptext": "A parameter to tweak the radio filter." }, "ServerOnlyServiceActors": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "ServiceActors": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "SetInventoryVirtualizationMargin": { "Flags": [ "SetByConstructor" ], "Helptext": "Sets number of rows (columns for horizontal orientation) outside of view which are still loaded (for each direction) when using icon virtualization." }, "SetThreadAffinity": { "Flags": [ "SetByConstructor" ], "Helptext": "Sets the thread affinity. A single arg of default resets the thread affinity, otherwise pairs of args [GT|RT|RHI|Task] [Hex affinity] sets the affinity." }, "ShowFlag.AmbientCubemap": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.AmbientOcclusion": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.AntiAliasing": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.AtmosphericFog": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.AudioRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.BSP": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.BSPSplit": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.BSPTriangles": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.BillboardSprites": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Bloom": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Bounds": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Brushes": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.BuilderBrush": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.CameraAspectRatioBars": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.CameraFrustums": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.CameraImperfections": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.CameraInterpolation": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.CameraSafeFrames": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Collision": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.CollisionPawn": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.CollisionVisibility": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ColorGrading": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.CompositeEditorPrimitives": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Constraints": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ContactShadows": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Cover": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.DebugAI": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Decals": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.DeferredLighting": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.DepthOfField": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Diffuse": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.DirectLighting": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.DirectionalLights": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.DistanceCulledPrimitives": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.DistanceFieldAO": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.DistanceFieldGI": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.DynamicShadows": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Editor": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.EyeAdaptation": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Fog": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.FoliageOcclusionBounds": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ForceFeedbackRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.GBufferHints": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Game": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.GameplayDebug": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.GlobalIllumination": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Grain": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Grid": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.HLODColoration": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.HMDDistortion": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.HighResScreenshotMask": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.HitProxies": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.IndirectLightingCache": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.InstancedFoliage": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.InstancedGrass": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.InstancedStaticMeshes": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LOD": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LODColoration": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Landscape": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LargeVertices": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LensFlares": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LevelColoration": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LightComplexity": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LightFunctions": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LightInfluences": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LightMapDensity": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LightRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.LightShafts": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Lighting": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.MassProperties": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.MaterialTextureScaleAccuracy": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Materials": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.MeshEdges": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.MeshUVDensityAccuracy": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ModeWidgets": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.MotionBlur": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Navigation": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.OnScreenDebug": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.OutputMaterialTextureScales": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.OverrideDiffuseAndSpecular": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Paper2DSprites": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Particles": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Pivot": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.PointLights": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.PostProcessMaterial": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.PostProcessing": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.PrecomputedVisibility": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.PrecomputedVisibilityCells": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.PreviewShadowsIndicator": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.PrimitiveDistanceAccuracy": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.PropertyColoration": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Purge": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.QuadOverdraw": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ReflectionEnvironment": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ReflectionOverride": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Refraction": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Rendering": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.RequiredTextureResolution": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.SceneColorFringe": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ScreenPercentage": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ScreenSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ScreenSpaceAO": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ScreenSpaceReflections": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Selection": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.SelectionOutline": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.SeparateTranslucency": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ShaderComplexity": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ShaderComplexityWithQuadOverdraw": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.ShadowFrustums": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.SkeletalMeshes": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.SkinCache": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.SkyLighting": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Snap": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Specular": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Splines": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.SpotLights": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.StaticMeshes": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.StationaryLightOverlap": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.StereoRendering": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.StreamingBounds": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.SubsurfaceScattering": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.TemporalAA": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Tessellation": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.TestImage": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.TextRender": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.TexturedLightProfiles": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Tonemapper": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Translucency": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VectorFields": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VersionOsd": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VertexColors": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Vignette": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisLog": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeAdaptiveDOF": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeBloom": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeBuffer": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeDOF": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeDistanceFieldAO": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeDistanceFieldGI": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeHDR": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeLPV": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeLightCulling": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeMeshDistanceFields": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeMotionBlur": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeOutOfBoundsPixels": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeSSR": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeSSS": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeSenses": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VisualizeShadingModels": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VolumeLightingSamples": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Volumes": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.VolumetricFog": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.WidgetComponents": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "ShowFlag.Wireframe": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override a specific showflag (works in editor and game, \"show\" only works in game and UI only in editor)\nUseful to run a build many time with the same showflags (when put in consolevariables.ini like \"showflag.abc=0\")\n 0: force the showflag to be OFF\n 1: force the showflag to be ON\n 2: do not override this showflag (default)" }, "SilentEventQueue.DumpQueue": { "Flags": [ "SetByConstructor" ], "Helptext": "Prints out to log all the enqueued silent events waiting to be processed to file" }, "SilentEventWorker.DumpCurrentFile": { "Flags": [ "SetByConstructor" ], "Helptext": "Prints out to log the contents of the current log file" }, "SilentEventWorker.DumpFile": { "Flags": [ "SetByConstructor" ], "Helptext": "Prints out to log the contents of the given log file (ex. SilentEventWorker.DumpFile SilentEvents.log-1)" }, "SilentEventWorker.DumpFileQueue": { "Flags": [ "SetByConstructor" ], "Helptext": "Prints out to log all the enqueued silent event log files (both the current one and the ones pending upload)" }, "SilentEventWorker.ForceFullFlush": { "Flags": [ "SetByConstructor" ], "Helptext": "Flushes the Silent Event Queue and the Silent Event File Queue" }, "Slate.AllowBackgroundBlurWidgets": { "Flags": [ "SetByConstructor" ], "Helptext": "If 0, no background blur widgets will be rendered" }, "Slate.AllowNumericLabelCrush": { "Flags": [ "SetByConstructor" ], "Helptext": "Should we crush the vector input box?." }, "Slate.AllowSlateToSleep": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether Slate should go to sleep when there are no active timers and the user is idle" }, "Slate.AllowToolTips": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to allow tool-tips to spawn at all." }, "Slate.BackgroundBlurDownsample": { "Flags": [ "SetByConstructor" ] }, "Slate.BackgroundBlurMaxKernelSize": { "Flags": [ "SetByConstructor" ], "Helptext": "The maximum allowed kernel size. Note: Very large numbers can cause a huge decrease in performance" }, "Slate.DefaultTextFlowDirection": { "Flags": [ "SetByConstructor" ], "Helptext": "0: Auto (default), 1: LeftToRight, 2: RightToLeft." }, "Slate.DefaultTextShapingMethod": { "Flags": [ "SetByConstructor" ], "Helptext": "0: Auto (default), 1: KerningOnly, 2: FullShaping." }, "Slate.DeferWindowsMessageProcessing": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether windows message processing is deferred until tick or if they are processed immediately" }, "Slate.FoldTick": { "Flags": [ "SetByConstructor" ], "Helptext": "When folding, call Tick as part of the paint pass instead of a separate tick pass." }, "Slate.ForceBackgroundBlurLowQualityOverride": { "Flags": [ "Scalability" ], "Helptext": "Whether or not to force a slate brush to be used instead of actually blurring the background" }, "Slate.GlobalScrollAmount": { "Flags": [ "SetByConstructor" ], "Helptext": "How much to scroll for each click of the mouse wheel (in Slate Screen Units)." }, "Slate.NumericLabelWidthCrushStart": { "Flags": [ "SetByConstructor" ], "Helptext": "Start crushing when the width is below." }, "Slate.NumericLabelWidthCrushStop": { "Flags": [ "SetByConstructor" ], "Helptext": "Stop crushing when the width is above." }, "Slate.OutlineFontRenderMethod": { "Flags": [ "SetByConstructor" ], "Helptext": "Changes the render method for outline fonts. 0 = freetype does everything and generates a bitmap for the base glyph (default). 1 = We override the freetype rasterizer. Can help with some rendering anomalies on complicated fonts." }, "Slate.SkipSecondPrepass": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to skip the second Slate PrePass call (the one right before rendering)." }, "Slate.SleepBufferPostInput": { "Flags": [ "SetByConstructor" ], "Helptext": "The amount of time that must pass without any user action before Slate is put to sleep (provided that there are no active timers)." }, "Slate.TargetFrameRateForResponsiveness": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum sustained average frame rate required before we consider the editor to be \"responsive\" for a smooth UI experience" }, "Slate.ThrottleWhenMouseIsMoving": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to attempt to increase UI responsiveness based on mouse cursor movement." }, "Slate.TickInvisibleWidgets": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls whether invisible widgets are ticked." }, "Slate.ToolTipDelay": { "Flags": [ "SetByConstructor" ], "Helptext": "Delay in seconds before a tool-tip is displayed near the mouse cursor when hovering over widgets that supply tool-tip data." }, "Slate.ToolTipFadeInDuration": { "Flags": [ "SetByConstructor" ], "Helptext": "How long it takes for a tool-tip to fade in, in seconds." }, "Slate.ToolTipWrapWidth": { "Flags": [ "SetByConstructor" ], "Helptext": "Width of Slate tool-tips before we wrap the tool-tip text" }, "Slate.bAllowThrottling": { "Flags": [ "SetByConstructor" ], "Helptext": "Allow Slate to throttle parts of the engine to ensure the UI is responsive" }, "SpewAnimRateOptimization": { "Flags": [ "SetByConstructor" ], "Helptext": "True to spew overall anim rate optimization tick rates." }, "SynthBenchmark": { "Flags": [ "SetByConstructor" ], "Helptext": "Run simple benchmark to get some metrics to find reasonable game settings automatically\nOptional (float) parameter allows to scale with work amount to trade time or precision (default: 10)." }, "TaskGraph.ABTestThreads": { "Flags": [ "SetByConstructor" ], "Helptext": "Takes two 0/1 arguments. Equivalent to setting TaskGraph.UseHiPriThreads and TaskGraph.UseBackgroundThreads, respectively. Packages as one command for use with the abtest command." }, "TaskGraph.Benchmark": { "Flags": [ "SetByConstructor" ], "Helptext": "Prints the time to run 1000 no-op tasks." }, "TaskGraph.NumWorkerThreadsToIgnore": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to tune the number of task threads. Generally once you have found the right value, PlatformMisc::NumberOfWorkerThreadsToSpawn() should be hardcoded." }, "TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for the experiemntal async end of frame tasks." }, "TaskGraph.TaskPriorities.AsyncIOCPUWork": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for decompression, decryption and signature checking of async IO from a pak file." }, "TaskGraph.TaskPriorities.AsyncTraceTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for async traces." }, "TaskGraph.TaskPriorities.FetchVisibilityForPrimitivesTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FetchVisibilityForPrimitivesTask." }, "TaskGraph.TaskPriorities.Grass": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FParallelGrassTask." }, "TaskGraph.TaskPriorities.HiPriAsyncTickTaskPriority": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for async ticks that are high priority." }, "TaskGraph.TaskPriorities.NavTriggerAsyncQueries": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for UNavigationSystem::PerformAsyncQueries." }, "TaskGraph.TaskPriorities.NormalAsyncTickTaskPriority": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for async ticks that are not high priority." }, "TaskGraph.TaskPriorities.ParallelAnimationEvaluationTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FParallelAnimationEvaluationTask" }, "TaskGraph.TaskPriorities.ParallelBlendPhysicsTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FParallelBlendPhysicsTask." }, "TaskGraph.TaskPriorities.ParallelClothTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for parallel cloth." }, "TaskGraph.TaskPriorities.ParallelTranslateCommandList": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FParallelTranslateCommandList." }, "TaskGraph.TaskPriorities.ParallelTranslateCommandListPrepass": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FParallelTranslateCommandList for the prepass, which we would like to get to the GPU asap." }, "TaskGraph.TaskPriorities.ParallelTranslateSetupCommandList": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FParallelTranslateSetupCommandList." }, "TaskGraph.TaskPriorities.ParticleAsyncTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FParticleAsyncTask." }, "TaskGraph.TaskPriorities.PhyXSceneCompletion": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for PhysicsSceneCompletion." }, "TaskGraph.TaskPriorities.PhysXStepSimulation": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FPhysSubstepTask::StepSimulation." }, "TaskGraph.TaskPriorities.PhysXTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FPhysXTask." }, "TaskGraph.TaskPriorities.PhysXTask.Cloth": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FPhysXTask (cloth)." }, "TaskGraph.TaskPriorities.SceneRenderingTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for various scene rendering tasks." }, "TaskGraph.TaskPriorities.SortFrontToBackTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FSortFrontToBackTask." }, "TaskGraph.TaskPriorities.TickCleanupTaskPriority": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for tick cleanup." }, "TaskGraph.TaskPriorities.TickDispatchTaskPriority": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for tick tasks dispatch." }, "TaskGraph.TaskPriorities.UpdateCachePrimitivesTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Task and thread priority for FUpdateCachePrimitivesTask." }, "TaskGraph.TaskThreadPriority": { "Flags": [ "SetByConstructor" ], "Helptext": "Sets the priority of the task threads. Argument is one of belownormal, normal or abovenormal." }, "TaskGraph.TestLockFree": { "Flags": [ "SetByConstructor" ], "Helptext": "Test lock free lists" }, "TaskGraph.UseBackgroundThreads": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, then use background threads, otherwise run background tasks on normal priority task threads. Used for performance tuning." }, "TaskGraph.UseHiPriThreads": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, then use hi priority task threads, otherwise run background tasks on normal priority task threads. Used for performance tuning." }, "ToggleForceDefaultMaterial": { "Flags": [ "SetByConstructor" ], "Helptext": "Render all meshes with the default material." }, "ToggleLight": { "Flags": [ "SetByConstructor" ], "Helptext": "Toggles all lights whose name contains the specified string" }, "ToggleReversedIndexBuffers": { "Flags": [ "SetByConstructor" ], "Helptext": "Render static meshes with negative transform determinants using a reversed index buffer." }, "ToggleShadowIndexBuffers": { "Flags": [ "SetByConstructor" ], "Helptext": "Render static meshes with an optimized shadow index buffer that minimizes unique vertices." }, "TranslucentSortAxis": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "UI.DebugRejoin": { "Flags": [ "SetByConstructor" ], "Helptext": "Force switch between rejoin states (-1 is off)" }, "UI.DebugUpdateCheck": { "Flags": [ "SetByConstructor" ], "Helptext": "Force switch between update states (-1 is off)" }, "UIScaleCurve": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "UIScaleRule": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "VivoxReconnectDelay": { "Flags": [ "SetByConstructor" ], "Helptext": "Time in seconds before game attempts to login or connect to vivox channel after previous failure." }, "Widget.EnableFastTemplates": { "Flags": [ "SetByConstructor" ], "Helptext": "Should we be using the fast templates." }, "WorldPersistence.EnableAsyncDBActorsLoading": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable (1) or Disable (0) async DB queries during world persistence actors loading. Enabled by default for loading speed." }, "WorldPersistence.MaxInFlightAsyncDBQueries": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of in-flight async DB queries during world persistence actors loading. Anything in the order of 50-200 is fine." }, "a.AnimNode.AimOffsetLookAt.Debug": { "Flags": [ "SetByConstructor" ], "Helptext": "Toggle LookAt AimOffset debug" }, "a.AnimNode.AimOffsetLookAt.Enable": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable/Disable LookAt AimOffset" }, "a.AnimNode.LegIK.AveragePull": { "Flags": [ "SetByConstructor" ], "Helptext": "Leg IK AveragePull" }, "a.AnimNode.LegIK.Enable": { "Flags": [ "SetByConstructor" ], "Helptext": "Toggle LegIK node." }, "a.AnimNode.LegIK.MaxIterations": { "Flags": [ "SetByConstructor" ], "Helptext": "Leg IK MaxIterations override. 0 = node default, > 0 override." }, "a.AnimNode.LegIK.PullDistribution": { "Flags": [ "SetByConstructor" ], "Helptext": "Leg IK PullDistribution. 0 = foot, 0.5 = balanced, 1.f = hip" }, "a.AnimNode.LegIK.TargetReachStepPercent": { "Flags": [ "SetByConstructor" ], "Helptext": "Leg IK TargetReachStepPercent." }, "a.AnimNode.StateMachine.EnableRelevancyReset": { "Flags": [ "SetByConstructor" ], "Helptext": "Reset State Machine when it becomes relevant" }, "a.ForceParallelAnimUpdate": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "If != 0, then we update animations on worker threads regardless of the setting on the project or anim blueprint." }, "a.ParallelAnimEvaluation": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, animation evaluation will be run across the task graph system. If 0, evaluation will run purely on the game thread" }, "a.ParallelAnimUpdate": { "Flags": [ "SetByConstructor" ], "Helptext": "If != 0, then we update animation blend tree, native update, asset players and montages (is possible) on worker threads." }, "a.ParallelBlendPhysics": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread" }, "a.URO.Draw": { "Flags": [ "SetByConstructor" ], "Helptext": "True to draw color coded boxes for anim rate." }, "a.URO.Enable": { "Flags": [ "SetByConstructor" ], "Helptext": "True to anim rate optimization." }, "a.URO.ForceAnimRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Non-zero to force anim rate. 10 = eval anim every ten frames for those meshes that can do it. In some cases a frame is considered to be 30fps." }, "a.URO.ForceInterpolation": { "Flags": [ "SetByConstructor" ], "Helptext": "Set to 1 to force interpolation" }, "ai.needs.criticalmaxevalinterval": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum time between evaluating most important need when there is at least 1 need in a critical range" }, "ai.needs.tickinterval0": { "Flags": [ "Unregistered" ], "Helptext": "AI Needs tick interval at AILOD 0" }, "ai.needs.tickinterval1": { "Flags": [ "Unregistered" ], "Helptext": "AI Needs tick interval at AILOD 1" }, "ai.needs.tickinterval2": { "Flags": [ "Unregistered" ], "Helptext": "AI Needs tick interval at AILOD 2" }, "ai.needs.tickinterval3": { "Flags": [ "Unregistered" ], "Helptext": "AI Needs tick interval at AILOD 3. Only relevant if AILOD does not suspend the actor (non-standard behavior)" }, "au.SpoofFailedStreamChunkLoad": { "Flags": [ "SetByConstructor" ], "Helptext": "Forces failing to load streamed chunks.\n0: Not Enabled, 1: Enabled" }, "bAdvanced": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "con.DebugEarlyCheat": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "IAmNoRealVariable" }, "con.DebugEarlyDefault": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "IAmNoRealVariable" }, "con.DebugLateCheat": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "IAmNoRealVariable" }, "con.DebugLateDefault": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "IAmNoRealVariable" }, "con.MinLogVerbosity": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to see the log in the in game console (by default deactivated to avoid spam and minor performance loss).\n 0: no logging other than console response (default)\n 1: Only fatal errors (no that useful)\n 2: additionally errors\n 3: additionally warnings\n 4: additionally display\n 5: additionally log\n..\n>=7: all" }, "d3d11.ZeroBufferSizeInMB": { "Flags": [ "SetByConstructor" ], "Helptext": "The D3D11 RHI needs a static allocation of zeroes to use when streaming textures asynchronously. It should be large enough to support the largest mipmap you need to stream. The default is 4MB." }, "d3d12.ZeroBufferSizeInMB": { "Flags": [ "SetByConstructor" ], "Helptext": "The D3D12 RHI needs a static allocation of zeroes to use when streaming textures asynchronously. It should be large enough to support the largest mipmap you need to stream. The default is 4MB." }, "demo.AsyncLoadWorld": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, we will use seamless server travel to load the replay world asynchronously" }, "demo.CheckpointSaveMaxMSPerFrameOverride": { "Flags": [ "SetByConstructor" ], "Helptext": "If >= 0, this value will override the CheckpointSaveMaxMSPerFrame member variable, which is the maximum time allowed each frame to spend on saving a checkpoint. If 0, it will save the checkpoint in a single frame, regardless of how long it takes." }, "demo.CheckpointUploadDelayInSeconds": { "Flags": [ "SetByConstructor" ] }, "demo.ClientRecordAsyncEndOfFrame": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, TickFlush will be called on a thread in parallel with Slate." }, "demo.EnableCheckpoints": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether or not checkpoints save on the server" }, "demo.FastForwardDestroyTearOffActors": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, the driver will destroy any torn-off actors immediately while fast-forwarding a replay." }, "demo.FastForwardSkipRepNotifies": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, the driver will optimize fast-forwarding by deferring calls to RepNotify functions until the fast-forward is complete. " }, "demo.ForceDisableAsyncPackageMapLoading": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, async package map loading of network assets will be disabled." }, "demo.GotoTimeInSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "For testing only, jump to a particular time" }, "demo.LoadCheckpointGarbageCollect": { "Flags": [ "SetByConstructor" ], "Helptext": "If nonzero, CollectGarbage will be called during LoadCheckpoint after the old actors and connection are cleaned up." }, "demo.MinRecordHz": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum number of demo frames recorded per second (use with care)" }, "demo.QueueCheckpointChannels": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, the driver will put all channels created during checkpoint loading into queuing mode, to amortize the cost of spawning new actors across multiple frames." }, "demo.RecordHz": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of demo frames recorded per second" }, "demo.SkipTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Skip fixed amount of network replay time (in seconds)" }, "demo.TimeDilation": { "Flags": [ "SetByConstructor" ], "Helptext": "Override time dilation during demo playback (-1 = don't override)" }, "demo.UseAdaptiveReplayUpdateFrequency": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, NetUpdateFrequency will be calculated based on how often actors actually write something when recording to a replay" }, "dp.Override": { "Flags": [ "SetByConstructor" ], "Helptext": "DeviceProfile override - setting this will use the named DP as the active DP. In addition, it will restore any\n previous overrides before setting (does a dp.OverridePop before setting after the first time).\n The commandline -dp option will override this on startup, but not when setting this at runtime\n" }, "dp.Override.Restore": { "Flags": [ "SetByConstructor" ], "Helptext": "Restores any cvars set by dp.Override to their previous value" }, "dumpticks": { "Flags": [ "SetByConstructor" ], "Helptext": "Dumps all tick functions registered with FTickTaskManager to log." }, "dw.AILOD0NetPriority": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Character net priority at AILOD 0.\n >= 0: Literal net priority.\n < 0: Use default from CDO." }, "dw.AILOD0NetUpdateFrequency": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Character net update frequency at AILOD 0.\n >= 0: Literal net update frequency.\n < 0: Use default from CDO." }, "dw.AILOD1Distance": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "AILOD 1 distance.\n" }, "dw.AILOD1NetPriority": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Character net priority at AILOD 1.\n >= 0: Literal net priority.\n < 0: Use default from CDO." }, "dw.AILOD1NetUpdateFrequency": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Character net update frequency at AILOD 1.\n >= 0: Literal net update frequency.\n < 0: Use default from CDO." }, "dw.AILOD2Distance": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "AILOD 2 distance.\n" }, "dw.AILOD2NetPriority": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Character net priority at AILOD 2.\n >= 0: Literal net priority.\n < 0: Use default from CDO." }, "dw.AILOD2NetUpdateFrequency": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Character net update frequency at AILOD 2.\n >= 0: Literal net update frequency.\n < 0: Use default from CDO." }, "dw.AILOD3Distance": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "AILOD 3 distance.\n" }, "dw.AILOD3NetPriority": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Character net priority at AILOD 3.\n >= 0: Literal net priority.\n < 0: Use default from CDO." }, "dw.AILOD3NetUpdateFrequency": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Character net update frequency at AILOD 3.\n >= 0: Literal net update frequency.\n < 0: Use default from CDO." }, "dw.AILODInvalidateReplicationOnDrop": { "Flags": [ "SetByConstructor" ], "Helptext": "0 or 1. Sets whether replication gets invalidated when LOD drops (not when it rises), to prevent rep stalls due to unconsumed delays on change.\n" }, "dw.AILODUseRaycasts": { "Flags": [ "SetByConstructor" ], "Helptext": "Use raycasts in AILODSystem to determine visibility." }, "dw.AdaptiveSystemEnabled": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable Adaptive System" }, "dw.AdaptiveSystemPercentage": { "Flags": [ "SetByConstructor" ], "Helptext": "Current value of percentage, dynamically updated" }, "dw.AllowAILODOverlay": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Send AI LODs from server to client in non-shipping builds, to enable the ShowAILODOverlay console command." }, "dw.AllowInGameJoin": { "Flags": [ "SetByConstructor" ], "Helptext": "Allow joining (either explicit join or per invite) another game while in-game. (EXPERIMENTAL)" }, "dw.AlwaysPerformPlaceableStabilityPropagation": { "Flags": [ "SetByConstructor" ], "Helptext": "Force Placeable Stability Propagation to run on startup." }, "dw.AlwaysRunUndermeshDetectionWithinBoundsOnly": { "Flags": [ "SetByConstructor" ] }, "dw.AttenuationFalloffDistanceScale": { "Flags": [ "SetByConstructor" ], "Helptext": "Use this value to scale the audio fallof distance (negative = disabled, 1 = unchanged, <1 reduced (less sounds is played and some memory is saved), >1 increased" }, "dw.BuildDeconstructPenetrationTraceDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "How far the second line trace should go underground after deconstruct trace hits the ground (Landscape or mesh)." }, "dw.BuildGhostAngleMaxInfluenceValue": { "Flags": [ "SetByConstructor" ], "Helptext": "How much the angle of aiming at a building ghost should count towards the total score." }, "dw.BuildGhostGroundHitDistInfluenceValue": { "Flags": [ "SetByConstructor" ], "Helptext": "This - DistanceToWherePlayerIsLooking, gives an extra score to the building piece for tracing ghosts." }, "dw.BuildGhostPlayerDistInfluenceValue": { "Flags": [ "SetByConstructor" ], "Helptext": "This - DistanceToCharacter, gives and extra score to the building piece for tracing ghosts." }, "dw.BuildMaxConcurrentClientSockets": { "Flags": [ "SetByConstructor" ], "Helptext": "How many sockets can be active on the client at once before we cull them." }, "dw.BuildMaxPlacementGhosts": { "Flags": [ "SetByConstructor" ], "Helptext": "How many placement ghosts to have available at once." }, "dw.BuildPlacementGhostGenerationMaxFrameTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Sets how much time can be spent every frame generating new placement ghosts per frame, will continue the next frame until no new ghosts are required." }, "dw.BuildRandomBuildingGeneratorMaxFrameTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Sets how much time can be spent every frame placing a building piece, will continue the next frame until no new pieces are required." }, "dw.BuildShowDestructibles": { "Flags": [ "SetByConstructor" ], "Helptext": "Spawn destructibles when building is destroyed or not." }, "dw.BuildUseHigherInitialPriority": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to use higher priority for building initial replication or not." }, "dw.BuildUseOldTracingMethod": { "Flags": [ "SetByConstructor" ], "Helptext": "Set to 1 to use old tracing method" }, "dw.BuildingData_CompressionEfficiencyThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Send compressed ClientBuildingData if efficiency is higher than:" }, "dw.BuildingData_CompressionThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Try compress ClientBuildingData calls if LinchPin array is bigger than:" }, "dw.BuildingDefragmentation": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to defragment building modules when loading. Will sort buildings by class before adding to maximize the number of instances per components" }, "dw.BuildingReplicationCompressionEnabled": { "Flags": [ "SetByConstructor" ], "Helptext": "Enabled/disables compression for building replication" }, "dw.BuildingReplicationMaxConnectionSaturation": { "Flags": [ "SetByConstructor" ], "Helptext": "Sets how much bandwidth can be used to replicate buildings" }, "dw.BuildingReplicationPerConnectionMaxFrameTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Sets how much time can be spent every frame per connection replicating buildings" }, "dw.BuildingReplicationThrottlingEnabled": { "Flags": [ "SetByConstructor" ], "Helptext": "Enabled/disables bandwidth throttling for building replication" }, "dw.CVarUseHasPartialPathToBuildGiveUpHate": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables/Disables the additional check in Should Build Give Up Hate using HasPartialPath()" }, "dw.CanMoveToTimeStep": { "Flags": [ "SetByConstructor" ], "Helptext": "The time step to be used by CanMoveTo while simulating movement." }, "dw.ClimbAngleSpeed": { "Flags": [ "SetByConstructor" ], "Helptext": "Angle rotation speed." }, "dw.ClimbCeilingOffset": { "Flags": [ "SetByConstructor" ], "Helptext": "When hanging from the ceiling, we're gonna be offset by this amount off the ceiling at all times." }, "dw.ClimbCeilingTransitionTolerance": { "Flags": [ "SetByConstructor" ], "Helptext": "How much change in rotation is required to use normal input direction when transitioning between ceiling and wall climbing." }, "dw.ClimbEdgeDownDetectOffset": { "Flags": [ "SetByConstructor" ], "Helptext": "When trying to find an edge above the character, this is how much to offset the trace down from the start of the trace." }, "dw.ClimbEdgeForwardDetectOffset": { "Flags": [ "SetByConstructor" ], "Helptext": "When trying to find an edge above the character, this is how much to offset the trace forward from the character. It adds the PawnRadius as well." }, "dw.ClimbEdgeJumpSpeed": { "Flags": [ "SetByConstructor" ], "Helptext": "How much force to launch the player at when he finds an edge." }, "dw.ClimbEdgeTopDetectOffset": { "Flags": [ "SetByConstructor" ], "Helptext": "When trying to find an edge above the character, this is how much to offset the trace from above the players head." }, "dw.ClimbExtraWallCheckDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "When you do the initial attachment to a wall, you might be hitting it with the normal capsule size. Which might not give you a valid spot for attaching to the wall. This will adjust the initial wall search." }, "dw.ClimbFallAngleSpeed": { "Flags": [ "SetByConstructor" ], "Helptext": "Angle rotation speed." }, "dw.ClimbGetUpForward": { "Flags": [ "SetByConstructor" ], "Helptext": "How much forward the animation will end the player at." }, "dw.ClimbGetUpHeight": { "Flags": [ "SetByConstructor" ], "Helptext": "How high up the animation will end the player at." }, "dw.ClimbHillGrabRange": { "Flags": [ "SetByConstructor" ], "Helptext": "When trying to grab a wall to climb, this is how far forward it will trace to try to find a wall to climb." }, "dw.ClimbMode": { "Flags": [ "SetByConstructor" ], "Helptext": "0: wall relative movement. 1: Mouse relative movement" }, "dw.ClimbNewRampAngleTolerance": { "Flags": [ "SetByConstructor" ], "Helptext": "How much change in rotation is required to use normal input direction when transitioning between ceiling and wall climbing." }, "dw.ClimbSlideVelocityLimit": { "Flags": [ "SetByConstructor" ], "Helptext": "The threshold for the falling speed at which the player will slide down a wall instead of just grabbing it." }, "dw.ClimbVerticalTraceHangingOffsetPercentage": { "Flags": [ "SetByConstructor" ], "Helptext": "Same as dw.ClimbVerticalTraceOffsetPercentage, basically. Except for when you are hanging from the ceiling." }, "dw.ClimbVerticalTraceOffsetPercentage": { "Flags": [ "SetByConstructor" ], "Helptext": "When moving we will add in the direction (up or down) you are moving to the trace. (PawnHalfHeight*dw.ClimbVerticalTraceOffsetPercentage)*UpDownAmount" }, "dw.ClimbWalkableFloorDistFromCenter": { "Flags": [ "SetByConstructor" ], "Helptext": "Whenever it hits a surface that seems walkable, the impact point needs to be within this distance from the center of the character. So we can tell if it is a reasonable place to stand." }, "dw.ClimbWallSnapSpeed": { "Flags": [ "SetByConstructor" ], "Helptext": "Angle rotation speed." }, "dw.ControllerTickRateAuditEnabled": { "Flags": [ "SetByConstructor" ] }, "dw.CustomAvoidanceConsiderationRadiusMultiplier": { "Flags": [ "SetByConstructor" ], "Helptext": "When the value is > 0, it overrides the character movement component's Avoidance Consideration Radius, calculated as character capsule radius * value of the CVar." }, "dw.DebugClimbing": { "Flags": [ "SetByConstructor" ], "Helptext": "Show debuglines for climbing or not." }, "dw.DebugHudReplicationInterval": { "Flags": [ "SetByConstructor" ], "Helptext": "Interval in which server replicates debug hud data to the clients." }, "dw.DebugIsCompletelyInsideCollision": { "Flags": [ "SetByConstructor" ], "Helptext": "0: Off, 1: On - Show debug lines for checking inside of collision for buildables." }, "dw.DebugPlaceableSmartObjectOverlaps": { "Flags": [ "SetByConstructor" ], "Helptext": "0: Off, 1: On - Show debug shape of the smart objects on the placeable during placement." }, "dw.DebugShowRadialDamageDebugLines": { "Flags": [ "SetByConstructor" ], "Helptext": "0: Off, 1: On - Shows radial damage debug lines on listen/local servers." }, "dw.DebugUpgradeSocketCheck": { "Flags": [ "SetByConstructor" ], "Helptext": "Debug UBuildableFunctionLibrary::DoSocketsMatchBrushForUpgrade socket locations" }, "dw.DefaultPathFollowingBlockDetectionDistanceThreshold": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Default path following component block detection distance threshold, i.e. minimum amount of movement away from the average of the samples to not count as blocked." }, "dw.DefaultPathFollowingBlockDetectionInterval": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Default path following component block detection interval, i.e. number of seconds between each sample." }, "dw.DefaultPathFollowingBlockDetectionNumSamples": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Default path following component block detection sample count." }, "dw.DisableWeatherSystem": { "Flags": [ "SetByConstructor" ], "Helptext": "Disable Weather System" }, "dw.DrawDebugHitboxDuration": { "Flags": [ "SetByConstructor" ], "Helptext": "Duration that debug hitboxes will be drawn for" }, "dw.DrawDebugHitboxThickness": { "Flags": [ "SetByConstructor" ], "Helptext": "Thickness of debug hitboxes" }, "dw.DrawStaticNavigationRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "Debug draw static navigation in the given radius around the player.\n 0: off" }, "dw.EnableAILODSystem": { "Flags": [ "SetByConstructor" ], "Helptext": "Global and permanent enable/disable for the AILODSystem, for debugging purposes." }, "dw.EnableAISpawning": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable AI spawning.\n 0: off\n 1: on" }, "dw.EnableDeveloperMode": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable developer mode.Enables some diagnostics, while disabling some telemetry, such as sudden process death detection.\nCan also be enabled by the -Developer command-line option." }, "dw.EnableInitialAISpawningPass": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable initial AI spawning pass on server startup.\n 0: off\n 1: on" }, "dw.EnableManualSpawnersAiLodCheckOnDedicatedServers": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Enable ManualSpawnPoint AILOD checks on dedicated servers.\n 0: off\n 1: on" }, "dw.EnableManualSpawnersAiLodCheckOnListenServers": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Enable ManualSpawnPoint AILOD checks on listen servers.\n 0: off\n 1: on" }, "dw.EnableNPCTerritorySpawnerInitialization": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable precomputation in NPCTerritorySpawner.\n 0: off\n 1: on" }, "dw.EnableStaticRoamingPaths": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Enable precomputed roaming paths.\n 0: off\n 1: on" }, "dw.EnableThrallPlacementValidation": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables validation of thrall placement location." }, "dw.EnsurePlayerLocationValidOnSpawn": { "Flags": [ "SetByConstructor" ], "Helptext": "If enabled, the server will attempt to ensure that the player's location is not inside geometry upon spawning." }, "dw.ExitWhenNPCTerritorySpawnerInitializationDone": { "Flags": [ "SetByConstructor" ], "Helptext": "Exit when precomputation in NPCTerritorySpawner is done and the results have been saved.\n 0: off\n 1: on" }, "dw.ExternalDirectory.MaxConcurrentRequests": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of HTTP requests in-flight while retrieving buckets server browser." }, "dw.FloorSweepFailRadiusAdjust": { "Flags": [ "SetByConstructor" ], "Helptext": "By how much we can decrement the sweep sphere radius to test again when floor sweep fails. Useful to prevent random climbing cancellations." }, "dw.ForceGameDBOpenFail": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Force unrecoverable game DB open failure." }, "dw.ForceLinearPrediction": { "Flags": [ "SetByConstructor" ], "Helptext": "Force 'Local Quadratic Angular Velocity Prediction' to be linear." }, "dw.ForceUseDBSpawnLocation": { "Flags": [ "SetByConstructor" ], "Helptext": "Use player start location in DB even when playing in the editor." }, "dw.GUIForceGarbageThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Memory threshold that will trigger force gabage collection on widget destruction\nTheshold in MB" }, "dw.GameDbWorkingSpaceKb": { "Flags": [ "SetByConstructor" ], "Helptext": "Additional KB to clean up before starting a session. (Note: The existing size of the game.db is not considered.)" }, "dw.GameEventBufferMaxAgeSeconds": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Auto-flush the game event aggregation buffer after this number of seconds. 0 = disable the system." }, "dw.GameEventFlushMaxItems": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Max items (location + details pairs) to output per event type in one flush. The rest will be discarded. Note: count field for the flush will still be accurate." }, "dw.GameEventFlushMaxTimes": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Max time points to emit per item in a flush. The rest will be discarded. Note: The count field for the item will still be accurate." }, "dw.GameEventSystemEnabled": { "Flags": [ "SetByConstructor" ] }, "dw.GameplayTelemetry.Enabled": { "Flags": [ "SetByConstructor" ], "Helptext": "1/0" }, "dw.GrassOcclusionBuildableTraceHeight": { "Flags": [ "SetByConstructor" ], "Helptext": "Height of the trace to detect placeables for occluding grass" }, "dw.GrassOcclusionCellSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Size of cells that overlap with buildables in world units" }, "dw.GrassOcclusionInstanceBoundsScale": { "Flags": [ "SetByConstructor" ], "Helptext": "Scale applied to the grass instance bounds extents before occlusion test. Values slightly larger than 1 can extend the occluded area around foundations." }, "dw.GrassOcclusionMaxOccludedInstanceHeight": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum height of the grass instance that can be occluded. This prevents occluding large trees on which foundations can be placed." }, "dw.GrassOcclusionShowDebug": { "Flags": [ "SetByConstructor" ], "Helptext": "Shows in editor where the grass would be occluded in the shader and the box traces to search for buildables when generating new tiles" }, "dw.GrassOcclusionShowRecentlyOccludedInstancesBounds": { "Flags": [ "SetByConstructor" ], "Helptext": "Shows in editor bounding boxes of instances that got occluded recently" }, "dw.GrassOcclusionTileSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Size of tiles in numbers of cells they contain along one edge. 9 are always active around the character" }, "dw.HearbeatMetricsFlushTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Auto-flush the aggregated Heartbeat on client or listen server after this number of seconds. 0 = disable the system." }, "dw.HearbeatMetricsLandClaimCheckTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Auto-check if a player is standing on landclaim after this number of seconds. 0 = disable the system." }, "dw.HearingUpdateInterval": { "Flags": [ "SetByConstructor" ] }, "dw.HearingUpdateIntervalOverrideEnabled": { "Flags": [ "SetByConstructor" ] }, "dw.HeartbeatTraversalMinimumRequiredRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum distance required for player to travel before traversal activity is reported" }, "dw.IgnoreGravityForUnjoinedPlayers": { "Flags": [ "SetByConstructor" ], "Helptext": "Ignore gravity for player characters without a Player Controller.\n" }, "dw.ImmediatelyAcceptablePing": { "Flags": [ "SetByConstructor" ], "Helptext": "If avg. ping is 100 or less, stop pinging and use the current result as an approximation." }, "dw.IsClientMatchingKnockbackAnimEnabled": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables/Disables the client's wait to enter the knockback state in the same attack animation position as the server." }, "dw.ItemTransactionMetricsFlushTime": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Auto-flush the aggregated Item Transactions client or listen server after this number of seconds. 0 = disable the system." }, "dw.LogBuildableCollisionDetection": { "Flags": [ "SetByConstructor" ] }, "dw.LogBuildableDecay": { "Flags": [ "SetByConstructor" ] }, "dw.LogBuildableDestroy": { "Flags": [ "SetByConstructor" ] }, "dw.LogBuildableLOD": { "Flags": [ "SetByConstructor" ] }, "dw.LogPlaceableAttachment": { "Flags": [ "SetByConstructor" ] }, "dw.LogPlaceableStabilityLost": { "Flags": [ "SetByConstructor" ] }, "dw.LogSpellActorLoadTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Measure how long it takes to async load a spell actor and log it." }, "dw.LongPressTriggerTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Time for a key press to be considered a long press" }, "dw.LowPerformanceFog": { "Flags": [ "SetByConstructor" ], "Helptext": "This will determine if distance fog has to be applied. We use it on platforms with low streaming distance." }, "dw.LowPerformanceMaterials": { "Flags": [ "SetByConstructor" ], "Helptext": "This will determine if low performance materials has to be used." }, "dw.MaxConcurrentNPCTerritorySpawnerInitializations": { "Flags": [ "SetByConstructor" ], "Helptext": "Max number of concurrent NPCTerritorySpawner precomputations." }, "dw.MaxItemCountToRefreshPerTick": { "Flags": [ "SetByConstructor" ], "Helptext": "Max number of items that can be refreshed per tick" }, "dw.MaxLevelLoadFailureCount": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Maximum number of consecutive level load failures before spawn point of character is reset to the desert." }, "dw.MaxNPCsToNotify_CryForHelp": { "Flags": [ "SetByConstructor" ], "Helptext": "Max NPCs To Notify for Deferred Message Queue, category CryForHelp.\n" }, "dw.MaxNPCsToNotify_EngagingInFight": { "Flags": [ "SetByConstructor" ], "Helptext": "Max NPCs To Notify for Deferred Message Queue, category EngagingInFight.\n" }, "dw.MaxNPCsToNotify_Lure": { "Flags": [ "SetByConstructor" ], "Helptext": "Max NPCs To Notify for Deferred Message Queue, category Lure.\n" }, "dw.MaxNPCsToNotify_TargetSpotted": { "Flags": [ "SetByConstructor" ], "Helptext": "Max NPCs To Notify for Deferred Message Queue, category TargetSpotted.\n" }, "dw.MaxPatronsInPatronInventory": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of patrons in the patron inventory (hard limit)" }, "dw.MaxStepHeightOverride": { "Flags": [ "SetByConstructor" ], "Helptext": "Use only in emergency, as it will override values from BPs without giving any additional feedback!\nOverride value for MaxStepHeight in ConanCharacterMovementComponent\nUsed only if > 0.\n" }, "dw.MaxSwitchJourneyTries": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of tries when switching to the proposed journey on journey completion" }, "dw.MemoryPressureLowerThresholdInMB": { "Flags": [ "SetByConstructor" ], "Helptext": "When the available memory decreases to this number, game will try to save memory usage by changing memory-related settings at the cost of visual quality" }, "dw.MemoryPressureUpperThresholdInMB": { "Flags": [ "SetByConstructor" ], "Helptext": "When the available memory increases to this number, game will restore the memory-related settings that were changed by dw.MemoryPressureLowerThresholdInMB command" }, "dw.MinSuccessfulLevelPostLoadSeconds": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Minimum number of seconds the process must stay running after a level load is completed to count that load as successful." }, "dw.MountingPointHorizontalReachRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "Horizontal distance to the mounting point to start mounting" }, "dw.MountingPointVerticalReachRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "Vertical distance to the mounting point to start mounting" }, "dw.NPCsTargetBuildings": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Enable NPCs attacking buildings.\n 0: off\n 1: on" }, "dw.NPCsTargetNPCs": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Enable NPCs attacking other NPCs.\n 0: off\n 1: on" }, "dw.NPCsTargetPlayers": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable NPCs attacking players.\n 0: off\n 1: on" }, "dw.NetClientFloatsDuringNavWalking": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "Client prediction just uses the replicated velocity instead of finding the floor \nduring simulated movement when nav walking on the server." }, "dw.NpcLOD0BehaviorTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server behavior tick rate LoD 0." }, "dw.NpcLOD0CharacterTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server NPC character tick rate LoD 0." }, "dw.NpcLOD0ControllerSlowTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server Controller slow tick rate LoD 0." }, "dw.NpcLOD0ControllerTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server Controller tick rate LoD 0." }, "dw.NpcLOD0ListenServerBehaviorTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default listen server behavior tick rate LoD 0." }, "dw.NpcLOD0ListenServerControllerSlowTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default listen server Controller slow tick rate LoD 0." }, "dw.NpcLOD0ListenServerControllerTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default listen server Controller tick rate LoD 0." }, "dw.NpcLOD0ListenServerMovementTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default listen server movement tick rate LoD 0." }, "dw.NpcLOD0MovementTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server movement tick rate LoD 0." }, "dw.NpcLOD1BehaviorTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server behavior tick rate LoD 1." }, "dw.NpcLOD1CharacterTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server NPC character tick rate LoD 1." }, "dw.NpcLOD1ControllerSlowTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server Controller slow tick rate LoD 1." }, "dw.NpcLOD1ControllerTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server Controller tick rate LoD 1." }, "dw.NpcLOD1ListenServerBehaviorTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default listen server behavior tick rate LoD 1." }, "dw.NpcLOD1ListenServerControllerSlowTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default listen server Controller slow tick rate LoD 1." }, "dw.NpcLOD1ListenServerControllerTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default listen server Controller tick rate LoD 1." }, "dw.NpcLOD1ListenServerMovementTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default listen server movement tick rate LoD 1." }, "dw.NpcLOD1MovementTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server movement tick rate LoD 1." }, "dw.NpcLOD2BehaviorTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server behavior tick rate LoD 2." }, "dw.NpcLOD2CharacterTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default server NPC character tick rate LoD 2." }, "dw.NpcLOD2ListenServerBehaviorTickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Default listen server behavior tick rate LoD 2." }, "dw.OSD.Anchor.X": { "Flags": [ "SetByConstructor" ], "Helptext": "Version OSD anchor location X, as a fraction of screen width. See https://funcominc.atlassian.net/wiki/spaces/TECH/pages/865830309/VersionOSD+Build+Number+and+Configuration+On-Screen+Display for details." }, "dw.OSD.Anchor.Y": { "Flags": [ "SetByConstructor" ], "Helptext": "Version OSD anchor location Y, as a fraction of screen height. See https://funcominc.atlassian.net/wiki/spaces/TECH/pages/865830309/VersionOSD+Build+Number+and+Configuration+On-Screen+Display for details." }, "dw.OSD.Color": { "Flags": [ "SetByConstructor" ], "Helptext": "Version OSD color. See https://funcominc.atlassian.net/wiki/spaces/TECH/pages/865830309/VersionOSD+Build+Number+and+Configuration+On-Screen+Display for details." }, "dw.OSD.Format": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Version OSD format string. See https://funcominc.atlassian.net/wiki/spaces/TECH/pages/865830309/VersionOSD+Build+Number+and+Configuration+On-Screen+Display for details." }, "dw.OSD.Pivot.X": { "Flags": [ "SetByConstructor" ], "Helptext": "Version OSD pivot location X, as a fraction of text width. See https://funcominc.atlassian.net/wiki/spaces/TECH/pages/865830309/VersionOSD+Build+Number+and+Configuration+On-Screen+Display for details." }, "dw.OSD.Pivot.Y": { "Flags": [ "SetByConstructor" ], "Helptext": "Version OSD pivot location Y, as a fraction of text height. See https://funcominc.atlassian.net/wiki/spaces/TECH/pages/865830309/VersionOSD+Build+Number+and+Configuration+On-Screen+Display for details." }, "dw.OSD.Scale": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Version OSD scale. See https://funcominc.atlassian.net/wiki/spaces/TECH/pages/865830309/VersionOSD+Build+Number+and+Configuration+On-Screen+Display for details." }, "dw.PaidPatronReplenishTime": { "Flags": [ "SetByConstructor" ], "Helptext": "The Time When Paid Patron will reappear in the shop after beeing dismissed" }, "dw.PatronMinStayTimeAfterLoad": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum time the patron will stay in the tavern after load" }, "dw.PlaceableInventoryAILod0TickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Tick rate for placable inventories at AILod 0." }, "dw.PlaceableInventoryAILod1TickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Tick rate for placable inventories at AILod 1." }, "dw.PlaceableInventoryAILod2TickRate": { "Flags": [ "SetByConstructor" ], "Helptext": "Tick rate for placable inventories at AILod 2." }, "dw.PlaceableSmartObjectCheckRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "The radius of the overlap sphere that is used to prevent placing placeables with inaccessible smart object slots. Negative values disable the check." }, "dw.PoiProtectionMinCheckRateOverride": { "Flags": [ "SetByConstructor" ], "Helptext": "If PoiProtectionMinCheckRateOverride value is larger than 0, it will be used to override the MinCheckRate time used by POI Protection actors.\n Set as a value in seconds." }, "dw.PreloadThrallItems": { "Flags": [ "SetByConstructor" ], "Helptext": "Should we preload data from ThrallItems. Turning this off will save memory and speed up initial loading, but causes hitches when placing thralls" }, "dw.PrintIsUndermesh": { "Flags": [ "SetByConstructor" ], "Helptext": "Print to log whether the player is currently considered undermesh" }, "dw.PrintWouldBeKilledByAntiUndermesh": { "Flags": [ "SetByConstructor" ], "Helptext": "Print to log when the player would be killed by the undermesh killing system. Enabling this variable prevents you from getting killed." }, "dw.ReapplyControllerTickRates": { "Flags": [ "SetByConstructor" ] }, "dw.RecalculateStabilityForUnstableModules": { "Flags": [ "SetByConstructor" ], "Helptext": "When validation occurs, force recalculation of stability to check if there was a problem calculating stability on load" }, "dw.RepossessCharacterOnLogin": { "Flags": [ "SetByConstructor" ], "Helptext": "Repossess unconscious character in the world on login." }, "dw.SaveGameLoader.ExtraCleanupKB": { "Flags": [ "SetByConstructor" ], "Helptext": "Additional KB to clean up when restoring a savegame. <0 disables cleanup entirely." }, "dw.SelectiveLoadLocationEnabled": { "Flags": [ "SetByConstructor" ] }, "dw.SelectiveLoadLocationRadius": { "Flags": [ "SetByConstructor" ] }, "dw.SelectiveLoadLocationX": { "Flags": [ "SetByConstructor" ] }, "dw.SelectiveLoadLocationY": { "Flags": [ "SetByConstructor" ] }, "dw.SelectiveLoadTileEnabled": { "Flags": [ "SetByConstructor" ] }, "dw.SelectiveLoadTileX": { "Flags": [ "SetByConstructor" ] }, "dw.SelectiveLoadTileY": { "Flags": [ "SetByConstructor" ] }, "dw.ServerEdgeJumpAllowedLocationDifference": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum allowed difference between server and client location for EdgeJump to use client transform." }, "dw.SkeletalMeshTickRate": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Skeletal Mesh Component Tick Interval" }, "dw.StabilityData_CompressionEfficiencyThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Send compressed ClientStabilityData if efficiency is higher than:" }, "dw.StabilityData_CompressionThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Try compress ClientStabilityData calls if data for replication is bigger than" }, "dw.StartRepeatCommand": { "Flags": [ "SetByConstructor" ], "Helptext": "Repeat a specific console command indefinitely with an interval.\n\rUsage : dw.StartRepeatCommand Rate=<seconds> [Loop=false] [FirstDelay=Rate] Command=\"a command to run\"" }, "dw.StartingEmoteInSectionEnabled": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether starting emotes directly in the animation section is enabled.\n0: Disabled, 1: Enabled" }, "dw.StopRepeatCommand": { "Flags": [ "SetByConstructor" ], "Helptext": "Stop repeating the console command which was enabled by dw.StartRepeatCommand. \n\rUsage : dw.StopRepeatCommand Handle=<a number that dw.StartRepeatCommand command printed>" }, "dw.TeleportThrallHomeDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum distance from saved home location before we bother to attempt to teleport thralls home." }, "dw.ThrallMaxRelevantDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum value of the thrall distance from the crafting station to be considered to provide bonuses .\n" }, "dw.ThrallPlacementPreviewDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "The distance below which previews of thralls will be displayed on Smart Object slots." }, "dw.ThrallPlacementValidationInterval": { "Flags": [ "SetByConstructor" ], "Helptext": "Interval at which client will ask server if the thrall placement location is valid." }, "dw.ThrallPlacementValidationTolerance": { "Flags": [ "SetByConstructor" ], "Helptext": "Allowed 2D distance between validated location and its projected location on the NavMesh." }, "dw.TimeToWalkToMount": { "Flags": [ "SetByConstructor" ], "Helptext": "Time the player can take to walk to the side of its mount" }, "dw.TrackSelectedNPCRotations": { "Flags": [ "SetByConstructor" ], "Helptext": "Track rotations for focused NPC debug character." }, "dw.UndermeshTraceDistance": { "Flags": [ "SetByConstructor" ] }, "dw.UpdateStabilityData_CompressionEfficiencyThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Send compressed ClientUpdateStabilityData if efficiency is higher than:" }, "dw.UpdateStabilityData_CompressionThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Try compress ClientUpdateStabilityData calls if data for replication is bigger than:" }, "dw.UseConsoleKeybindingsVersion": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to override the version of the keybindings setting tab to have the console version on PC" }, "dw.UseModControllerCache": { "Flags": [ "SetByConstructor" ], "Helptext": "Should we use the ModControllerCache to speed up subsequent mod loading" }, "dw.UsePerConnectionObjectList": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Use per connection network object lists to optimize replication times (experimental)" }, "dw.UseThrallRelevantDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to limit thrall relevance based on distance." }, "dw.WCConsoleStreamingDistanceCoeff": { "Flags": [ "SetByConstructor" ], "Helptext": "World Composition streaming distance multiplier on consoles" }, "dw.WCConsoleStreamingDistanceMax": { "Flags": [ "SetByConstructor" ], "Helptext": "World Composition maximum streaming distance on consoles. 0 - disabled." }, "dw.WCExcludeLOD1": { "Flags": [ "SetByConstructor" ], "Helptext": "Defines if World Composition skip loading tiles for LOD1\n 0: Will not exclude\n 1: Will exclude" }, "dw.WCExcludeLOD2": { "Flags": [ "SetByConstructor" ], "Helptext": "Defines if World Composition skip loading tiles for LOD2\n 0: Will not exclude\n 1: Will exclude" }, "dw.WCIgnoreExclusionFlag": { "Flags": [ "SetByConstructor" ], "Helptext": "Defines if World Composition will ignore 'Exclude on console' tile flag.\nEffectively, the build will behave like if it was on PC.\n 0: Will not ignore, so tiles may be excluded\n 1: Will ignore, so tiles won't be excluded even if the flag is set" }, "dw.nav.AvoidNonPawns": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Include non-pawns (i.e. placeables etc.) when gathering AILOD actors for avoidance (1 = on, 0 = off)." }, "dw.nav.AvoidanceBreakingCurvePower": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Power of avoidance breaking curve (1.0 = linear)." }, "dw.nav.AvoidanceBreakingStartFraction": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Fraction of obstacle weight at which the NPC will start to slow down. (0.0 = start slowing down at MaxTimeHorizon, 1.0 = stop short at MinTimeHorizon." }, "dw.nav.AvoidanceFov": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Field-of-view in degrees in which obstacles will be considered (based on current, not predicted position)." }, "dw.nav.AvoidanceLeftBias": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Bias for weighting a left turn. (0.0 = no bias, -1.0 = always turn left, 1.0 = always turn right)." }, "dw.nav.AvoidanceLimitYawSearchRange": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Limit search range when selecting avoidance angle (1 = on, 0 = off)." }, "dw.nav.AvoidanceObstacleOverlapWeight": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Add this amount of the overlap at closest point of approach to the avoidance obstacle weights (0.0 = don't use)." }, "dw.nav.AvoidancePerpendicularAngleMaxAdjustment": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Max turn angle when using perpendicular avoidance method (should be in the range [90.0, 179.0])." }, "dw.nav.AvoidancePerpendicularAngleOversteering": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Oversteering when using perpendicular avoidance method, in degrees. Used to dislodge parallel walkers." }, "dw.nav.AvoidanceSearchRangeRampCooldown": { "Flags": [ "SetByConstructor" ], "Helptext": "Speed for ramping down avoidance search range after NPC has recovered from slow movement. (0.0 = never ramp down, 1.0 = same speed as ramping up)." }, "dw.nav.AvoidanceUseCurrentAngleWeightForBreaking": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Use current angle's weight when computing breaking (i.e. not the ideal angle's weight) (1 = on, 0 = off)." }, "dw.nav.AvoidanceUseIdealYawAsInput": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Use ideal (not interpolated) yaw angle as input (1 = on, 0 = off)." }, "dw.nav.AvoidanceUsePerpendicularAngleComputation": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Use perpendicular trajectory for computing avoidance angle (0 = use legacy method)." }, "dw.nav.BlockDetectionMinYaw": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Min rotation velocity at which to reset block detection, to avoid detecting a block while turning in place." }, "dw.nav.DepenetrationLength": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Amount to depenetrate when motion hits / is inside navmesh.\nUsed to avoid snagging on the navmesh all the time." }, "dw.nav.InterpolateAvoidanceResult": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Interpolate avoidance result by weight improvement (1 = on, 0 = off)." }, "dw.nav.OctreePruningIntervalSeconds": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Seconds between each time the navigation octree is pruned for tiles not covered by invokers. -1 = disable." }, "dw.nav.OctreePruningVisualizationLifetime": { "Flags": [ "SetByConstructor" ], "Helptext": "Lifetime of bounds drawn for geometry pruned from the navigation octree. -1 = disable." }, "dw.nav.RaycastEdgeEntryOffset": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Distance allowed between the start location and an unbroken remaining trace to count it as continuous.\nUsed to avoid the NPC getting stuck on the very edge of the navmesh." }, "dw.nav.SmoothTurnCornerInflation": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Inflate corners by this amount when doing smooth turns to avoid inaccuracies causing the NPC to snag on the navmesh." }, "dw.nav.UseBrokenInterpolation": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Use incorrect angle interpolation in path following with smooth turns (1 = on, 0 = off)." }, "dw.net.ChannelWarningThrottleTime": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Throttle warnings for channel for this many seconds after one has been reported." }, "dw.net.MaxBytesPerSecondWarning": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Warning if bytes per second go above this threshold for a channel." }, "dw.net.MaxPartsPerSecondWarning": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Warning if parts per second go above this threshold for a channel." }, "dw.net.MeteringReportInterval": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Report network usage every N seconds. -1 = disable." }, "fls.AddOrUpdateContactEmail": { "Flags": [ "SetByConstructor" ], "Helptext": "Adds or updates a contact email to a Playfab's player's profile. \nTakes the new contact e-mail as argument." }, "fls.AddUsernameEmailPassword": { "Flags": [ "SetByConstructor" ], "Helptext": "Adds playfab username/e-mail/password auth to an existing account created via an anonymous auth method. \nNOTE: Added username/e-mail/password CANNOT be changed later!\nTakes the username, e-mail and password as arguments." }, "fls.AuthAutoFailure": { "Flags": [ "SetByConstructor" ], "Helptext": "Used for testing, makes FLS Authentication always fail.\n0 = Authentication behaves normally.\n1 = Authentication will always fail." }, "fls.DataPollingInterval": { "Flags": [ "SetByConstructor" ], "Helptext": "Time interval for polling player data. 0 disables it\n" }, "fls.RmqNotifications.Enabled": { "Flags": [ "SetByConstructor" ], "Helptext": "RabbitMQ notifications enabled\\disabled switch. \n" }, "fls.RmqNotifications.HeartbeatInterval": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "RabbitMQ notification server port. \n" }, "fls.RmqNotifications.HostName": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "RabbitMQ notification server hostname. \n" }, "fls.RmqNotifications.Port": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "RabbitMQ notification server port. \n" }, "fls.RmqNotifications.SlaveHostName": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "RabbitMQ notification slave server hostname. \n" }, "fls.RmqNotifications.SlavePort": { "Flags": [ "SetByConstructor" ], "Helptext": "RabbitMQ notification slave server port. \n" }, "fls.RmqNotifications.UseTls": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "RabbitMQ notification server encryption enabled. \n" }, "fls.SendSessionInvite": { "Flags": [ "SetByConstructor" ], "Helptext": "Sends message containing the player's endpoint to a given player, in order for the latter to join the former." }, "fls.SignalingType": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "WebRTC PeerConnection signaling solution. Default: Dummy. Alternatives: Azure, Dummy." }, "fls.UpdateDisplayName": { "Flags": [ "SetByConstructor" ], "Helptext": "Updates the Title Display Name for the given PlayFab Id" }, "fls.UpdatePlayerStatistic": { "Flags": [ "SetByConstructor" ], "Helptext": "Updates a player statistic(leaderboard) on playfab with the new value(record).\nBy default updates the OnlineStatus statistic for the player with the number of seconds since the Unix Epoch (January 1st of 1970).Otherwise it takes the statistic name and value(record) as arguments." }, "fls.accept": { "Flags": [ "SetByConstructor" ], "Helptext": "Accept invite from remote player.\nSpecify qualified session ID and optionally the session name (defaults to GameSession)." }, "fls.addlistener": { "Flags": [ "SetByConstructor" ], "Helptext": "Add listener to test fls.send" }, "fls.azure.PingTimeoutSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum time between Signal-R pings in seconds before the connection is assumed dead." }, "fls.ct.ec": { "Flags": [ "SetByConstructor" ], "Helptext": "N/A" }, "fls.ct.gci": { "Flags": [ "SetByConstructor" ], "Helptext": "N/A" }, "fls.ct.gui": { "Flags": [ "SetByConstructor" ], "Helptext": "N/A" }, "fls.ct.ic": { "Flags": [ "SetByConstructor" ], "Helptext": "N/A" }, "fls.ct.rt": { "Flags": [ "SetByConstructor" ], "Helptext": "N/A" }, "fls.endpoint": { "Flags": [ "SetByConstructor" ], "Helptext": "Get local endpoint in driver." }, "fls.forceofflinemode": { "Flags": [ "SetByConstructor" ], "Helptext": "disables most online features, and defaults all logins to fail - PC Only" }, "fls.invite": { "Flags": [ "SetByConstructor" ], "Helptext": "Invite remote player to local session.\nSpecify fls player ID and optionally the session name (defaults to GameSession)." }, "fls.localusers": { "Flags": [ "SetByConstructor" ], "Helptext": "List local users." }, "fls.removelistener": { "Flags": [ "SetByConstructor" ], "Helptext": "Remove listener added with fls.addlistener" }, "fls.send": { "Flags": [ "SetByConstructor" ], "Helptext": "Send message to player" }, "fls.sessioninfo": { "Flags": [ "SetByConstructor" ], "Helptext": "List contents of local session.\nOptionally specify session name, playfab user ID or native user ID to filter results to sessions containing that user." }, "fls.textchat.close": { "Flags": [ "SetByConstructor" ], "Helptext": "Close a text chat session." }, "fls.textchat.open": { "Flags": [ "SetByConstructor" ], "Helptext": "Start a text chat session." }, "fls.textchat.send": { "Flags": [ "SetByConstructor" ], "Helptext": "Send a message. Recipient master account ID is the first argument, remaining arguments are the message." }, "fls.verifyidentitytoken": { "Flags": [ "SetByConstructor" ], "Helptext": "Submits an Identity Token to PlayFab for Authentication. \n By default this will attempt to verify the identity of the currently signed in user(if any). /n Adding additional arguments here will test that an invalid Identity Token is rejected." }, "fls.webrtc.AddPingDelaySeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Artificially adds the set number of seconds to the ping timer.\nNote: If multiple text chats are active in the current world,\nthis will affect an arbitrary instance." }, "fls.webrtc.AnswerTimeoutSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum time between OFFER and ANSWER messages before the OFFER is assumed lost and is resent." }, "fls.webrtc.CandidatePoolSize": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "WebRTC ICE candidate pool size, as per https://tools.ietf.org/html/draft-ietf-rtcweb-jsep-25#section-3.5.4.\nIf left at 0, it will not attempt gathering from more than one TURN server. Default: 5." }, "fls.webrtc.ControlMessageFilter": { "Flags": [ "SetByConstructor" ], "Helptext": "Discard control messages silently. Modes:\n0 = Normal operation (default).\n1 = Discard incoming messages.\n2 = Discard outgoing messages.\n3 = Discard all messages" }, "fls.webrtc.CrippleLevel": { "Flags": [ "SetByConstructor" ], "Helptext": "Level of simulated reduced connectivity for WebRTC PeerConnection.\n0 = None (default)\n1 = Disable host (i.e. direct connections)\n2 = Allow relay only\n3 = Disallow all candidates." }, "fls.webrtc.TlsSecurity": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable TLS certificate checking for WebRTC PeerConnection TURN servers.\n0 = Disabled\n1 = Enabled (default)" }, "fls.webrtc.UseDynamicIceConfig": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable use of dynamic ICE config for WebRTC.\n0 = Disabled, only the local, static config will be used.\n1 = Enabled, try to download and use dynamic config (default)." }, "fls.webrtc.health.BadConnectionCycles": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of connect-disconnect cycles for a connection for health reports to be sent. Used for flood protection in really bad cases." }, "fls.webrtc.health.MaxConnectionCycles": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of connect-disconnect cycles for a connection to be considered healthy." }, "fls.webrtc.health.MaximalHealthyConnectionGapSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum duration in seconds for a connection to be down befare being considered unhealthy." }, "fls.webrtc.health.MinConnectionDurationSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimal connection duration in seconds for a connection to be considered healthy." }, "foliage.ASyncInstaneBufferConversion": { "Flags": [ "SetByConstructor" ], "Helptext": "If this is > 0, then build game instance buffering async during streaming. This is not thought to be a long term solution to this problem." }, "foliage.AdaptiveLODDistanceScale.Max": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum range for Adaptive LOD Distance Scale for foliage.Should be in [0.0, 1.0], and equal to or larger than foliage.AdaptiveLODDistanceScale.Min. This value will be usually set to 1.0. if it is less than 1.0, all foliages will be 'always' rendered with simpler LODs.if it is larger than 1.0, all foliages will be 'always' rendered with more detailed LODs." }, "foliage.AdaptiveLODDistanceScale.Min": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum range for Adaptive LOD Distance Scale for foliage. Should be in [0.0, 1.0], and equal to or less than foliage.AdaptiveLODDistanceScale.Max. If this value and foliage.AdaptiveLODDistanceScale.Max are equal to 1.0, Adaptive LOD Distance Scale is disabled. The closer to 0.0 this value is, the more performance we gain at the cost of visual quality. " }, "foliage.AdaptiveLODDistanceScale.MinGPUTimeRatioToRestoreScale": { "Flags": [ "SetByConstructor" ], "Helptext": "This value detemines how much idle GPU should be before attempting to incrementally restore Adaptive LOD Distance Scale for foliages. If this value is 0.9, Adaptive LOD Distance Scale won't increment unless the GPU frame time is equal to or less than (0.9 * <Target Frame Time>)This helps prevent Adaptive LOD Distance Scale to oscillate, which causes flickering of foliages. " }, "foliage.AdaptiveLODDistanceScale.SecondsFromMinToMax": { "Flags": [ "SetByConstructor" ], "Helptext": "Duration in seconds that Adaptive LOD Distance Scale for foliage transits from minumum to maximum scale. This controlls how fast Adaptive LOD Distance Scale changes per frame.If this value is too low, adaptive LOD transition will be very noticeable." }, "foliage.AdaptiveLODDistanceScale.TargetFrameTimeInSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "Target frame time in seconds that Adaptive LOD Distance Scale tries to achieve. if it is <= 0.0f, Unreal's default target frame time is used" }, "foliage.BoundLODRangePerInstance": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, then check at a per-instance level (as opposed to just a node volume level) that a given LOD is needed for every instanced draw call (saves GPU at expense of CPU)" }, "foliage.CullAll": { "Flags": [ "SetByConstructor" ], "Helptext": "If greater than zero, everything is considered culled." }, "foliage.CullAllInVertexShader": { "Flags": [ "SetByConstructor" ], "Helptext": "Debugging, if this is greater than 0, cull all instances in the vertex shader." }, "foliage.DensityScale": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "Controls the amount of foliage to render. Foliage must opt-in to density scaling through the foliage type." }, "foliage.DisableCull": { "Flags": [ "SetByConstructor" ], "Helptext": "If greater than zero, no culling occurs based on frustum." }, "foliage.DisableCullShadows": { "Flags": [ "SetByConstructor" ], "Helptext": "First three bits are disable DynamicSubjectPrimitives, ReceiverPrimitives, SubjectTranslucentPrimitives" }, "foliage.DiscardDataOnLoad": { "Flags": [ "Scalability" ], "Helptext": "1: Discard scalable foliage data on load (disables all scalable foliage types); 0: Keep scalable foliage data (requires reloading level)" }, "foliage.DitheredLOD": { "Flags": [ "SetByConstructor" ], "Helptext": "If greater than zero, dithered LOD is used, otherwise popping LOD is used." }, "foliage.ForceLOD": { "Flags": [ "SetByConstructor" ], "Helptext": "If greater than or equal to zero, forces the foliage LOD to that level." }, "foliage.Freeze": { "Flags": [ "SetByConstructor" ], "Helptext": "Useful for debugging. Freezes the foliage culling and LOD." }, "foliage.LODDistanceScale": { "Flags": [ "SetByConstructor" ], "Helptext": "Scale factor for the distance used in computing LOD for foliage." }, "foliage.LogFoliageFrame": { "Flags": [ "SetByConstructor" ], "Helptext": "Useful for debugging. Logs all foliage rendered in a frame." }, "foliage.MaxOcclusionQueriesPerComponent": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls the granualrity of occlusion culling. 16-128 is a reasonable range." }, "foliage.MaxTrianglesToRender": { "Flags": [ "SetByConstructor" ], "Helptext": "This is an absolute limit on the number of foliage triangles to render in one traversal. This is used to prevent a silly LOD parameter mistake from causing the OS to kill the GPU." }, "foliage.MinInstancesPerOcclusionQuery": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls the granualrity of occlusion culling. 1024 to 65536 is a reasonable range. This is not exact, actual minimum might be off by a factor of two." }, "foliage.MinLOD": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to discard the top LODs for performance evaluation. -1: Disable all effects of this cvar." }, "foliage.MinVertsToSplitNode": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls the accuracy between culling and LOD accuracy and culling and CPU performance." }, "foliage.MinimumScreenSize": { "Flags": [ "Scalability" ], "Helptext": "This controls the screen size at which we cull foliage instances entirely." }, "foliage.OnlyLOD": { "Flags": [ "SetByConstructor" ], "Helptext": "If greater than or equal to zero, only renders the foliage LOD at that level." }, "foliage.OverestimateLOD": { "Flags": [ "SetByConstructor" ], "Helptext": "If greater than zero and dithered LOD is not used, then we use an overestimate of LOD instead of an underestimate." }, "foliage.RandomLODRange": { "Flags": [ "SetByConstructor" ], "Helptext": "Random distance added to each instance distance to compute LOD." }, "foliage.RebuildFoliageTrees": { "Flags": [ "SetByConstructor" ], "Helptext": "Rebuild the trees for non-grass foliage." }, "foliage.SplitFactor": { "Flags": [ "SetByConstructor" ], "Helptext": "This controls the branching factor of the foliage tree." }, "foliage.Test": { "Flags": [ "SetByConstructor" ], "Helptext": "Useful for debugging." }, "foliage.ToggleVectorCull": { "Flags": [ "SetByConstructor" ], "Helptext": "Useful for debugging. Toggles the optimized cull." }, "foliage.UnFreeze": { "Flags": [ "SetByConstructor" ], "Helptext": "Useful for debugging. Freezes the foliage culling and LOD." }, "fx.ParticleCollisionIgnoreInvisibleTime": { "Flags": [ "SetByConstructor" ], "Helptext": "The time a particle system component has to be invisible for to have all collision ignored. \n" }, "g.TimeToBlockOnRenderFence": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of milliseconds the game thread should block when waiting on a render thread fence." }, "g.TimeoutForBlockOnRenderFence": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Number of milliseconds the game thread should wait before failing when waiting on a render thread fence." }, "gc.ActorClusteringEnabled": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to allow levels to create actor clusters for GC." }, "gc.AllowParallelGC": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "sed to control parallel GC." }, "gc.BlueprintClusteringEnabled": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to allow Blueprint classes to create GC clusters." }, "gc.CheckForIllegalMarkPendingKill": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, garbage collection will check for certainly rendering uobjects being illegally marked pending kill. This eventually causes mysterious and hard to find crashes in the renderer. There is a large performance penalty, so by default this is not enabled in shipping and test configurations." }, "gc.CollectGarbageEveryFrame": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to debug garbage collection...Collects garbage every frame if the value is > 0." }, "gc.CreateGCClusters": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "If true, the engine will attempt to create clusters of objects for better garbage collection performance." }, "gc.DumpPoolStats": { "Flags": [ "SetByConstructor" ], "Helptext": "Dumps count and size of GC Pools" }, "gc.FlushStreamingOnGC": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "If enabled, streaming will be flushed each time garbage collection is triggered." }, "gc.MaxObjectsInDedicatedServer": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "IAmNoRealVariable" }, "gc.MaxObjectsInEditor": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Placeholder console variable, currently not used in runtime." }, "gc.MaxObjectsInGame": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Placeholder console variable, currently not used in runtime." }, "gc.MaxObjectsNotConsideredByGC": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Placeholder console variable, currently not used in runtime." }, "gc.MergeGCClusters": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "If true, when creating clusters, the clusters referenced from another cluster will get merged into one big cluster." }, "gc.MinDesiredObjectsPerSubTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum number of objects to spawn a GC sub-task for." }, "gc.MinGCClusterSize": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Minimum GC cluster size" }, "gc.NumRetriesBeforeForcingGC": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Maximum number of times GC can be skipped if worker threads are currently modifying UObject state." }, "gc.PurgeLowFrequencyTimeMultiplier": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Multiplier for the time waited between purging object references to objects that are pending kill, when running in low frequency mode, typical on dedicated server." }, "gc.SizeOfPermanentObjectPool": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Placeholder console variable, currently not used in runtime." }, "gc.TimeBetweenPurgingPendingKillObjects": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Time in seconds (game time) we should wait between purging object references to objects that are pending kill." }, "granite.AllowPerDLCGraniteCaches": { "Flags": [ "SetByConstructor" ], "Helptext": "1: Separate granite caches per-DLC; 0: Keep a single set of base-game granite caches for everything." }, "grass.AllowParallelTick": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "1: Allow threaded ticking; 0: Tick on GameThread" }, "grass.CullSubsections": { "Flags": [ "SetByConstructor" ], "Helptext": "1: Cull each foliage component; 0: Cull only based on the landscape component." }, "grass.DisableGPUCull": { "Flags": [ "SetByConstructor" ], "Helptext": "For debugging. Set this to zero to see where the grass is generated. Useful for tweaking the guard bands." }, "grass.DiscardDataOnLoad": { "Flags": [ "Scalability" ], "Helptext": "1: Discard grass data on load (disables grass); 0: Keep grass data (requires reloading level)" }, "grass.Enable": { "Flags": [ "SetByConstructor" ], "Helptext": "1: Enable Grass; 0: Disable Grass" }, "grass.FlushCache": { "Flags": [ "SetByConstructor" ], "Helptext": "Flush the grass cache, debugging." }, "grass.FlushCachePIE": { "Flags": [ "SetByConstructor" ], "Helptext": "Flush the grass cache, debugging." }, "grass.GuardBandDiscardMultiplier": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to control discarding in the grass system. Approximate range, 1-4. Multiplied by the cull distance to control when we discard grass components." }, "grass.GuardBandMultiplier": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to control discarding in the grass system. Approximate range, 1-4. Multiplied by the cull distance to control when we add grass components." }, "grass.MaxAsyncTasks": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to control the number of hierarchical components created at a time." }, "grass.MaxInstancesPerComponent": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to control the number of hierarchical components created. More can be more efficient, but can be hitchy as new components come into range" }, "grass.MinFramesToKeepGrass": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum number of frames before cached grass can be discarded; used to prevent thrashing." }, "grass.MinTimeToKeepGrass": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum number of seconds before cached grass can be discarded; used to prevent thrashing." }, "grass.PrerenderGrassmaps": { "Flags": [ "SetByConstructor" ], "Helptext": "1: Pre-render grass maps for all components in the editor; 0: Generate grass maps on demand while moving through the editor" }, "grass.UseHaltonDistribution": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to control the distribution of grass instances. If non-zero, use a halton sequence." }, "grass.UseStreamingManagerForCameras": { "Flags": [ "SetByConstructor" ], "Helptext": "1: Use Streaming Manager; 0: Use ViewLocationsRenderedLastFrame" }, "grass.densityScale": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "Multiplier on all grass densities." }, "httpReplay.ChunkUploadDelayInSeconds": { "Flags": [ "SetByConstructor" ] }, "httpReplay.MaxCacheSize": { "Flags": [ "SetByConstructor" ] }, "httpReplay.MetaFilterOverride": { "Flags": [ "SetByConstructor" ] }, "input.DisableHaptics": { "Flags": [ "SetByConstructor" ], "Helptext": "If greater than zero, no haptic feedback is processed." }, "l.UserID": { "Flags": [ "SetByConstructor" ], "Helptext": "User ID.\n Username " }, "lod.CompensateForFOV": { "Flags": [ "SetByConstructor" ], "Helptext": "When not 0 account for FOV in LOD calculations." }, "lod.TemporalLag": { "Flags": [ "SetByConstructor" ], "Helptext": "This controls the the time lag for temporal LOD, in seconds." }, "log.Category": { "Flags": [ "SetByConstructor" ], "Helptext": "Defines if the categoy is included in each line in the log file and in what form.\n 0 = Do not log category\n 2 = Log the category (default)" }, "log.Timestamp": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "Defines if time is included in each line in the log file and in what form. Layout: [time][frame mod 1000]\n 0 = Do not display log timestamps\n 1 = Log time stamps in UTC and Frametime (default) e.g. [2015.11.25-21.28.50:803][376]\n 2 = Log timestamps in seconds elapsed since GStartTime e.g. [0130.29][420]" }, "ls.PrintNumLandscapeShadows": { "Flags": [ "SetByConstructor" ], "Helptext": "Prints the number of landscape components that cast shadows." }, "n.IpNetDriverMaxFrameTimeBeforeAlert": { "Flags": [ "SetByConstructor" ], "Helptext": "Time to spend processing networking data in a single frame before an alert is raised (in seconds)\nIt may get called multiple times in a single frame if additional processing after a previous alert exceeds the threshold again\n default: 1 s" }, "n.IpNetDriverMaxFrameTimeBeforeLogging": { "Flags": [ "SetByConstructor" ], "Helptext": "Time to spend processing networking data in a single frame before an output log warning is printed (in seconds)\n default: 10 s" }, "n.VerifyPeer": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Sets libcurl's CURL_OPT_SSL_VERIFYPEER option to verify authenticity of the peer's certificate.\n 0 = disable (allows self-signed certificates)\n 1 = enable [default]" }, "net.AllowAsyncLoading": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "Allow async loading" }, "net.AllowClientLoadDynamicObjects": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "Allow the client to load dynamic objects" }, "net.AllowPropertySkipping": { "Flags": [ "SetByConstructor" ], "Helptext": "Allow skipping of properties that haven't changed for other clients" }, "net.CheckLevelPackageNameAgainstWorldName": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether or not to check the WorldPackageName against the LevelPackageName in UNetConnection::ClientHasInitializedLevelFor" }, "net.ClampConnectionOversaturation": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero: clamp queuedbytes to a max value" }, "net.ContextDebug": { "Flags": [ "SetByConstructor" ] }, "net.DeleteDormantActor": { "Flags": [ "SetByConstructor" ], "Helptext": "Lists open actor channels" }, "net.DoPropertyChecksum": { "Flags": [ "SetByConstructor" ] }, "net.DormancyDraw": { "Flags": [ "SetByConstructor" ], "Helptext": "Draws debug information for network dormancy\n1 Enables network dormancy debugging. 0 disables." }, "net.DormancyDrawCullDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "Cull distance for net.DormancyDraw. World UnitsMax world units an actor can be away from the local view to draw its dormancy status" }, "net.DormancyEnable": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables Network Dormancy System for reducing CPU and bandwidth overhead of infrequently updated actors\n1 Enables network dormancy. 0 disables network dormancy." }, "net.DormancyKeepState": { "Flags": [ "SetByConstructor" ], "Helptext": "Keeps dormant state (on server only)0: Dont Keep. 1: Keep." }, "net.DormancyValidate": { "Flags": [ "SetByConstructor" ], "Helptext": "Validates that dormant actors do not change state while in a dormant state (on server only)0: Dont validate. 1: Validate on wake up. 2: Validate on each net update" }, "net.DumpRelevantActors": { "Flags": [ "SetByConstructor" ], "Helptext": "Dumps information on relevant actors during next network update" }, "net.IgnoreNetworkChecksumMismatch": { "Flags": [ "SetByConstructor" ] }, "net.ListActorChannels": { "Flags": [ "SetByConstructor" ], "Helptext": "Lists open actor channels" }, "net.ListNetGUIDExports": { "Flags": [ "SetByConstructor" ], "Helptext": "Lists open actor channels" }, "net.ListNetGUIDs": { "Flags": [ "SetByConstructor" ], "Helptext": "Lists NetGUIDs for actors" }, "net.MaxPlayersOverride": { "Flags": [ "SetByConstructor" ], "Helptext": "If greater than -1, will override the standard max players count. Useful for testing full servers." }, "net.MaxRPCPerNetUpdate": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum number of RPCs allowed per net update" }, "net.MaxRepArrayMemory": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum allowable size for replicated dynamic arrays (in bytes). Value must be between 1 and 65535" }, "net.MaxRepArraySize": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum allowable size for replicated dynamic arrays (in number of elements). Value must be between 1 and 65535." }, "net.MaxSharedShadowStateUpdateDelayInSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "When a new changelist is available for a particular connection (using shared shadow state), but too much time has passed, force another compare against all the properties" }, "net.Montage.Debug": { "Flags": [ "SetByConstructor" ], "Helptext": "Prints Replication information about AnimMontages\n 0: no print.\n 1: Print AnimMontage info on client side as they are played." }, "net.OptimizedRemapping": { "Flags": [ "SetByConstructor" ], "Helptext": "Uses optimized path to remap unmapped network guids" }, "net.PackageMap.DebugAll": { "Flags": [ "SetByConstructor" ], "Helptext": "Debugs PackageMap serialization of all objects" }, "net.PackageMap.DebugObject": { "Flags": [ "SetByConstructor" ], "Helptext": "Debugs PackageMap serialization of objectPartial name of object to debug" }, "net.PackageMap.LongLoadThreshhold": { "Flags": [ "SetByConstructor" ], "Helptext": "Threshhold time in seconds for printing long load warnings in object serialization" }, "net.ProcessQueuedBunchesMillisecondLimit": { "Flags": [ "SetByConstructor" ], "Helptext": "Time threshold for processing queued bunches. If it takes longer than this in a single frame, wait until the next frame to continue processing queued bunches. For unlimited time, set to 0." }, "net.RPC.Debug": { "Flags": [ "SetByConstructor" ], "Helptext": "Print all RPC bunches sent over the network\n 0: no print.\n 1: Print bunches as they are sent." }, "net.Reliable.Debug": { "Flags": [ "SetByConstructor" ], "Helptext": "Print all reliable bunches sent over the network\n 0: no print.\n 1: Print bunches as they are sent.\n 2: Print reliable bunch buffer each net update" }, "net.RelinkMappedReferences": { "Flags": [ "SetByConstructor" ] }, "net.Replication.DebugProperty": { "Flags": [ "SetByConstructor" ], "Helptext": "Debugs Replication of property by namePartial name of property to debug" }, "net.ShareShadowState": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, work done to compare properties will be shared across connections" }, "net.TickAllOpenChannels": { "Flags": [ "SetByConstructor" ], "Helptext": "If nonzero, each net connection will tick all of its open channels every tick. Leaving this off will improve performance." }, "net.UseAdaptiveNetUpdateFrequency": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "If 1, NetUpdateFrequency will be calculated based on how often actors actually send something when replicating" }, "online.sessions": { "Flags": [ "SetByConstructor" ], "Helptext": "List names of local sessions" }, "p.APEXMaxDestructibleDynamicChunkCount": { "Flags": [ "SetByConstructor" ], "Helptext": "APEX Max Destructible dynamic Chunk Count." }, "p.APEXMaxDestructibleDynamicChunkIslandCount": { "Flags": [ "SetByConstructor" ], "Helptext": "APEX Max Destructilbe Dynamic Chunk Island Count." }, "p.AllowCachedOverlaps": { "Flags": [ "SetByConstructor" ], "Helptext": "Primitive Component physics\n0: disable cached overlaps, 1: enable (default)" }, "p.AllowJumpCurrentCountReset": { "Flags": [ "SetByConstructor" ] }, "p.AnimDynamics": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables/Disables anim dynamics node updates." }, "p.AnimDynamicsAdaptiveSubstep": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables/disables adaptive substepping. Adaptive substepping will substep the simulation when it is necessary and maintain a debt buffer for time, always trying to utilise as much time as possible." }, "p.AnimDynamicsNumDebtFrames": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of frames to maintain as time debt when using adaptive substepping, this should be at least 1 or the time debt will never be cleared." }, "p.AnimDynamicsRestrictLOD": { "Flags": [ "SetByConstructor" ], "Helptext": "Forces anim dynamics to be enabled for only a specified LOD, -1 to enable on all LODs." }, "p.AnimDynamicsWind": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables/Disables anim dynamics wind forces globally." }, "p.CharacterStuckWarningPeriod": { "Flags": [ "SetByConstructor" ], "Helptext": "How often (in seconds) we are allowed to log a message about being stuck in geometry.\n<0: Disable, >=0: Enable and log this often, in seconds." }, "p.ClothPhysics": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, physics cloth will be used for simulation." }, "p.ConstraintDampingScale": { "Flags": [ "SetByConstructor" ], "Helptext": "The multiplier of constraint damping in simulation. Default: 100000" }, "p.ConstraintStiffnessScale": { "Flags": [ "SetByConstructor" ], "Helptext": "The multiplier of constraint stiffness in simulation. Default: 100000" }, "p.ContactOffsetFactor": { "Flags": [ "SetByConstructor" ], "Helptext": "Multiplied by min dimension of object to calculate how close objects get before generating contacts. < 0 implies use project settings. Default: 0.01" }, "p.DisableQueryOnlyActors": { "Flags": [ "SetByConstructor" ], "Helptext": "If QueryOnly is used, actors are marked as simulation disabled. This is NOT compatible with origin shifting at the moment." }, "p.EnableFastOverlapCheck": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable fast overlap check against sweep hits, avoiding UpdateOverlaps (for the swept component)." }, "p.EnableMultiplayerWorldOriginRebasing": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable world origin rebasing for multiplayer, meaning that servers and clients can have different world origin locations." }, "p.EncroachEpsilon": { "Flags": [ "SetByConstructor" ], "Helptext": "Epsilon value used during encroachment checking for shape components\n0: use full sized shape. > 0: shrink shape size by this amount (world units)" }, "p.InitialOverlapTolerance": { "Flags": [ "SetByConstructor" ], "Helptext": "Tolerance for initial overlapping test in PrimitiveComponent movement.\nNormals within this tolerance are ignored if moving out of the object.\nDot product of movement direction and surface normal." }, "p.MaxContactOffset": { "Flags": [ "SetByConstructor" ], "Helptext": "Max value of contact offset, which controls how close objects get before generating contacts. < 0 implies use project settings. Default: 1.0" }, "p.MoveIgnoreFirstBlockingOverlap": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to ignore the first blocking overlap in SafeMoveUpdatedComponent (if moving out from object and starting in penetration).\nThe 'p.InitialOverlapTolerance' setting determines the 'move out' rules, but by default we always try to depenetrate first (not ignore the hit).\n0: Disable (do not ignore), 1: Enable (ignore)" }, "p.NetClientAllowSweepWhenLeavingNavWalkingMode": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows performing additional sweep test after failing to find correct location when leaving NavWalking mode.\n0: Disallow, 1: Allow" }, "p.NetClientAllowSwitchToWalkIfNoNavDataDuringRootMotion": { "Flags": [ "SetByConstructor" ], "Helptext": "Allow switch to walk mode if no navigation data is found on clients during root motion.\n0: Disallow, 1: Allow" }, "p.NetEnableListenServerSmoothing": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to enable mesh smoothing on listen servers for the local view of remote clients.\n0: Disable, 1: Enable" }, "p.NetEnableMoveCombining": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "Whether to enable move combining on the client to reduce bandwidth by combining similar moves.\n0: Disable, 1: Enable" }, "p.NetEnableMoveCombiningDuringRootMotion": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to enable move combining on the client during root motion\n0: Disable, 1: Enable" }, "p.NetProxyShrinkHalfHeight": { "Flags": [ "SetByConstructor" ], "Helptext": "Shrink simulated proxy capsule half height by this amount, to account for network rounding that may cause encroachment.\nChanging this value at runtime may require the proxy to re-join for correct behavior.\n<= 0: disabled, > 0: shrink by this amount." }, "p.NetProxyShrinkRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "Shrink simulated proxy capsule radius by this amount, to account for network rounding that may cause encroachment.\nChanging this value at runtime may require the proxy to re-join for correct behavior.\n<= 0: disabled, > 0: shrink by this amount." }, "p.PenetrationOverlapCheckInflation": { "Flags": [ "SetByConstructor" ], "Helptext": "Inflation added to object when checking if a location is free of blocking collision.\nDistance added to inflation in penetration overlap check." }, "p.PenetrationPullbackDistance": { "Flags": [ "SetByConstructor" ], "Helptext": "Pull out from penetration of an object by this extra distance.\nDistance added to penetration fix-ups." }, "p.PhysicsAnimBlendUpdatesPhysX": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to update the physx simulation with the results of physics animation blending" }, "p.RagdollPhysics": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, ragdoll physics will be used. Otherwise just root body is simulated" }, "p.ReplayUseInterpolation": { "Flags": [ "SetByConstructor" ] }, "p.TaperedCapsulesTrueHull": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, debug rendering of tapered capsules will use correct horizon to generate shaft geometry rather than using great-arc assumption where cap is coplanar with sphere origins. " }, "p.ToleranceScale_Length": { "Flags": [ "SetByConstructor" ], "Helptext": "The approximate size of objects in the simulation. Default: 100" }, "p.ToleranceScale_Speed": { "Flags": [ "SetByConstructor" ], "Helptext": "The typical magnitude of velocities of objects in simulation. Default: 1000" }, "p.bAPEXSortDynamicChunksByBenefit": { "Flags": [ "SetByConstructor" ], "Helptext": "True if APEX should sort dynamic chunks by benefit." }, "p.bUseUnifiedHeightfield": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to use the PhysX unified heightfield. This feature of PhysX makes landscape collision consistent with triangle meshes but the thickness parameter is not supported for unified heightfields. 1 enables and 0 disables. Default: 1" }, "pak.DumpBlocks": { "Flags": [ "SetByConstructor" ], "Helptext": "Debug command to spew the outstanding blocks." }, "pak.WaitPrecache": { "Flags": [ "SetByConstructor" ], "Helptext": "Debug command to wait on the pak precache." }, "pakcache.Enable": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, then enable the pak cache." }, "pakcache.MaxRequestSizeToLowerLevellKB": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls the maximum size (in KB) of IO requests submitted to the OS filesystem." }, "pakcache.MaxRequestsToLowerLevel": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls the maximum number of IO requests submitted to the OS filesystem at one time. Limited by PAK_CACHE_MAX_REQUESTS." }, "pakcache.NumUnreferencedBlocksToCache": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls the maximum number of unreferenced blocks to keep. This is a classic disk cache and the maxmimum wasted memory is pakcache.MaxRequestSizeToLowerLevellKB * pakcache.NumUnreferencedBlocksToCache." }, "quest.spawnmanager.incidentalnpcrequiredgameplaytag": { "Flags": [ "SetByConstructor" ], "Helptext": "The gameplay tag that must appear on at least one nearby Smart Object Slot for incidental NPCs to be spawned." }, "quest.spawnmanager.minfriendlysmartobjectcondition": { "Flags": [ "SetByConstructor" ], "Helptext": "Max failed attempts at generating spawn locations" }, "r.AMDD3D11MultiThreadedDevice": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, creates a multithreaded D3D11 device on AMD hardware (workaround for driver bug)\nChanges will only take effect in new game/editor instances - can't be changed at runtime.\n" }, "r.AMDDisableAsyncTextureCreation": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, uses synchronous texture creation on AMD hardware (workaround for driver bug)\nChanges will only take effect in new game/editor instances - can't be changed at runtime.\n" }, "r.AOApplyToStaticIndirect": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to apply DFAO as indirect shadowing even to static indirect sources (lightmaps + stationary skylight + reflection captures)" }, "r.AOAsyncBuildQueue": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to asynchronously build distance field volume data from meshes." }, "r.AOClearCache": { "Flags": [ "SetByConstructor" ] }, "r.AOComputeShaderNormalCalculation": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use the compute shader version of the distance field normal computation." }, "r.AOFillGaps": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to fill in pixels using a screen space filter that had no valid world space interpolation weight from surface cache samples.\nThis is needed whenever r.AOMinLevel is not 0." }, "r.AOFillGapsHighQuality": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use the higher quality gap filling method that does a 5x5 gather, or the cheaper method that just looks up the 4 grid samples." }, "r.AOGlobalDFClipmapDistanceExponent": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Exponent used to derive each clipmap's size, together with r.AOInnerGlobalDFClipmapDistance." }, "r.AOGlobalDFResolution": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Resolution of the global distance field. Higher values increase fidelity but also increase memory and composition cost." }, "r.AOGlobalDFStartDistance": { "Flags": [ "RenderThreadSafe" ], "Helptext": "World space distance along a cone trace to switch to using the global distance field instead of the object distance fields.\nThis has to be large enough to hide the low res nature of the global distance field, but smaller values result in faster cone tracing." }, "r.AOGlobalDistanceField": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use a global distance field to optimize occlusion cone traces.\nThe global distance field is created by compositing object distance fields into clipmaps as the viewer moves through the level." }, "r.AOGlobalDistanceFieldLogModifiedPrimitives": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to log primitive modifications (add, remove, updatetransform) that caused an update of the global distance field.\nThis can be useful for tracking down why updating the global distance field is always costing a lot, since it should be mostly cached." }, "r.AOGlobalDistanceFieldPartialUpdates": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to allow partial updates of the global distance field. When profiling it's useful to disable this and get the worst case composition time that happens on camera cuts." }, "r.AOGlobalDistanceFieldRepresentHeightfields": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to put landscape in the global distance field. Changing this won't propagate until the global distance field gets recached (fly away and back)." }, "r.AOGlobalDistanceFieldStaggeredUpdates": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to allow the larger clipmaps to be updated less frequently." }, "r.AOHeightfieldOcclusion": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to compute AO from heightfields (landscape)" }, "r.AOHistoryDistanceThreshold": { "Flags": [ "RenderThreadSafe" ], "Helptext": "World space distance threshold needed to discard last frame's DFAO results. Lower values reduce ghosting from characters when near a wall but increase flickering artifacts." }, "r.AOHistoryStabilityPass": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to gather stable results to fill in holes in the temporal reprojection. Adds some GPU cost but improves temporal stability with foliage." }, "r.AOHistoryWeight": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Amount of last frame's AO to lerp into the final result. Higher values increase stability, lower values have less streaking under occluder movement." }, "r.AOInterpolationAngleScale": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Scale applied to angle error during the final interpolation pass. Values larger than 1 result in smoothing." }, "r.AOInterpolationDepthTesting": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use depth testing during the interpolation splat pass, useful for debugging" }, "r.AOInterpolationMaxAngle": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Largest angle allowed between the shading point's normal and a nearby record's normal." }, "r.AOInterpolationRadiusScale": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Scale applied to record radii during the final interpolation pass. Values larger than 1 result in world space smoothing." }, "r.AOInterpolationStencilTesting": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to stencil out distant pixels from the interpolation splat pass, useful for debugging" }, "r.AOListMemory": { "Flags": [ "SetByConstructor" ] }, "r.AOLogObjectBufferReallocation": { "Flags": [ "RenderThreadSafe" ] }, "r.AOMaxLevel": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Largest downsample power of 4 to use for surface cache population." }, "r.AOMaxObjectBoundingRadius": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Objects larger than this will not contribute to AO calculations, to improve performance." }, "r.AOMaxViewDistance": { "Flags": [ "RenderThreadSafe" ], "Helptext": "The maximum distance that AO will be computed at." }, "r.AOMinLevel": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Smallest downsample power of 4 to use for surface cache population.\nThe default is 1, which means every 8 full resolution pixels (BaseDownsampleFactor(2) * 4^1) will be checked for a valid interpolation from the cache or shaded.\nGoing down to 0 gives less aliasing, and removes the need for gap filling, but costs a lot." }, "r.AOMinPointBehindPlaneAngle": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Minimum angle that a point can lie behind a record and still be considered valid.\nThis threshold helps reduce leaking that happens when interpolating records in front of the shading point, ignoring occluders in between." }, "r.AOOverwriteSceneColor": { "Flags": [ "RenderThreadSafe" ] }, "r.AOPowerOfTwoBetweenLevels": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Power of two in resolution between refinement levels of the surface cache" }, "r.AORecordRadiusScale": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Scale applied to the minimum occluder distance to produce the record radius. This effectively controls how dense shading samples are." }, "r.AOReuseAcrossFrames": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to allow reusing surface cache results across frames." }, "r.AOSampleSet": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0 = Original set, 1 = Relaxed set" }, "r.AOScatterTileCulling": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use the rasterizer for binning occluder objects into screenspace tiles." }, "r.AOSpecularOcclusionMode": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Determines how specular should be occluded by DFAO\n0: Apply non-directional AO to specular.\n1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts.\n2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion." }, "r.AOStepExponentScale": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Exponent used to distribute AO samples along a cone direction." }, "r.AOTrimOldRecordsFraction": { "Flags": [ "RenderThreadSafe" ], "Helptext": "When r.AOReuseAcrossFrames is enabled, this is the fraction of the last frame's surface cache records that will not be reused.\nLow settings provide better performance, while values closer to 1 give faster lighting updates when dynamic scene changes are happening." }, "r.AOUpdateGlobalDistanceField": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to update the global distance field, useful for debugging." }, "r.AOUseConesForGI": { "Flags": [ "RenderThreadSafe" ] }, "r.AOUseHistory": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to apply a temporal filter to the distance field AO, which reduces flickering but also adds trails when occluders are moving." }, "r.AOUseJitter": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use 4x temporal supersampling with Screen Grid DFAO. When jitter is disabled, a shorter history can be used but there will be more spatial aliasing." }, "r.AOUseSurfaceCache": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use the surface cache or screen grid for cone tracing. The screen grid has more constant performance characteristics." }, "r.AOViewFadeDistanceScale": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Distance over which AO will fade out as it approaches r.AOMaxViewDistance, as a fraction of r.AOMaxViewDistance." }, "r.AOVisualizeGlobalDistanceField": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to visualize the global distance field instead of the object DFs with the 'Mesh Distance Fields' Visualize mode" }, "r.AccelPredrawBatchTime": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Override value for r.PredrawBatchTime when showing a loading-screen or similar to do more work while the player won't notice, or 0 to use r.PredrawBatchTime. Defaults to 0." }, "r.AccelTargetPrecompileFrameTime": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Override value for r.TargetPrecompileFrameTime when showing a loading-screen or similar to do more work while the player won't notice, or 0 to use r.TargetPrecompileFrameTime. Defaults to 0." }, "r.AllReceiveDynamicCSM": { "Flags": [ "SetByConstructor" ], "Helptext": "Which primitives should receive dynamic-only CSM shadows. 0: Only primitives marked bReceiveCSMFromDynamicObjects. 1: All primitives (default)" }, "r.AllowCachedUniformExpressions": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allow uniform expressions to be cached." }, "r.AllowDepthBoundsTest": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, use enable depth bounds test when rendering defered lights." }, "r.AllowGlobalClipPlane": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enables mesh shaders to support a global clip plane, needed for planar reflections, which adds about 15% BasePass GPU cost on PS4." }, "r.AllowLandscapeShadows": { "Flags": [ "SetByConstructor" ], "Helptext": "Allow Landscape Shadows" }, "r.AllowOcclusionQueries": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "If zero, occlusion queries will not be used to cull primitives." }, "r.AllowPointLightCubemapShadows": { "Flags": [ "SetByConstructor" ], "Helptext": "When 0, will prevent point light cube map shadows from being used and the light will be unshadowed." }, "r.AllowPrecomputedVisibility": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If zero, precomputed visibility will not be used to cull primitives." }, "r.AllowSimpleLights": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, we allow simple (ie particle) lights" }, "r.AllowStaticLighting": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to allow any static lighting to be generated and used, like lightmaps and shadowmaps.\nGames that only use dynamic lighting should set this to 0 to save some static lighting overhead." }, "r.AllowSubPrimitiveQueries": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enables sub primitive queries, currently only used by hierarchical instanced static meshes. 1: Enable, 0 Disabled. When disabled, one query is used for the entire proxy." }, "r.AlsoUseSphereForFrustumCull": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Performance tweak. If > 0, then use a sphere cull before and in addition to a box for frustum culling." }, "r.AmbientOcclusion.AsyncComputeBudget": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines which level of EAsyncComputeBudget to use for balancing AsyncCompute work against Gfx work.\nOnly matters if the compute version of SSAO is active (requires CS support, enabled by cvar, single pass, no normals)\nThis is a low level developer tweak to get best performance on hardware that supports AsyncCompute.\n 0: least AsyncCompute\n 1: .. (default)\n 2: .. \n 3: .. \n 4: most AsyncCompute" }, "r.AmbientOcclusion.Compute": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "If SSAO should use ComputeShader (not available on all platforms) or PixelShader.\nThe [Async] Compute Shader version is WIP, not optimized, requires hardware support (not mobile/DX10/OpenGL3),\ndoes not use normals which allows it to run right after EarlyZPass (better performance when used with AyncCompute)\nAyncCompute is currently only functional on PS4.\n 0: PixelShader (default)\n 1: (WIP) Use ComputeShader if possible, otherwise fall back to '0'\n 2: (WIP) Use AsyncCompute if efficient, otherwise fall back to '1'\n 3: (WIP) Use AsyncCompute if possible, otherwise fall back to '1'" }, "r.AmbientOcclusion.FadeRadiusScale": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allows to scale the ambient occlusion fade radius (SSAO).\n 0.01:smallest .. 1.0:normal (default), <1:smaller, >1:larger" }, "r.AmbientOcclusionLevels": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines how many mip levels are using during the ambient occlusion calculation. This is useful when tweaking the algorithm.\n<0: decide based on the quality setting in the postprocess settings/volume and r.AmbientOcclusionMaxQuality (default)\n 0: none (disable AmbientOcclusion)\n 1: one\n 2: two (costs extra performance, soft addition)\n 3: three (larger radius cost less but can flicker)" }, "r.AmbientOcclusionMaxQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the max clamping value from the post process volume's quality level for ScreenSpace Ambient Occlusion\n 100: don't override quality level from the post process volume (default)\n 0..99: clamp down quality level from the post process volume to the maximum set by this cvar\n -100..0: Enforces a different quality (the absolute value) even if the postprocessvolume asks for a lower quality." }, "r.AmbientOcclusionMipLevelFactor": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Controls mipmap level according to the SSAO step id\n 0: always look into the HZB mipmap level 0 (memory cache trashing)\n 0.5: sample count depends on post process settings (default)\n 1: Go into higher mipmap level (quality loss)" }, "r.AmbientOcclusionRadiusScale": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Allows to scale the ambient occlusion radius (SSAO).\n 0:off, 1.0:normal, <1:smaller, >1:larger" }, "r.AmbientOcclusionStaticFraction": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to override the Ambient Occlusion Static Fraction (see post process volume). Fractions are between 0 and 1.\n<0: use default setting (default -1)\n 0: no effect on static lighting, 0 is free meaning no extra rendering pass\n 1: AO affects the stat lighting" }, "r.Android.DisableOpenGLES31Support": { "Flags": [ "SetByConstructor" ], "Helptext": "Disable support for OpenGLES 3.1 API. (Android Only)\n 0 = OpenGLES 3.1 API will be used (providing device and project supports it) [default]\n 1 = OpenGLES 3.1 will be disabled, OpenGL ES2 fall back will be used." }, "r.Android.DisableVulkanSupport": { "Flags": [ "SetByConstructor" ], "Helptext": "Disable support for vulkan API. (Android Only)\n 0 = vulkan API will be used (providing device and project supports it) [default]\n 1 = vulkan will be disabled, opengl fall back will be used." }, "r.AndroidDisableThreadedRendering": { "Flags": [ "SetByConstructor" ], "Helptext": "Sets whether or not to allow threaded rendering for a particular Android device profile.\n\t0 = Allow threaded rendering [default]\n\t1 = Disable creation of render thread on startup" }, "r.Atmosphere": { "Flags": [ "SetByConstructor" ], "Helptext": "Defines atmosphere will render or not. Only changed by r.Atmosphere console command.\nEnable/Disable Atmosphere, Load/Unload related data.\n 0: off (To save GPU memory)\n 1: on (default)" }, "r.BasePassOutputsVelocity": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Enables rendering WPO velocities on the base pass.\n 0: Renders in a separate pass/rendertarget, all movable static meshes + dynamic.\n 1: Renders during the regular base pass adding an extra GBuffer, but allowing motion blur on materials with Time-based WPO." }, "r.BlackBorders": { "Flags": [ "SetByConstructor" ], "Helptext": "To draw black borders around the rendered image\n(prevents artifacts from post processing passes that read outside of the image e.g. PostProcessAA)\nin pixels, 0:off" }, "r.Bloom.Cross": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Experimental feature to give bloom kernel a more bright center sample (values between 1 and 3 work without causing aliasing)\nExisting bloom get lowered to match the same brightness\n<0 for a anisomorphic lens flare look (X only)\n 0 off (default)\n>0 for a cross look (X and Y)" }, "r.BloomQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": " 0: off, no performance impact.\n 1: average quality, least performance impact.\n 2: average quality, least performance impact.\n 3: good quality.\n 4: good quality.\n 5: Best quality, most significant performance impact. (default)\n>5: force experimental higher quality on mobile (can be quite slow on some hardware)" }, "r.BufferVisualizationDumpFrames": { "Flags": [ "RenderThreadSafe" ], "Helptext": "When screenshots or movies dumps are requested, also save out dumps of the current buffer visualization materials\n0:off (default)\n1:on" }, "r.BufferVisualizationDumpFramesAsHDR": { "Flags": [ "RenderThreadSafe" ], "Helptext": "When saving out buffer visualization materials in a HDR capable format\n0: Do not override default save format.\n1: Force HDR format for buffer visualization materials." }, "r.BufferVisualizationOverviewTargets": { "Flags": [ "SetByConstructor" ], "Helptext": "Specify the list of post process materials that can be used in the buffer visualization overview. Put nothing between the commas to leave a gap.\n\n\tChoose from:\n\n BaseColor\n CustomDepth\n CustomStencil\n FinalImage\n ShadingModel\n MaterialAO\n Metallic\n Opacity\n Roughness\n SceneColor\n SceneDepth\n SeparateTranslucencyRGB\n SeparateTranslucencyA\n Specular\n SubsurfaceColor\n WorldNormal\n AmbientOcclusion\n CustomDepthWorldUnits\n SceneDepthWorldUnits\n PreTonemapHDRColor\n PostTonemapHDRColor" }, "r.BufferVisualizationTarget": { "Flags": [ "SetByConstructor" ], "Helptext": "When the viewport view-mode is set to 'Buffer Visualization', this command specifies which of the various channels to display. Values entered other than the allowed values shown below will be ignored.\n BaseColor\n CustomDepth\n CustomStencil\n FinalImage\n ShadingModel\n MaterialAO\n Metallic\n Opacity\n Roughness\n SceneColor\n SceneDepth\n SeparateTranslucencyRGB\n SeparateTranslucencyA\n Specular\n SubsurfaceColor\n WorldNormal\n AmbientOcclusion\n CustomDepthWorldUnits\n SceneDepthWorldUnits\n PreTonemapHDRColor\n PostTonemapHDRColor" }, "r.Cache.DrawDirectionalShadowing": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to draw direct shadowing sample points as generated by Lightmass.\n0 is off (default), 1 is on" }, "r.Cache.DrawInterpolationPoints": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to draw positions that indirect lighting is interpolated at when they are updated, which are stored in the cache.\nProbably need 'r.CacheUpdateEveryFrame 1' as well to be useful, otherwise points will flicker as they update.\n0 is off (default), 1 is on" }, "r.Cache.DrawLightingSamples": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to draw indirect lighting sample points as generated by Lightmass.\n0 is off (default), 1 is on" }, "r.Cache.LightingCacheDimension": { "Flags": [ "SetByConstructor" ], "Helptext": "Dimensions of the lighting cache. This should be a multiple of r.LightingCacheMovableObjectAllocationSize for least waste." }, "r.Cache.LightingCacheMovableObjectAllocationSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Resolution of the interpolation sample volume used to light a dynamic object. \nValues of 1 or 2 will result in a single interpolation sample per object which does not provide continuous lighting under movement, so interpolation is done over time. \nValues of 3 or more support the necessary padding to provide continuous results under movement." }, "r.Cache.LimitQuerySize": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0 is off, 1 is on (default)" }, "r.Cache.QueryNodeLevel": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Level of the lighting sample octree whose node's extents should be the target size for queries into the octree.\nPrimitive blocks will be broken up into multiple octree queries if they are larger than this.0 is the root, 12 is the leaf level" }, "r.Cache.ReduceSHRinging": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to modify indirect lighting cache SH samples to reduce ringing. 0 is off, 1 is on (default)" }, "r.Cache.SampleTransitionSpeed": { "Flags": [ "RenderThreadSafe" ], "Helptext": "When using single sample lighting, controls the speed of the transition between two point samples (fade over time)." }, "r.Cache.UpdateEveryFrame": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to update indirect lighting cache allocations every frame, even if they would have been cached. 0 is off (default), 1 is on" }, "r.Cache.UpdatePrimsTaskEnabled": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enable threading for ILC primitive update. Will overlap with the rest the end of InitViews." }, "r.CapsuleIndirectConeAngle": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Light source angle used when the indirect shadow direction is derived from precomputed indirect lighting (no stationary skylight present)" }, "r.CapsuleMaxDirectOcclusionDistance": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Maximum cast distance for direct shadows from capsules. This has a big impact on performance." }, "r.CapsuleMaxIndirectOcclusionDistance": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Maximum cast distance for indirect shadows from capsules. This has a big impact on performance." }, "r.CapsuleMinSkyAngle": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Minimum light source angle derived from the precomputed unoccluded sky vector (stationary skylight present)" }, "r.CapsuleShadowFadeAngleFromVertical": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Angle from vertical up to start fading out the indirect shadow, to avoid self shadowing artifacts." }, "r.CapsuleShadows": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to allow capsule shadowing on skinned components with bCastCapsuleDirectShadow or bCastCapsuleIndirectShadow enabled." }, "r.CapsuleShadowsFullResolution": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to compute capsule shadows at full resolution." }, "r.CapsuleSkyAngleScale": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Scales the light source angle derived from the precomputed unoccluded sky vector (stationary skylight present)" }, "r.CatmullRomEndParamOffset": { "Flags": [ "SetByConstructor" ], "Helptext": "The parameter offset for catmul rom end points." }, "r.CheckSRVTransitions": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Tests that render targets are properly transitioned to SRV when SRVs are set." }, "r.ClearCoatNormal": { "Flags": [ "SetByConstructor" ], "Helptext": "0 to disable clear coat normal.\n 0: off\n 1: on" }, "r.ClearSceneMethod": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Select how the g-buffer is cleared in game mode (only affects deferred shading).\n 0: No clear\n 1: RHIClear (default)\n 2: Quad at max z" }, "r.ClearWithExcludeRects": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Control the use of exclude rects when using RHIClear\n 0: Force off (can be faster on hardware that has fast clears)\n 1: Use exclude rect if supplied\n 2: Auto (default is 2, pick what is considered best on this hardware)" }, "r.Color.Max": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allows to define where the value 1.0 in the color channels is mapped to after color grading.\nValue should be around 1, smaller values darken the highlights, larger values move more colors towards white, Default: 1" }, "r.Color.Mid": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allows to define where the value 0.5 in the color channels is mapped to after color grading (This is similar to a gamma correction).\nValue should be around 0.5, smaller values darken the mid tones, larger values brighten the mid tones, Default: 0.5" }, "r.Color.Min": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allows to define where the value 0 in the color channels is mapped to after color grading.\nThe value should be around 0, positive: a gray scale is added to the darks, negative: more dark values become black, Default: 0" }, "r.CompileMaterialsForShaderFormat": { "Flags": [ "SetByConstructor" ], "Helptext": "When enabled, compile materials for this shader format in addition to those for the running platform.\nNote that these shaders are compiled and immediately tossed. This is only useful when directly inspecting output via r.DebugDumpShaderInfo." }, "r.CompileShadersForDevelopment": { "Flags": [ "SetByConstructor" ], "Helptext": "Setting this to 0 allows to ship a game with more optimized shaders as some\neditor and development features are not longer compiled into the shaders.\n Note: This should be done when shipping but it's not done automatically yet (feature need to mature\n and shaders will compile slower as shader caching from development isn't shared).\nCannot be changed at runtime - can be put into BaseEngine.ini\n 0: off, shader can run a bit faster\n 1: on (Default)" }, "r.CompositionGraphOrder": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines in which order the nodes in the CompositionGraph are executed (affects postprocess and some lighting).\nOption 1 provides more control, which can be useful for preserving ESRAM, avoid GPU sync, cluster up compute shaders for performance and control AsyncCompute.\n 0: tree order starting with the root, first all inputs then dependencies (classic UE4, unconnected nodes are not getting executed)\n 1: RegisterPass() call order, unless the dependencies (input and additional) require a different order (might become new default as it provides more control, executes all registered nodes)" }, "r.ContactShadows": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": " 0: disabled.\n 1: enabled.\n" }, "r.CopyLockedViews": { "Flags": [ "SetByConstructor" ], "Helptext": "Copies all locked views in to a string that r.LockView will accept to reload them." }, "r.CreateShadersOnLoad": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to create shaders on load, which can reduce hitching, but use more memory. Otherwise they will be created as needed." }, "r.CustomDepth": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "0: feature is disabled\n1: feature is enabled, texture is created on demand\n2: feature is enabled, texture is not released until required (should be the project setting if the feature should not stall)\n3: feature is enabled, stencil writes are enabled, texture is not released until required (should be the project setting if the feature should not stall)" }, "r.CustomDepth.Order": { "Flags": [ "RenderThreadSafe" ], "Helptext": "When CustomDepth (and CustomStencil) is getting rendered\n 0: Before GBuffer (can be more efficient with AsyncCompute, allows using it in DBuffer pass, no GBuffer blending decals allow GBuffer compression)\n 1: After Base Pass (default)" }, "r.CustomDepthTemporalAAJitter": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If disabled the Engine will remove the TemporalAA Jitter from the Custom Depth Pass. Only has effect when TemporalAA is used." }, "r.D3D.RemoveUnusedInterpolators": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables removing unused interpolators mode when compiling pipelines for D3D.\n -1: Do not actually remove, but make the app think it did (for debugging)\n 0: Disable (default)\n 1: Enable removing unused" }, "r.D3D12GraphicsAdapter": { "Flags": [ "RenderThreadSafe" ], "Helptext": "User request to pick a specific graphics adapter (e.g. when using a integrated graphics card with a descrete one)\n -2: Take the first one that fulfills the criteria\n -1: Favour non integrated because there are usually faster\n 0: Adpater #0\n 1: Adpater #1, ..." }, "r.DBuffer": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Enables DBuffer decal material blend modes.\nDBuffer decals are rendered before the base pass, allowing them to affect static lighting and skylighting correctly. \nWhen enabled, a full prepass will be forced which adds CPU / GPU cost. Several texture lookups will be done in the base pass to fetch the decal properties, which adds pixel work.\n 0: off\n 1: on (default)" }, "r.DFFullResolution": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "1 = full resolution distance field shadowing, 0 = half resolution with bilateral upsample." }, "r.DFShadowScatterTileCulling": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use the rasterizer to scatter objects onto the tile grid for culling." }, "r.DFShadowWorldTileSize": { "Flags": [ "RenderThreadSafe" ], "Helptext": "World space size of a tile used for culling for directional lights." }, "r.DFTwoSidedMeshDistanceBias": { "Flags": [ "RenderThreadSafe" ], "Helptext": "World space amount to expand distance field representations of two sided meshes. This is useful to get tree shadows to match up with standard shadow mapping." }, "r.DX11NVAfterMathEnabled": { "Flags": [ "SetByConstructor" ], "Helptext": "Use NV Aftermath for GPU crash analysis" }, "r.DX11NumForcedGPUs": { "Flags": [ "SetByConstructor" ], "Helptext": "Num Forced GPUs." }, "r.DebugActionZone.ActionRatio": { "Flags": [ "SetByConstructor" ], "Helptext": "The action zone ratio that will be returned by FDisplayMetrics::GetDisplayMetrics on platforms that don't have a defined safe zone (0..1)\n default: 1.0" }, "r.DebugSafeZone.Mode": { "Flags": [ "SetByConstructor" ], "Helptext": "The safe zone visualization mode (0..2)\n 0: Disabled (default)\n 1: Show Title Safe Zone\n 2: Show Action Safe Zone" }, "r.DebugSafeZone.OverlayAlpha": { "Flags": [ "SetByConstructor" ], "Helptext": "The alpha value of the safe zone overlay (0..1)\n default: 0.2" }, "r.DebugSafeZone.TitleRatio": { "Flags": [ "SetByConstructor" ], "Helptext": "The safe zone ratio that will be returned by FDisplayMetrics::GetDisplayMetrics on platforms that don't have a defined safe zone (0..1)\n default: 1.0" }, "r.Decal.FadeDurationScale": { "Flags": [ "SetByConstructor" ], "Helptext": "Scales the per decal fade durations. Lower values shortens lifetime and fade duration. Default is 1.0f." }, "r.Decal.FadeScreenSizeMult": { "Flags": [ "SetByConstructor" ], "Helptext": "Control the per decal fade screen size. Multiplies with the per-decal screen size fade threshold. Smaller means decals fade less aggressively." }, "r.Decal.GenerateRTWriteMaskTexture": { "Flags": [ "SetByConstructor" ], "Helptext": "Turn on or off generation of the RT write mask texture for decals\n" }, "r.Decal.StencilSizeThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "Control a per decal stencil pass that allows to large (screen space) decals faster. It adds more overhead per decals so this\n <0: optimization is disabled\n 0: optimization is enabled no matter how small (screen space) the decal is\n0..1: optimization is enabled, value defines the minimum size (screen space) to trigger the optimization (default 0.1)" }, "r.DefaultFeature.AmbientOcclusion": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Engine default (project setting) for AmbientOcclusion is (postprocess volume/camera/game setting still can override)\n 0: off, sets AmbientOcclusionIntensity to 0\n 1: on (default)" }, "r.DefaultFeature.AmbientOcclusionStaticFraction": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Engine default (project setting) for AmbientOcclusion is (postprocess volume/camera/game setting still can override)\n 0: off, sets AmbientOcclusionStaticFraction to 0\n 1: on (default, costs extra pass, only useful if there is some baked lighting)" }, "r.DefaultFeature.AntiAliasing": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Engine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override)\n 0: off (no anti-aliasing)\n 1: FXAA (faster than TemporalAA but much more shimmering for non static cases)\n 2: TemporalAA (default)\n 3: MSAA (Forward shading only)" }, "r.DefaultFeature.AutoExposure": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Engine default (project setting) for AutoExposure is (postprocess volume/camera/game setting still can override)\n 0: off, sets AutoExposureMinBrightness and AutoExposureMaxBrightness to 1\n 1: on (default)" }, "r.DefaultFeature.AutoExposure.Method": { "Flags": [ "SetByConstructor" ], "Helptext": "Engine default (project setting) for AutoExposure Method (postprocess volume/camera/game setting still can override)\n 0: Histogram based (requires compute shader, default)\n 1: Basic AutoExposure" }, "r.DefaultFeature.Bloom": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Engine default (project setting) for Bloom is (postprocess volume/camera/game setting still can override)\n 0: off, set BloomIntensity to 0\n 1: on (default)" }, "r.DefaultFeature.LensFlare": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Engine default (project setting) for LensFlare is (postprocess volume/camera/game setting still can override)\n 0: off, sets LensFlareIntensity to 0\n 1: on (default)" }, "r.DefaultFeature.MotionBlur": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Engine default (project setting) for MotionBlur is (postprocess volume/camera/game setting still can override)\n 0: off, sets MotionBlurAmount to 0\n 1: on (default)" }, "r.DeferSkeletalDynamicDataUpdateUntilGDME": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, then do skeletal mesh dynamic data updates will be deferred until GDME. Experimental option." }, "r.DeferUniformBufferUpdatesUntilVisible": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, then don't update the primitive uniform buffer until it is visible." }, "r.DemosaicVposOffset": { "Flags": [ "RenderThreadSafe" ], "Helptext": "This offset is added to the rasterized position used for demosaic in the ES2 tonemapping shader. It exists to workaround driver bugs on some Android devices that have a half-pixel offset." }, "r.DepthOfField.FarBlur": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Temporary hack affecting only CircleDOF\n 0: Off\n 1: On (default)" }, "r.DepthOfField.MaxSize": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Allows to clamp the gaussian depth of field radius (for better performance), default: 100" }, "r.DepthOfField.NearBlurSizeThreshold": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Sets the minimum near blur size before the effect is forcably disabled. Currently only affects Gaussian DOF.\n (default: 0.01)" }, "r.DepthOfFieldQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Allows to adjust the depth of field quality. Currently only fully affects BokehDOF. GaussianDOF is either 0 for off, otherwise on.\n 0: Off\n 1: Low\n 2: high quality (default, adaptive, can be 4x slower)\n 3: very high quality, intended for non realtime cutscenes, CircleDOF only (slow)\n 4: extremely high quality, intended for non realtime cutscenes, CircleDOF only (very slow)" }, "r.DetailMode": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Current detail mode; determines whether components of actors should be updated/ ticked.\n 0: low, show only object with DetailMode low or higher\n 1: medium, show all object with DetailMode medium or higher\n 2: high, show all objects (default)" }, "r.DetectAndWarnOfBadDrivers": { "Flags": [ "Unregistered", "CreatedFromIni", "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "IAmNoRealVariable" }, "r.DiffuseColor.Max": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allows quick material test by remapping the diffuse color at 1 to a new value (0..1), Only for non shipping built!\n1: (default)" }, "r.DiffuseColor.Min": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allows quick material test by remapping the diffuse color at 1 to a new value (0..1), Only for non shipping built!\n1: (default)" }, "r.DisableDistortion": { "Flags": [ "SetByConstructor" ], "Helptext": "Prevents distortion effects from rendering. Saves a full-screen framebuffer's worth of memory." }, "r.DisableLODFade": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Disable fading for distance culling" }, "r.DiscardUnusedQuality": { "Flags": [ "SetByConstructor" ], "Helptext": "Wether to keep or discard unused quality level shadermaps in memory.\n0: keep all quality levels in memory. (default)\n1: Discard unused quality levels on load." }, "r.DistanceFadeMaxTravel": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Max distance that the player can travel during the fade time." }, "r.DistanceFieldAO": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Whether the distance field AO feature is allowed, which is used to implement shadows of Movable sky lights from static meshes." }, "r.DistanceFieldGI": { "Flags": [ "RenderThreadSafe" ] }, "r.DistanceFieldShadowing": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Whether the distance field shadowing feature is allowed." }, "r.DistanceFields.AtlasSizeXY": { "Flags": [ "SetByConstructor" ], "Helptext": "Size of the global mesh distance field atlas volume texture in X and Y." }, "r.DistanceFields.AtlasSizeZ": { "Flags": [ "SetByConstructor" ], "Helptext": "Size of the global mesh distance field atlas volume texture in Z." }, "r.DistanceFields.DefaultVoxelDensity": { "Flags": [ "SetByConstructor" ], "Helptext": "Determines how the default scale of a mesh converts into distance field voxel dimensions.\nChanging this will cause all distance fields to be rebuilt. Large values can consume memory very quickly!" }, "r.DistanceFields.MaxPerMeshResolution": { "Flags": [ "SetByConstructor" ], "Helptext": "Highest resolution (in one dimension) allowed for a single static mesh asset, used to cap the memory usage of meshes with a large scale.\nChanging this will cause all distance fields to be rebuilt. Large values such as 512 can consume memory very quickly! (128Mb for one asset at 512)" }, "r.DoInitViewsLightingAfterPrepass": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Delays the lighting part of InitViews until after the prepass. This improves the threading throughput and gets the prepass to the GPU ASAP. Experimental options; has an unknown race." }, "r.DoTiledReflections": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Compute Reflection Environment with Tiled compute shader..\n 0: off\n 1: on (default)" }, "r.DontLimitOnBattery": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "0: Limit performance on devices with a battery.(default)\n1: Do not limit performance due to device having a battery." }, "r.Downsample.Quality": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Defines the quality in which the Downsample passes. we might add more quality levels later.\n 0: low quality\n>0: high quality (default: 3)\n" }, "r.DownsampledOcclusionQueries": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to issue occlusion queries to a downsampled depth buffer" }, "r.DrawRectangleOptimization": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Controls an optimization for DrawRectangle(). When enabled a triangle can be used to draw a quad in certain situations (viewport sized quad).\nUsing a triangle allows for slightly faster post processing in lower resolutions but can not always be used.\n 0: Optimization is disabled, DrawDenormalizedQuad always render with quad\n 1: Optimization is enabled, a triangle can be rendered where specified (default)" }, "r.DriverDetectionMethod": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defined which implementation is used to detect the GPU driver (to check for old drivers and for logs and statistics)\n 0: Iterate available drivers in registry and choose the one with the same name, if in question use next method (happens)\n 1: Get the driver of the primary adpater (might not be correct when dealing with multiple adapters)\n 2: Use DirectX LUID (would be the best, not yet implemented)\n 3: Use Windows functions, use the primary device (might be wrong when API is using another adapter)\n 4: Use Windows functions, use the one names like the DirectX Device (newest, most promising)" }, "r.DumpDrawListStats": { "Flags": [ "SetByConstructor" ], "Helptext": "Dumps static mesh draw list statistics for all scenes associated with world objects." }, "r.DumpRenderTargetPoolMemory": { "Flags": [ "SetByConstructor" ], "Helptext": "Dump allocation information for the render target pool." }, "r.DumpSCWQueuedJobs": { "Flags": [ "SetByConstructor" ], "Helptext": "When set to 1, it will dump a job list to help track down crashes that happened on ShaderCompileWorker." }, "r.DumpShaderDebugInfo": { "Flags": [ "SetByConstructor" ], "Helptext": "When set to 1, will cause any shaders that are then compiled to dump debug info to GameName/Saved/ShaderDebugInfo\nThe debug info is platform dependent, but usually includes a preprocessed version of the shader source.\nOn iOS, if the PowerVR graphics SDK is installed to the default path, the PowerVR shader compiler will be called and errors will be reported during the cook." }, "r.DumpShaderDebugShortNames": { "Flags": [ "SetByConstructor" ], "Helptext": "Only valid when r.DumpShaderDebugInfo=1.\nWhen set to 1, will shorten names factory and shader type folder names to avoid issues with long paths." }, "r.DumpShaderDebugWorkerCommandLine": { "Flags": [ "SetByConstructor" ], "Helptext": "Only valid when r.DumpShaderDebugInfo=1.\nWhen set to 1, it will generate a file that can be used with ShaderCompileWorker's -directcompile." }, "r.DumpTransitionsForResource": { "Flags": [ "SetByConstructor" ], "Helptext": "Prints callstack when the given resource is transitioned. Only implemented for DX11 at the moment.Name of the resource to dump" }, "r.DumpingMovie": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to dump each rendered frame to disk (slow fps, names MovieFrame..).\n<=0:off (default), <0:remains on, >0:remains on for n frames (n is the number specified)" }, "r.DynamicRes.CPUBoundScreenPercentage": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Screen percentage to converge to when CPU bound. This can be used when GPU and CPU share same memory." }, "r.DynamicRes.CPUTimeHeadRoom": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Head room for the threads compared GPU time to avoid keep getting resolution fraction shrinking down when CPU bound (in milliseconds)." }, "r.DynamicRes.ChangePercentageThreshold": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Minimal increase percentage threshold to alow when changing resolution." }, "r.DynamicRes.FrameTimeBudget": { "Flags": [ "RenderThreadSafe", "SetBySystemSettingsIni" ], "Helptext": "Frame's time budget in milliseconds." }, "r.DynamicRes.FrameWeightExponent": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Recursive weight of frame N-1 against frame N." }, "r.DynamicRes.GPUTimingMeasureMethod": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Selects the method to use to measure GPU timings.\n 0: Same as stat unit (default);\n 1: Timestamp queries." }, "r.DynamicRes.HistorySize": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of frames keept in the history." }, "r.DynamicRes.IncreaseAmortizationBlendFactor": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Amortization blend factor when scale resolution back up to reduce resolution fraction oscillations." }, "r.DynamicRes.MaxConsecutiveOverbudgetGPUFrameCount": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Maximum number of consecutive frame tolerated over GPU budget." }, "r.DynamicRes.MaxScreenPercentage": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximal screen percentage." }, "r.DynamicRes.MinResolutionChangePeriod": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Minimal number of frames between resolution changes, important to avoid input sample position interferences in TAA upsample." }, "r.DynamicRes.MinScreenPercentage": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Minimal screen percentage." }, "r.DynamicRes.OutlierThreshold": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Ignore frame timing that have Game thread or render thread X time more than frame budget." }, "r.DynamicRes.TargetedGPUHeadRoomPercentage": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Targeted GPU headroom (in percent from r.DynamicRes.FrameTimeBudget)." }, "r.EarlyZPass": { "Flags": [ "Scalability", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to use a depth only pass to initialize Z culling for the base pass. Cannot be changed at runtime.\nNote: also look at r.EarlyZPassMovable\n 0: off\n 1: good occluders only: not masked, and large on screen\n 2: all opaque (including masked)\n x: use built in heuristic (default is 3)" }, "r.EarlyZPassMovable": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to render movable objects into the depth only pass. Defaults to on.\nNote: also look at r.EarlyZPass" }, "r.EarlyZPassOnlyMaterialMasking": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to compute materials' mask opacity only in early Z pass. Changing this setting requires restarting the editor.\nNote: Needs r.EarlyZPass == 2 && r.EarlyZPassMovable == 1" }, "r.EmitMeshDrawEvents": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Emits a GPU event around each drawing policy draw call. /nUseful for seeing stats about each draw call, however it greatly distorts total time and time per draw call." }, "r.EmitterSpawnRateScale": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "A global scale upon the spawn rate of emitters. Emitters can choose to apply or ignore it via their bApplyGlobalSpawnRateScale property." }, "r.EnableAsyncComputeTranslucencyLightingVolumeClear": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to clear the translucency lighting volume using async compute.\n" }, "r.EnableDebugSpam_GetObjectPositionAndScale": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables or disables debug log spam for a bug in FParticleSystemSceneProxy::GetObjectPositionAndScale()" }, "r.EnableMorphTargets": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable Morph Targets" }, "r.EnableStereoEmulation": { "Flags": [ "SetByConstructor" ], "Helptext": "Emulate stereo rendering" }, "r.EyeAdaptation.Focus": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Applies to basic adapation mode only\n 0: Uniform weighting\n>0: Center focus, 1 is a good number (default)" }, "r.EyeAdaptation.MethodOveride": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Overide the eye adapation method set in post processing volumes\n-2: override with custom settings (for testing Basic Mode)\n-1: no override\n 1: Histogram-based\n 2: Basic" }, "r.EyeAdaptationQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the eye adaptation quality which allows to adjust for quality or performance.\n<=0: off (fastest)\n 1: low quality (e.g. non histogram based, not yet implemented)\n 2: normal quality (default)\n 3: high quality (e.g. screen position localized, not yet implemented)" }, "r.FXSystemPreRenderAfterPrepass": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If > 0, then do the FX prerender after the prepass. This improves pipelining for greater performance. Experiemental option." }, "r.FastBlurThreshold": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines at what radius the Gaussian blur optimization kicks in (estimated 25% - 40% faster).\nThe optimzation uses slightly less memory and has a quality loss on smallblur radius.\n 0: use the optimization always (fastest, lowest quality)\n 3: use the optimization starting at a 3 pixel radius (quite fast)\n 7: use the optimization starting at a 7 pixel radius (default)\n>15: barely ever use the optimization (high quality)" }, "r.FeatureLevelPreview": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If 1 the quick settings menu will contain an option to enable feature level preview modes" }, "r.Filter.LoopMode": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Controles when to use either dynamic or unrolled loops to iterates over the Gaussian filtering.\nThis passes is used for Gaussian Blur, Bloom and Depth of Field. The dynamic loop allows\nup to 128 samples versus the 32 samples of unrolled loops, but add an additonal cost for\nthe loop's stop test at every iterations.\n 0: Unrolled loop only (default; limited to 32 samples).\n 1: Fall back to dynamic loop if needs more than 32 samples.\n 2: Dynamic loop only." }, "r.Filter.NewMethod": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Affects bloom and Gaussian depth of field.\n 0: old method (doesn't scale linearly with size)\n 1: new method, might need asset tweak (default)" }, "r.Filter.SizeScale": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Allows to scale down or up the sample count used for bloom and Gaussian depth of field (scale is clampled to give reasonable results).\nValues down to 0.6 are hard to notice\n 1 full quality (default)\n >1 more samples (slower)\n <1 less samples (faster, artifacts with HDR content or boxy results with GaussianDOF)" }, "r.FinishCurrentFrame": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "If on, the current frame will be forced to finish and render to the screen instead of being buffered. This will improve latency, but slow down overall performance." }, "r.FluidQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines fluid simulation quality.\n 0: off\n 1: low\n 2: medium\n 3: high(default)" }, "r.FlushRHIThreadOnSTreamingTextureLocks": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If set to 0, we won't do any flushes for streaming textures. This is safe because the texture streamer deals with these hazards explicitly." }, "r.Fog": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": " 0: disabled\n 1: enabled (default)" }, "r.ForceAMDToSM4": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Forces AMD devices to use SM4.0/D3D10.0 feature level." }, "r.ForceDebugViewModes": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "0: Setting has no effect.\n1: Forces debug view modes to be available, even on cooked builds.2: Forces debug view modes to be unavailable, even on editor builds. Removes many shader permutations for faster shader iteration." }, "r.ForceHighestMipOnUITextures": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If set to 1, texutres in the UI Group will have their highest mip level forced." }, "r.ForceIntelToSM4": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Forces Intel devices to use SM4.0/D3D10.0 feature level." }, "r.ForceNvidiaToSM4": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Forces Nvidia devices to use SM4.0/D3D10.0 feature level." }, "r.Forward.LightGridPixelSize": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Size of a cell in the light grid, in pixels." }, "r.Forward.LightGridSizeZ": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Number of Z slices in the light grid." }, "r.Forward.LightLinkedListCulling": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Uses a reverse linked list to store culled lights, removing the fixed limit on how many lights can affect a cell - it becomes a global limit instead." }, "r.Forward.MaxCulledLightsPerCell": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Controls how much memory is allocated for each cell for light culling. When r.Forward.LightLinkedListCulling is enabled, this is used to compute a global max instead of a per-cell limit on culled lights." }, "r.ForwardBasePassSort": { "Flags": [ "RenderThreadSafe" ], "Helptext": "How to sort the mobile base pass:\n\t0: Decide automatically based on the hardware.\n\t1: No sorting.\n\t2: Sort drawing policies.\n\t3: Sort drawing policies and the meshes within them." }, "r.ForwardShading": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use forward shading on desktop platforms - requires Shader Model 5 hardware.\nForward shading has lower constant cost, but fewer features supported. 0:off, 1:on\nThis rendering path is a work in progress with many unimplemented features, notably only a single reflection capture is applied per object and no translucency dynamic shadow receiving." }, "r.FreeSkeletalMeshBuffers": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Controls whether skeletal mesh buffers are kept in CPU memory to support merging of skeletal meshes.\n0: Keep buffers(default)\n1: Free buffers" }, "r.FrustumCullNumWordsPerTask": { "Flags": [ "SetByConstructor" ], "Helptext": "Performance tweak. Controls the granularity for the ParallelFor for frustum culling." }, "r.FullScreenMode": { "Flags": [ "Scalability", "SetByGameSetting" ], "Helptext": "Defines how we do full screen when requested (e.g. command line option -fullscreen or in ini [SystemSettings] fullscreen=true)\n 0: normal full screen (renders faster, more control over vsync, less GPU memory, 10bit color if possible)\n 1: windowed full screen (quick switch between applications and window mode, slight performance loss)\n any other number behaves like 0" }, "r.GBufferFormat": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines the memory layout used for the GBuffer.\n(affects performance, mostly through bandwidth, quality of normals and material attributes).\n 0: lower precision (8bit per component, for profiling)\n 1: low precision (default)\n 3: high precision normals encoding\n 5: high precision" }, "r.GPUDefrag.AllowOverlappedMoves": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows defrag relocations that partially overlap themselves.\n" }, "r.GPUDefrag.EnableTimeLimits": { "Flags": [ "SetByConstructor" ], "Helptext": "Limits CPU time spent doing GPU defragmentation.\n" }, "r.GPUDefrag.MaxRelocations": { "Flags": [ "SetByConstructor" ], "Helptext": "Limits the number of total relocations in a frame regardless of number of bytes moved..\n" }, "r.GPUParticle.AFRReinject": { "Flags": [ "SetByConstructor" ], "Helptext": "Toggle optimization when running in AFR to re-inject particle injections on the next GPU rather than doing a slow GPU->GPU transfer of the texture data\n 0: Reinjection off\n 1: Reinjection on" }, "r.GPUParticle.FixDeltaSeconds": { "Flags": [ "SetByConstructor" ], "Helptext": "GPU particle fix delta seconds." }, "r.GPUParticle.FixTolerance": { "Flags": [ "SetByConstructor" ], "Helptext": "Delta second tolerance before switching to a fix delta seconds." }, "r.GPUParticle.MaxNumIterations": { "Flags": [ "SetByConstructor" ], "Helptext": "Max number of iteration when using a fix delta seconds." }, "r.GPUParticle.Simulate": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable or disable GPU particle simulation" }, "r.Gamma": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Gamma on output" }, "r.GenerateLandscapeGIData": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to generate a low-resolution base color texture for landscapes for rendering real-time global illumination.\nThis feature requires GenerateMeshDistanceFields is also enabled, and will increase mesh build times and memory usage.\n" }, "r.GenerateMeshDistanceFields": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to build distance fields of static meshes, needed for distance field AO, which is used to implement Movable SkyLight shadows.\nEnabling will increase mesh build times and memory usage. Changing this value will cause a rebuild of all static meshes." }, "r.GraniteNoTrilinear": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Controls wether to use trilinear filtering emulation in Granite.\n 0: Trilinear enabled.\n 1: Trilinear disabled." }, "r.GraniteSDK.CPUCacheSizeScale": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "The factor with which the CPU caches sizes need to be scaled." }, "r.GraniteSDK.GPUCacheSizeScale": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "The factor with which the GPU caches sizes need to be scaled." }, "r.GraniteSDK.MaxAnisotropy": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "MaxAnisotropy should range from 1 to 16. Higher values mean better texure quality when using anisotropic filtering but at a cost to performance. Default is 4." }, "r.GraniteSDK.MinCPUCacheSizeInMB": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "The minimum size of a CPU cache regardless of any other other (scalability) setting" }, "r.GraniteSDK.MinGPUCacheSizeInMB": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "The minimum size of a GPU cache regardless of any other other (scalability) setting" }, "r.GraniteSDK.MipBias": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "0..x reduce texture quality for streaming by a floating point number.\nNote that this value is offsetted by r.GraniteSDK.MipBiasOffset before used.\n0: use full resolution (default)\n1: drop one mip\n2: drop two mips" }, "r.GraniteSDK.MipBiasOffset": { "Flags": [ "SetByConstructor" ], "Helptext": "0..x reduce texture quality for streaming by a floating point number.\nNote that this value is added to r.GraniteSDK.MipBias later.\n0..x reduce texture quality for streaming by a floating point number.\n0: use full resolution (default)\n1: drop one mip\n2: drop two mips\nNote that this value is accessible from only code.\n" }, "r.GraniteStreamLightMaps": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Controls wether to stream the static lighting data with Granite.\n 0: GraniteSDK will not stream any lighting data.\n 1: GraniteSDK will stream lighting data (you might need to rebuild lighting)." }, "r.GraphicsAdapter": { "Flags": [ "RenderThreadSafe" ], "Helptext": "User request to pick a specific graphics adapter (e.g. when using a integrated graphics card with a discrete one)\nAt the moment this only works on Direct3D 11. Unless a specific adapter is chosen we reject Microsoft adapters because we don't want the software emulation.\n -2: Take the first one that fulfills the criteria\n -1: Favour non integrated because there are usually faster (default)\n 0: Adapter #0\n 1: Adapter #1, ..." }, "r.HDR.Display.ColorGamut": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Color gamut of the output display:\n0: Rec709 / sRGB, D65 (default)\n1: DCI-P3, D65\n2: Rec2020 / BT2020, D65\n3: ACES, D60\n4: ACEScg, D60\n" }, "r.HDR.Display.OutputDevice": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Device format of the output display:\n0: sRGB (LDR)\n1: Rec709 (LDR)\n2: Explicit gamma mapping (LDR)\n3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR)\n4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR)\n5: ACES 1000 nit ScRGB (HDR)\n6: ACES 2000 nit ScRGB (HDR)\n" }, "r.HDR.EnableHDROutput": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default)\n1: Enable hardware-specific implementation\n" }, "r.HDR.UI.CompositeMode": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Mode used when compositing the UI layer:\n0: Standard compositing\n1: Shader pass to improve HDR blending\n" }, "r.HDR.UI.Level": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Luminance level for UI elements when compositing into HDR framebuffer (default: 1.0)." }, "r.HLOD.DistanceScale": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Scale factor for the distance used in computing discrete HLOD for transition for static meshes. (defaults to 1)\n(higher values make HLODs transition farther away, e.g., 2 is twice the distance)" }, "r.HLOD.MaximumLevel": { "Flags": [ "Scalability" ], "Helptext": "How far down the LOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings)\n-1: No maximum level (default)\n0: Prevent ever showing a HLOD cluster instead of individual meshes\n1: Allow only the first level of HLOD clusters to be shown\n2+: Allow up to the Nth level of HLOD clusters to be shown" }, "r.HZBOcclusion": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines which occlusion system is used.\n 0: Hardware occlusion queries\n 1: Use HZB occlusion system (default, less GPU and CPU cost, more conservative results) 2: Force HZB occlusion system (overrides rendering platform preferences)" }, "r.HeightfieldGlobalIllumination": { "Flags": [ "RenderThreadSafe" ] }, "r.HeightfieldInnerBounceDistance": { "Flags": [ "RenderThreadSafe" ] }, "r.HeightfieldOuterBounceDistanceScale": { "Flags": [ "RenderThreadSafe" ] }, "r.HeightfieldTargetUnitsPerTexel": { "Flags": [ "RenderThreadSafe" ] }, "r.HighQualityLightMaps": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If set to 1, allow high quality lightmaps which don't bake in direct lighting of stationary lights" }, "r.HighResScreenshotDelay": { "Flags": [ "SetByConstructor" ], "Helptext": "When high-res screenshots are requested there is a small delay to allow temporal effects to converge.\nDefault: 4. Using a value below the default will disable TemporalAA for improved image quality." }, "r.ImprintHeight": { "Flags": [ "RenderThreadSafe" ], "Helptext": "override imprint height.\n" }, "r.ImprintHeightOverride": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enable override of imprint height.\n 0: off\n 1: on\n" }, "r.IndirectLightingCache": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use the indirect lighting cache on dynamic objects. 0 is off, 1 is on (default)" }, "r.InitialShaderLoadTime": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Time to spend loading the shader cache synchronously on startup before falling back to asynchronous precompilation/predraw. Defaults to -1 which will perform all work synchronously." }, "r.KeepOverrideVertexColorsOnCPU": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Keeps a CPU copy of override vertex colors. May be required for some blueprints / object spawning." }, "r.KeepPreCulledIndicesThreshold": { "Flags": [ "RenderThreadSafe", "Scalability" ] }, "r.LODFadeTime": { "Flags": [ "RenderThreadSafe" ], "Helptext": "How long LOD takes to fade (in seconds)." }, "r.LPV.DiffuseIntensity": { "Flags": [ "SetByConstructor" ], "Helptext": "Multiplier for LPV Diffuse." }, "r.LPV.EmissiveMultiplier": { "Flags": [ "SetByConstructor" ], "Helptext": "Emissive intensity multiplier" }, "r.LPV.Intensity": { "Flags": [ "SetByConstructor" ], "Helptext": "Multiplier for LPV intensity. 1.0 is the default." }, "r.LPV.Mixing": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Reflection environment mixes with indirect shading (Ambient + LPV).\n 0 is off, 1 is on (default)" }, "r.LPV.NumAOPropagationSteps": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of LPV AO propagation steps\n0: noisy (good for debugging)\n1: normal (default)\n2: blurry" }, "r.LPV.NumPropagationSteps": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of LPV propagation steps" }, "r.LPV.RSMResolution": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Reflective Shadow Map resolution (used for LPV) - higher values result in less aliasing artifacts, at the cost of performance" }, "r.LPV.SpecularIntensity": { "Flags": [ "SetByConstructor" ], "Helptext": "Multiplier for LPV Specular." }, "r.LUT.Size": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Size of film LUT" }, "r.LandscapeLODBias": { "Flags": [ "Scalability" ], "Helptext": "LOD bias for landscape/terrain meshes." }, "r.LensFlareQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": " 0: off but best for performance\n 1: low quality with good performance\n 2: good quality (default)\n 3: very good quality but bad performance" }, "r.LightFunctionQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the light function quality which allows to adjust for quality or performance.\n<=0: off (fastest)\n 1: low quality (e.g. half res with blurring, not yet implemented)\n 2: normal quality (default)\n 3: high quality (e.g. super-sampled or colored, not yet implemented)" }, "r.LightPropagationVolume": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Project setting of the work in progress feature LightPropgationVolume. Cannot be changed at runtime.\n 0: off (default)\n 1: on" }, "r.LightShaftBlurPasses": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of light shaft blur passes." }, "r.LightShaftDownSampleFactor": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Downsample factor for light shafts. range: 1..8" }, "r.LightShaftFirstPassDistance": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Fraction of the distance to the light to blur on the first radial blur pass." }, "r.LightShaftNumSamples": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of samples per light shaft radial blur pass. Also affects how quickly the blur distance increases with each pass." }, "r.LightShaftQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the light shaft quality (mobile and non mobile).\n 0: off\n 1: on (default)" }, "r.LightShaftRenderToSeparateTranslucency": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If enabled, light shafts will be rendered to the separate translucency buffer.\nThis ensures postprocess materials with BL_BeforeTranslucnecy are applied before light shafts" }, "r.ListSceneColorMaterials": { "Flags": [ "SetByConstructor" ], "Helptext": "Lists all materials that read from scene color." }, "r.MSAA.CompositingSampleCount": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Affects the render quality of the editor 3d objects.\n 1: no MSAA, lowest quality\n 2: 2x MSAA, medium quality (medium GPU memory consumption)\n 4: 4x MSAA, high quality (high GPU memory consumption)\n 8: 8x MSAA, very high quality (insane GPU memory consumption)" }, "r.MSAACount": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Number of MSAA samples to use with the forward renderer. Only used when MSAA is enabled in the rendering project settings.\n1: Use Temporal AA (MSAA disabled)\n2: Use 2x MSAA (Temporal AA disabled)\n4: Use 4x MSAA (Temporal AA disabled)" }, "r.MaterialQualityLevel": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "0 corresponds to low quality materials, as defined by quality switches in materials, 1 corresponds to high and 2 for medium." }, "r.MaxAnisotropy": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "MaxAnisotropy should range from 1 to 16. Higher values mean better texure quality when using anisotropic filtering but at a cost to performance. Default is 4." }, "r.MaxCSMRadiusToAllowPerObjectShadows": { "Flags": [ "SetByConstructor" ], "Helptext": "Only stationary lights with a CSM radius smaller than this will create per object shadows for dynamic objects." }, "r.MaxForwardBasePassDraws": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Stops rendering static mobile base pass draws after the specified number of times. Useful for seeing the order in which meshes render when optimizing." }, "r.MaxQualityMode": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If set to 1, override certain system settings to highest quality regardless of performance impact" }, "r.MeshParticle.MinDetailModeForMotionBlur": { "Flags": [ "SetByConstructor" ], "Helptext": "Sets the minimum detail mode before mesh particles emit motion blur (Low = 0, Med = 1, High = 2, Max = 3). Set to -1 to disable mesh particles motion blur entirely. Defaults to -1." }, "r.MinScreenRadiusForCSMDepth": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Threshold below which meshes will be culled from CSM depth pass." }, "r.MinScreenRadiusForDepthPrepass": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Threshold below which meshes will be culled from depth only pass." }, "r.MinScreenRadiusForLights": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Threshold below which lights will be culled." }, "r.MinYResolutionFor3DView": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines the smallest Y resolution we want to support in the 3D view" }, "r.MinYResolutionForUI": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines the smallest Y resolution we want to support in the UI (default is 720)" }, "r.MipMapLODBias": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Apply additional mip map bias for all 2D textures, range of -15.0 to 15.0" }, "r.Mobile.AllowDistanceFieldShadows": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0: Do not generate shader permutations to render distance field shadows from stationary directional lights.\n1: Generate shader permutations to render distance field shadows from stationary directional lights. (default)" }, "r.Mobile.AllowMovableDirectionalLights": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0: Do not generate shader permutations to render movable directional lights.\n1: Generate shader permutations to render movable directional lights. (default)" }, "r.Mobile.AlwaysResolveDepth": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "0: Depth buffer is resolved after opaque pass only when decals or modulated shadows are in use. (Default)\n1: Depth buffer is always resolved after opaque pass.\n" }, "r.Mobile.DisableVertexFog": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Set to 1 to disable vertex fogging in all mobile shaders." }, "r.Mobile.EnableStaticAndCSMShadowReceivers": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0: Primitives can receive only static shadowing from stationary lights.\n1: Primitives can receive both CSM and static shadowing from stationary lights. (default)" }, "r.Mobile.ForceDepthResolve": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "0: Depth buffer is resolved by switching out render targets. (Default)\n1: Depth buffer is resolved by switching out render targets and drawing with the depth texture.\n" }, "r.Mobile.Shadow.CSMShaderCulling": { "Flags": [ "RenderThreadSafe" ] }, "r.Mobile.Shadow.CSMShaderCullingCombineCasters": { "Flags": [ "RenderThreadSafe" ] }, "r.Mobile.Shadow.CSMShaderCullingDebugGfx": { "Flags": [ "RenderThreadSafe" ] }, "r.Mobile.Shadow.CSMShaderCullingDisableCasterTest": { "Flags": [ "RenderThreadSafe" ] }, "r.Mobile.Shadow.CSMShaderCullingTestBox": { "Flags": [ "RenderThreadSafe" ] }, "r.MobileContentScaleFactor": { "Flags": [ "SetByConstructor" ], "Helptext": "Content scale multiplier (equates to iOS's contentScaleFactor to support Retina displays" }, "r.MobileDynamicPointLightsUseStaticBranch": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "0: Generate unique forward rendering base pass shaders for 0, 1, ... N mobile dynamic point lights. (faster but generates many more shaders)\n1: Use a shared shader with static branching for rendering 1 or more dynamic point lights (slightly slower but reduces shaders generated, recommended for most games)." }, "r.MobileHDR": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "0: Mobile renders in LDR gamma space. (suggested for unlit games targeting low-end phones)\n1: Mobile renders in HDR linear space. (default)" }, "r.MobileHDR32bppMode": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0: If 32bpp is required mobile HDR will use best suited 32 bpp mode. (default)1: Force Mobile 32bpp HDR to use mosaic encoding.\n2: Force Mobile 32bpp HDR to use RGBA encoding mode." }, "r.MobileMSAA": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Use MSAA instead of Temporal AA on mobile:\n1: Use Temporal AA (MSAA disabled)\n2: Use 2x MSAA (Temporal AA disabled)\n4: Use 4x MSAA (Temporal AA disabled)\n8: Use 8x MSAA (Temporal AA disabled)" }, "r.MobileNumDynamicPointLights": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "The number of dynamic point lights to support on mobile devices. Setting this to 0 for games which do not require dynamic point lights will reduce the number of shaders generated." }, "r.MobileReduceLoadedMips": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Reduce loaded texture mipmaps for nonstreaming mobile platforms.\n" }, "r.MorphTarget.Mode": { "Flags": [ "SetByConstructor" ], "Helptext": "Use GPU for computing morph targets.\n 0: Use original CPU method (loop per morph then by vertex) (default)\n 1: Enable GPU method\n" }, "r.MotionBlur.Amount": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Allows to override the postprocess setting (scale of motion blur)\n-1: override (default)" }, "r.MotionBlur.Max": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Allows to override the postprocess setting (max length of motion blur, in percent of the screen width)\n-1: override (default)" }, "r.MotionBlur.Scale": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Allows to scale the postprocess intensity/amount setting in the postprocess.\n1: don't do any scaling (default)" }, "r.MotionBlur2ndScale": { "Flags": [ "RenderThreadSafe" ] }, "r.MotionBlurDebug": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines if we log debugging output for motion blur rendering.\n 0: off (default)\n 1: on" }, "r.MotionBlurQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByCode" ], "Helptext": "Defines the motion blur method which allows to adjust for quality or performance.\n 0:off, 1:low, 2:medium, 3:high (default), 4: very high" }, "r.MotionBlurScatter": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Forces scatter based max velocity method (slower)." }, "r.MotionBlurSeparable": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Adds a second motion blur pass that smooths noise for a higher quality blur." }, "r.MotionBlurSoftEdgeSize": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines how wide the object motion blur is blurred (percent of screen width) to allow soft edge motion blur.\nThis scales linearly with the size (up to a maximum of 32 samples, 2.5 is about 18 samples) and with screen resolution\nSmaller values are better for performance and provide more accurate motion vectors but the blurring outside the object is reduced.\nIf needed this can be exposed like the other motionblur settings.\n 0:off (not free and does never completely disable), >0, 1.0 (default)" }, "r.NVIDIATimestampWorkaround": { "Flags": [ "SetByConstructor" ], "Helptext": "If true we disable timestamps on pre-maxwell hardware (workaround for driver bug)\n" }, "r.NormalCurvatureToRoughnessBias": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Biases the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled. Valid range [-1, 1]" }, "r.NormalCurvatureToRoughnessExponent": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Exponent on the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled." }, "r.NormalCurvatureToRoughnessScale": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Scales the roughness resulting from screen space normal changes for materials with NormalCurvatureToRoughness enabled. Valid range [0, 2]" }, "r.NormalMapsForStaticLighting": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to allow any static lighting to use normal maps for lighting computations." }, "r.NumBufferedOcclusionQueries": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of frames to buffer occlusion queries (including the current renderthread frame).\nMore frames reduces the chance of stalling the CPU waiting for results, but increases out of date query artifacts." }, "r.OcclusionCullParallelPrimFetch": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enables Parallel Occlusion Cull primitive fetch." }, "r.OcclusionQueryLocation": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls when occlusion queries are rendered. Rendering before the base pass may give worse occlusion (because not all occluders generally render in the earlyzpass). However, it may reduce CPU waiting for query result stalls on some platforms and increase overall performance.0: After BasePass.1: After EarlyZPass, but before BasePass." }, "r.OneFrameThreadLag": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to allow the rendering thread to lag one frame behind the game thread (0: disabled, otherwise enabled)" }, "r.OpenGL.AddExtensions": { "Flags": [ "SetByConstructor" ], "Helptext": "List of comma separated OpenGL extensions to add to a driver reported extensions string" }, "r.OpenGL.StripExtensions": { "Flags": [ "SetByConstructor" ], "Helptext": "List of comma separated OpenGL extensions to strip from a driver reported extensions string" }, "r.PS4DumpShaderSDB": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to dump shader sdb files used for shader association.\n 0: Disabled\n 1: Enabled)" }, "r.PS4MixedModeShaderDebugInfo": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to compile shaders to allow mixed mode shader debugging. This will currently generate slower code.\n 0: Normal mode\n 1: Mixed mode)" }, "r.Paper2D.DrawTwoSided": { "Flags": [ "SetByConstructor" ], "Helptext": "Draw sprites as two sided." }, "r.ParallelBasePass": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Toggles parallel base pass rendering. Parallel rendering must be enabled for this to have an effect." }, "r.ParallelBasePassDynamicData": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Toggles parallel base pass' dynamic data rendering. Parallel rendering and r.ParallelBasePass must be enabled for this to have an effect." }, "r.ParallelInitViews": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Toggles parallel init views. 0 = off; 1 = on" }, "r.ParallelPrePass": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Toggles parallel zprepass rendering. Parallel rendering must be enabled for this to have an effect." }, "r.ParallelShadows": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Toggles parallel shadow rendering. Parallel rendering must be enabled for this to have an effect." }, "r.ParallelShadowsNonWholeScene": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Toggles parallel shadow rendering for non whole-scene shadows. r.ParallelShadows must be enabled for this to have an effect." }, "r.ParallelTranslucency": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Toggles parallel translucency rendering. Parallel rendering must be enabled for this to have an effect." }, "r.ParallelVelocity": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Toggles parallel velocity rendering. Parallel rendering must be enabled for this to have an effect." }, "r.ParticleLODBias": { "Flags": [ "SetByConstructor" ], "Helptext": "LOD bias for particle systems. Development feature, default is 0" }, "r.ParticleLightQuality": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "0: No lights. 1:Only simple lights. 2:Simple+HQ lights" }, "r.Photography.Allow": { "Flags": [ "SetByCode" ], "Helptext": "If 1, allow the user to freeze the scene and potentially use a roaming camera to\ntake screenshots. Set this dynamically to permit or forbid photography per-level,\nper-cutscene, etc. (Default: 1)" }, "r.Photography.AutoPause": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, the photography system will attempt to ensure that the level is paused while in photography mode. Set to 0 to manage pausing and unpausing manually from the PlayerCameraManager Blueprint callbacks. Note: Blueprint callbacks will be called regardless of AutoPause value. (Default: auto-pause (1)" }, "r.Photography.AutoPostprocess": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, the photography system will attempt to automatically disable HUD, subtitles, and some standard postprocessing effects during photography sessions/captures which are known to give poor photography results. Set to 0 to manage all postprocessing tweaks manually from the PlayerCameraManager Blueprint callbacks. Note: Blueprint callbacks will be called regardless of AutoPostprocess value. (Default: auto-disable (1)" }, "r.Photography.Available": { "Flags": [ "SetByCode" ], "Helptext": "(Read-only) If 1, the photography system is potentially available to the user.\nOtherwise, a functioning back-end is not available." }, "r.Photography.EnableMultipart": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, allow the photography system to take high-resolution shots that need to be rendered in tiles which are later stitched together. (Default: 1)" }, "r.Photography.PersistEffects": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, custom postprocessing effects enabled in photography mode are permitted to persist in the game after a photography session has ended. Changes to this value might not be applied until the next photography session starts. (Default: Disable (0)" }, "r.Photography.RotationSpeed": { "Flags": [ "SetByConstructor" ], "Helptext": "Normal speed (in degrees per second) at which to rotate the roaming photography camera. (Default: 200.0)" }, "r.Photography.SettleFrames": { "Flags": [ "SetByConstructor" ], "Helptext": "The number of frames to let the rendering 'settle' before taking a photo. Useful to allow temporal AA/smoothing to work well; if not using any temporal effects, can be lowered for faster capture. (Default: 10)" }, "r.Photography.TranslationSpeed": { "Flags": [ "SetByConstructor" ], "Helptext": "Normal speed (in unreal units per second) at which to move the roaming photography camera. (Default: 1500.0)" }, "r.PostProcessAAQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the postprocess anti aliasing method which allows to adjust for quality or performance.\n 0:off, 1:very low (faster FXAA), 2:low (FXAA), 3:medium (faster TemporalAA), 4:high (default TemporalAA), 5:very high, 6:max" }, "r.PostProcessingColorFormat": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Defines the memory layout (RGBA) used for most of the post processing chain buffers.\n 0: Default\n 1: Force PF_A32B32G32R32F 128Bit (unreasonable but good for testing)" }, "r.PreCullIndexBuffers": { "Flags": [ "SetByConstructor" ], "Helptext": "Runs a slow operation to remove any static mesh triangles that are invisible or inside a precull volume." }, "r.PreCullMaxDistance": { "Flags": [ "RenderThreadSafe", "Scalability" ] }, "r.PreTileTextures": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If set to 1, textures will be tiled during cook and are expected to be cooked at runtime" }, "r.PrecomputedVisibilityWarning": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "If set to 1, a warning will be displayed when rendering a scene from a view point without precomputed visibility." }, "r.PredrawBatchTime": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Time in ms to spend predrawing shaders each frame, or -1 to perform all predraws immediately." }, "r.ProfileGPU.AssetSummaryCallOuts": { "Flags": [ "SetByConstructor" ], "Helptext": "Comma separated list of substrings that deserve special mention in the final summary (e.g., \"LOD,HeroName\"\nr.ProfileGPU.PrintAssetSummary must be true to enable this feature" }, "r.ProfileGPU.Pattern": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to filter the entries when using ProfileGPU, the pattern match is case sensitive.\n'*' can be used in the end to get all entries starting with the string.\n '*' without any leading characters disables the pattern matching and uses a time threshold instead (default).\n'?' allows to ignore one character.\ne.g. AmbientOcclusionSetup, AmbientOcclusion*, Ambient???lusion*, *" }, "r.ProfileGPU.PrintAssetSummary": { "Flags": [ "SetByConstructor" ], "Helptext": "Should we print a summary split by asset (r.ShowMaterialDrawEvents is strongly recommended as well).\n" }, "r.ProfileGPU.Root": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to filter the tree when using ProfileGPU, the pattern match is case sensitive." }, "r.ProfileGPU.Screenshot": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether a screenshot should be taken when profiling the GPU. 0:off, 1:on (default)" }, "r.ProfileGPU.ShowLeafEvents": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows profileGPU to display event-only leaf nodes with no draws associated." }, "r.ProfileGPU.ShowTransitions": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows profileGPU to display resource transition events." }, "r.ProfileGPU.ShowUI": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether the user interface profiler should be displayed after profiling the GPU.\nThe results will always go to the log/console\n0:off, 1:on (default)" }, "r.ProfileGPU.Sort": { "Flags": [ "SetByConstructor" ], "Helptext": "Sorts the TTY Dump independently at each level of the tree in various modes.\n0 : Chronological\n1 : By time elapsed\n2 : By number of prims\n3 : By number of verts\n" }, "r.RHICmdAsyncRHIThreadDispatch": { "Flags": [ "SetByConstructor" ], "Helptext": "Experiemental option to do RHI dispatches async. This keeps data flowing to the RHI thread faster and avoid a block at the end of the frame." }, "r.RHICmdBalanceParallelLists": { "Flags": [ "SetByConstructor" ], "Helptext": "Allows to enable a preprocess of the drawlists to try to balance the load equally among the command lists.\n 0: off \n 1: enabled 2: experiemental, uses previous frame results (does not do anything in split screen etc)" }, "r.RHICmdBalanceTranslatesAfterTasks": { "Flags": [ "SetByConstructor" ], "Helptext": "Experimental option to balance the parallel translates after the render tasks are complete. This minimizes the number of deferred contexts, but adds latency to starting the translates. r.RHICmdBalanceParallelLists overrides and disables this option" }, "r.RHICmdBasePassDeferredContexts": { "Flags": [ "SetByConstructor" ], "Helptext": "True to use deferred contexts to parallelize base pass command list execution." }, "r.RHICmdBufferWriteLocks": { "Flags": [ "SetByConstructor" ], "Helptext": "Only relevant with an RHI thread. Debugging option to diagnose problems with buffered locks." }, "r.RHICmdBypass": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to bypass the rhi command list and send the rhi commands immediately.\n0: Disable (required for the multithreaded renderer)\n1: Enable (convenient for debugging low level graphics API calls, can suppress artifacts from multithreaded renderer code)" }, "r.RHICmdCollectRHIThreadStatsFromHighLevel": { "Flags": [ "SetByConstructor" ], "Helptext": "This pushes stats on the RHI thread executes so you can determine which high level pass they came from. This has an adverse effect on framerate. This is on by default." }, "r.RHICmdDeferSkeletalLockAndFillToRHIThread": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, then do the bone and cloth copies on the RHI thread. Experimental option." }, "r.RHICmdFlushOnQueueParallelSubmit": { "Flags": [ "SetByConstructor" ], "Helptext": "Wait for completion of parallel commandlists immediately after submitting. For issue diagnosis. Only available on some RHIs." }, "r.RHICmdFlushRenderThreadTasks": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, then we flush the render thread tasks every pass. For issue diagnosis. This is a master switch for more granular cvars." }, "r.RHICmdFlushRenderThreadTasksBasePass": { "Flags": [ "SetByConstructor" ], "Helptext": "Wait for completion of parallel render thread tasks at the end of the base pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksBasePass is > 0 we will flush." }, "r.RHICmdFlushRenderThreadTasksPrePass": { "Flags": [ "SetByConstructor" ], "Helptext": "Wait for completion of parallel render thread tasks at the end of the pre pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksPrePass is > 0 we will flush." }, "r.RHICmdFlushRenderThreadTasksShadowPass": { "Flags": [ "SetByConstructor" ], "Helptext": "Wait for completion of parallel render thread tasks at the end of each shadow pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksShadowPass is > 0 we will flush." }, "r.RHICmdFlushRenderThreadTasksTranslucentPass": { "Flags": [ "SetByConstructor" ], "Helptext": "Wait for completion of parallel render thread tasks at the end of the translucent pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksTranslucentPass is > 0 we will flush." }, "r.RHICmdFlushRenderThreadTasksVelocityPass": { "Flags": [ "SetByConstructor" ], "Helptext": "Wait for completion of parallel render thread tasks at the end of the velocity pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksVelocityPass is > 0 we will flush." }, "r.RHICmdFlushUpdateTextureReference": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, then we flush the rhi thread when we do RHIUpdateTextureReference, otherwise this is deferred. For issue diagnosis." }, "r.RHICmdForceRHIFlush": { "Flags": [ "SetByConstructor" ], "Helptext": "Force a flush for every task sent to the RHI thread. For issue diagnosis." }, "r.RHICmdMergeSmallDeferredContexts": { "Flags": [ "SetByConstructor" ], "Helptext": "When it can be determined, merge small parallel translate tasks based on r.RHICmdMinDrawsPerParallelCmdList." }, "r.RHICmdMinCmdlistForParallelSubmit": { "Flags": [ "SetByConstructor" ], "Helptext": "Minimum number of parallel translate command lists to submit. If there are fewer than this number, they just run on the RHI thread and immediate context." }, "r.RHICmdMinCmdlistForParallelTranslate": { "Flags": [ "SetByConstructor" ], "Helptext": "If there are fewer than this number of parallel translates, they just run on the RHI thread and immediate context. Only relevant if r.RHICmdBalanceTranslatesAfterTasks is on." }, "r.RHICmdMinCmdlistSizeForParallelTranslate": { "Flags": [ "SetByConstructor" ], "Helptext": "In kilobytes. Cmdlists are merged into one parallel translate until we have at least this much memory to process. For a given pass, we won't do more translates than we have task threads. Only relevant if r.RHICmdBalanceTranslatesAfterTasks is on." }, "r.RHICmdMinDrawsPerParallelCmdList": { "Flags": [ "SetByConstructor" ], "Helptext": "The minimum number of draws per cmdlist. If the total number of draws is less than this, then no parallel work will be done at all. This can't always be honored or done correctly. More effective with RHICmdBalanceParallelLists." }, "r.RHICmdPrePassDeferredContexts": { "Flags": [ "SetByConstructor" ], "Helptext": "True to use deferred contexts to parallelize prepass command list execution." }, "r.RHICmdShadowDeferredContexts": { "Flags": [ "SetByConstructor" ], "Helptext": "True to use deferred contexts to parallelize shadow command list execution." }, "r.RHICmdSpewParallelListBalance": { "Flags": [ "SetByConstructor" ], "Helptext": "For debugging, spews the size of the parallel command lists. This stalls and otherwise wrecks performance.\n 0: off (default)\n 1: enabled (default)" }, "r.RHICmdStateCacheEnable": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, then enable a minor state cache on the from of cmdlist recording." }, "r.RHICmdTranslucencyPassDeferredContexts": { "Flags": [ "SetByConstructor" ], "Helptext": "True to use deferred contexts to parallelize base pass command list execution." }, "r.RHICmdUseDeferredContexts": { "Flags": [ "SetByConstructor" ], "Helptext": "True to use deferred contexts to parallelize command list execution. Only available on some RHIs." }, "r.RHICmdUseParallelAlgorithms": { "Flags": [ "SetByConstructor" ], "Helptext": "True to use parallel algorithms. Ignored if r.RHICmdBypass is 1." }, "r.RHICmdUseThread": { "Flags": [ "SetByConstructor" ], "Helptext": "Uses the RHI thread. For issue diagnosis." }, "r.RHICmdVelocityPassDeferredContexts": { "Flags": [ "SetByConstructor" ], "Helptext": "True to use deferred contexts to parallelize velocity pass command list execution." }, "r.RHICmdWidth": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls the task granularity of a great number of things in the parallel renderer." }, "r.RHISetGPUCaptureOptions": { "Flags": [ "SetByConstructor" ], "Helptext": "Utility function to change multiple CVARs useful when profiling or debugging GPU rendering. Setting to 1 or 0 will guarantee all options are in the appropriate state.\nr.rhithread.enable, r.rhicmdbypass, r.showmaterialdrawevents, toggledrawevents\nPlatform RHI's may implement more feature toggles." }, "r.RHIThread.Enable": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables/disabled the RHI Thread\n" }, "r.RecompileRenderer": { "Flags": [ "SetByConstructor" ], "Helptext": "Recompiles the renderer module on the fly." }, "r.ReflectionCapture": { "Flags": [ "SetByConstructor" ], "Helptext": "Updates all reflection captures" }, "r.ReflectionCaptureGPUArrayCopy": { "Flags": [ "SetByConstructor" ], "Helptext": "Do a fast copy of the reflection capture array when resizing if possible. This avoids hitches on the rendering thread when the cubemap array needs to grow.\n 0 is off, 1 is on (default)" }, "r.ReflectionCaptureResolution": { "Flags": [ "SetByConstructor" ], "Helptext": "Set the resolution for all reflection capture cubemaps. Should be set via project's Render Settings. Must be power of 2. Defaults to 128.\n" }, "r.ReflectionEnvironment": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to render the reflection environment feature, which implements local reflections through Reflection Capture actors.\n 0: off\n 1: on and blend with scene (default) 2: on and overwrite scene (only in non-shipping builds)" }, "r.ReflectionEnvironmentBeginMixingRoughness": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Min roughness value at which to begin mixing reflection captures with lightmap indirect diffuse." }, "r.ReflectionEnvironmentEndMixingRoughness": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Min roughness value at which to end mixing reflection captures with lightmap indirect diffuse." }, "r.ReflectionEnvironmentLightmapMixBasedOnRoughness": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to reduce lightmap mixing with reflection captures for very smooth surfaces. This is useful to make sure reflection captures match SSR / planar reflections in brightness." }, "r.ReflectionEnvironmentLightmapMixLargestWeight": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "When set to 1 can be used to clamp lightmap mixing such that only darkening from lightmaps are applied to reflection captures." }, "r.ReflectionEnvironmentLightmapMixing": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to mix indirect specular from reflection captures with indirect diffuse from lightmaps for rough surfaces." }, "r.RefractionQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the distorion/refraction quality which allows to adjust for quality or performance.\n<=0: off (fastest)\n 1: low quality (not yet implemented)\n 2: normal quality (default)\n 3: high quality (e.g. color fringe, not yet implemented)" }, "r.RenderLastFrameInStreamingPause": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If 1 the previous frame is displayed during streaming pause. If zero the screen is left black." }, "r.RenderTargetPool.Events": { "Flags": [ "SetByConstructor" ], "Helptext": "Visualize the render target pool events over time in one frame. Optional parameter defines threshold in KB.\nTo disable the view use the command without any parameter" }, "r.RenderTargetPoolMin": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "If the render target pool size (in MB) is below this number there is no deallocation of rendertargetsDefault is 200 MB." }, "r.RenderTargetSwitchWorkaround": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Workaround needed on some mobile platforms to avoid a performance drop related to switching render targets.\nOnly enabled on some hardware. This affects the bloom quality a bit. It runs slower than the normal code path but\nstill faster as it avoids the many render target switches. (Default: 0)\nWe want this enabled (1) on all 32 bit iOS devices (implemented through DeviceProfiles)." }, "r.Roughness.Max": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allows quick material test by remapping the roughness at 1 to a new value (0..1), Only for non shipping built!\n1: (default)" }, "r.Roughness.Min": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allows quick material test by remapping the roughness at 0 to a new value (0..1), Only for non shipping built!\n0: (default)" }, "r.SNDBSShaderCompile": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables or disables the use of SN-DBS to build shaders.\n0: Local builds only. \n1: Distribute builds using SN-DBS (default)." }, "r.SNDBSShaderCompile.BatchGroupSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Specifies the number of batches to fill with shaders.\nShaders are spread across this number of batches until all the batches are full.\nThis allows the SN-DBS compile to go wider when compiling a small number of shaders.\nDefault = 512\n" }, "r.SNDBSShaderCompile.BatchSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Specifies the number of shaders to batch together into a single SN-DBS task.\nDefault = 16\n" }, "r.SNDBSShaderCompile.JobTimeout": { "Flags": [ "SetByConstructor" ], "Helptext": "The number of seconds to wait for additional shader jobs to be submitted before starting a build.\nDefault = 0.5\n" }, "r.SNDBSShaderCompile.UseFailsafe": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables or disables the ShaderCompilerWorker failsafe.\n0: No failsafe. \n1: If a ShaderCompilerWorker crashes while compiling a shader, those shaders will be compiled locally instead." }, "r.SSR.Cone": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines if we use cone traced screen space reflection\n 0 is off (default), 1 is on" }, "r.SSR.MaxRoughness": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Allows to override the post process setting ScreenSpaceReflectionMaxRoughness.\nIt defines until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster.\n(Useful for testing, no scalability or project setting)\n 0..1: use specified max roughness (overrride PostprocessVolume setting)\n -1: no override (default)" }, "r.SSR.Quality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Whether to use screen space reflections and at what quality setting.\n(limits the setting in the post process settings which has a different scale)\n(costs performance, adds more visual realism but the technique has limits)\n 0: off (default)\n 1: low (no glossy)\n 2: medium (no glossy)\n 3: high (glossy/using roughness, few samples)\n 4: very high (likely too slow for real-time)" }, "r.SSR.Stencil": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines if we use the stencil prepass for the screen space reflection\n 0 is off (default), 1 is on" }, "r.SSR.Temporal": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines if we use the temporal smoothing for the screen space reflection\n 0 is off (for debugging), 1 is on (default)" }, "r.SSS.Checkerboard": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Enables or disables checkerboard rendering for subsurface profile rendering.\nThis is necessary if SceneColor does not include a floating point alpha channel (e.g 32-bit formats)\n 0: Disabled (high quality) \n 1: Enabled (low quality). Surface lighting will be at reduced resolution.\n 2: Automatic. Non-checkerboard lighting will be applied if we have a suitable rendertarget format\n" }, "r.SSS.Filter": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Defines the filter method for Screenspace Subsurface Scattering feature.\n 0: point filter (useful for testing, could be cleaner)\n 1: bilinear filter" }, "r.SSS.HalfRes": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": " 0: full quality (not optimized, as reference)\n 1: parts of the algorithm runs in half resolution which is lower quality but faster (default)" }, "r.SSS.Quality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model\n 0: low (faster, default)\n 1: high (sharper details but slower)\n-1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable)" }, "r.SSS.SampleSet": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines how many samples we use for Screenspace Subsurface Scattering feature.\n 0: lowest quality (6*2+1)\n 1: medium quality (9*2+1)\n 2: high quality (13*2+1) (default)" }, "r.SSS.Scale": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Affects the Screen space subsurface scattering pass(use shadingmodel SubsurfaceProfile, get near to the object as the default)\nis human skin which only scatters about 1.2cm)\n 0: off (if there is no object on the screen using this pass it should automatically disable the post process pass)\n<1: scale scatter radius down (for testing)\n 1: use given radius form the Subsurface scattering asset (default)\n>1: scale scatter radius up (for testing)" }, "r.SaveEXR.CompressionQuality": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Defines how we save HDR screenshots in the EXR format.\n 0: no compression\n 1: default compression which can be slow (default)" }, "r.SceneAlpha": { "Flags": [ "SetByConstructor" ], "Helptext": "0 to disable scene alpha channel support.\n 0: disabled (default)\n 1: enabled" }, "r.SceneColorFormat": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the memory layout (RGBA) used for the scene color\n(affects performance, mostly through bandwidth, quality especially with translucency).\n 0: PF_B8G8R8A8 32Bit (mostly for testing, likely to unusable with HDR)\n 1: PF_A2B10G10R10 32Bit\n 2: PF_FloatR11G11B10 32Bit\n 3: PF_FloatRGB 32Bit\n 4: PF_FloatRGBA 64Bit (default, might be overkill, especially if translucency is mostly using SeparateTranslucency)\n 5: PF_A32B32G32R32F 128Bit (unreasonable but good for testing)" }, "r.SceneColorFringe.Max": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Allows to clamp the postprocess setting (in percent, Scene chromatic aberration / color fringe to simulate an artifact that happens in real-world lens, mostly visible in the image corners)\n-1: don't clamp (default)\n-2: to test extreme fringe" }, "r.SceneColorFringeQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": " 0: off but best for performance\n 1: 3 texture samples (default)n" }, "r.SceneRenderTargetResizeMethod": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Control the scene render target resize method:\n(This value is only used in game mode and on windowing platforms.)\n0: Resize to match requested render size (Default) (Least memory use, can cause stalls when size changes e.g. ScreenPercentage)\n1: Fixed to screen resolution.\n2: Expands to encompass the largest requested render dimension. (Most memory use, least prone to allocation stalls.)" }, "r.ScreenPercentage": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "To render in lower resolution and upscale for better performance (combined up with the blenable post process setting).\n70 is a good value for low aliasing and performance, can be verified with 'show TestImage'\nin percent, >0 and <=100, larger numbers are possible (supersampling) but the downsampling quality is improvable.<0 is treated like 100." }, "r.ScreenPercentageRequiredForDeferredActorOcclusionQuery": { "Flags": [ "RenderThreadSafe" ], "Helptext": "The screen percentage required for an occlusion query for an actor we've deferred the loading of to pass\n(Note: as some building pieces have some tiny gaps in them which cause the rendered bounds to bleed through, a too low percentage will cause false positives)" }, "r.ScreenshotDelegate": { "Flags": [ "SetByConstructor" ], "Helptext": "ScreenshotDelegates prevent processing of incoming screenshot request and break some features. This allows to disable them.\nIdeally we rework the delegate code to not make that needed.\n 0: off\n 1: delegates are on (default)" }, "r.SelectiveBasePassOutputs": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enables shaders to only export to relevant rendertargets.\n 0: Export in all rendertargets.\n 1: Export only into relevant rendertarget.\n" }, "r.SeparateTranslucency": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Allows to disable the separate translucency feature (all translucency is rendered in separate RT and composited\nafter DOF, if not specified otherwise in the material).\n 0: off (translucency is affected by depth of field)\n 1: on costs GPU performance and memory but keeps translucency unaffected by Depth of Field. (default)" }, "r.SeparateTranslucencyAutoDownsample": { "Flags": [ "Scalability" ], "Helptext": "Whether to automatically downsample separate translucency based on last frame's GPU time.\nAutomatic downsampling is only used when r.SeparateTranslucencyScreenPercentage is 100" }, "r.SeparateTranslucencyDurationDownsampleThreshold": { "Flags": [ "Scalability" ], "Helptext": "When smoothed full-res translucency GPU duration is larger than this value (ms), the entire pass will be downsampled by a factor of 2 in each dimension." }, "r.SeparateTranslucencyDurationUpsampleThreshold": { "Flags": [ "Scalability" ], "Helptext": "When smoothed half-res translucency GPU duration is smaller than this value (ms), the entire pass will be restored to full resolution.\nThis should be around 1/4 of r.SeparateTranslucencyDurationDownsampleThreshold to avoid toggling downsampled state constantly." }, "r.SeparateTranslucencyMinDownsampleChangeTime": { "Flags": [ "Scalability" ], "Helptext": "Minimum time in seconds between changes to automatic downsampling state, used to prevent rapid swapping between half and full res." }, "r.SeparateTranslucencyScreenPercentage": { "Flags": [ "Scalability" ], "Helptext": "Render separate translucency at this percentage of the full resolution.\nin percent, >0 and <=100, larger numbers are possible (supersampling).<0 is treated like 100." }, "r.SeparateTranslucencyUpsampleMode": { "Flags": [ "Scalability" ], "Helptext": "Upsample method to use on separate translucency. These are only used when r.SeparateTranslucencyScreenPercentage is less than 100.\n0: bilinear 1: Nearest-Depth Neighbor (only when r.SeparateTranslucencyScreenPercentage is 50)" }, "r.SetNearClipPlane": { "Flags": [ "SetByConstructor" ], "Helptext": "Set the near clipping plane (in cm)" }, "r.SetRes": { "Flags": [ "SetByScalability", "SetByCode", "SetByConsole" ], "Helptext": "Set the display resolution for the current game view. Has no effect in the editor.\ne.g. 1280x720w for windowed\n 1920x1080f for fullscreen\n 1920x1080wf for windowed fullscreen\n" }, "r.ShaderDevelopmentMode": { "Flags": [ "SetByConstructor" ], "Helptext": "0: Default, 1: Enable various shader development utilities, such as the ability to retry on failed shader compile, and extra logging as shaders are compiled." }, "r.ShaderPipelines": { "Flags": [ "SetByConstructor" ], "Helptext": "Enable using Shader pipelines." }, "r.Shaders.BoundsChecking": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to explicitly enforce bounds-checking & flush-to-zero/ignore for buffer reads & writes in shaders. Defaults to 0 (disabled - maintains previous behaviour). Not all shader languages can omit bounds checking." }, "r.Shaders.FastMath": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to use fast-math optimisations in shaders." }, "r.Shaders.KeepDebugInfo": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to keep shader reflection and debug data from shader bytecode, default is to strip. When using graphical debuggers like Nsight it can be useful to enable this on startup." }, "r.Shaders.Optimize": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to optimize shaders. When using graphical debuggers like Nsight it can be useful to disable this on startup." }, "r.Shaders.ZeroInitialise": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to explicitly zero initialise local variables of primitive type in shaders. Defaults to 0 (disabled - maintains previous behaviour). Not all shader languages can omit zero initialisation." }, "r.Shadow.AdaptiveLODDistanceScale.Max": { "Flags": [ "Scalability" ], "Helptext": "Maximum range for Adaptive LOD Distance Scale for static meshes in shadow pass.Should be larger than 0.0, and equal to or larger than r.Shadow.AdaptiveLODDistanceScale.Min. If this value and r.Shadow.AdaptiveLODDistanceScale.Max are equal to 1.0, Adaptive LOD Distance Scale is disabled. The larger this value is, the more performance we gain at the cost of visual quality. " }, "r.Shadow.AdaptiveLODDistanceScale.Min": { "Flags": [ "Scalability" ], "Helptext": "Minimum range for Adaptive LOD Distance Scale for static meshes in shadow pass. Should be larger than 0.0, and equal to or less than r.Shadow.AdaptiveLODDistanceScale.Max. This value will be usually set to 1.0. if it is larger than 1.0, all static meshes will be 'always' rendered with simpler LODs in shadow pass.if it is less than 1.0, all static meshes will be 'always' rendered with more detailed LODs in shadow pass." }, "r.Shadow.AdaptiveLODDistanceScale.MinGPUTimeRatioToRestoreScale": { "Flags": [ "Scalability" ], "Helptext": "This value detemines how much idle GPU should be before attempting to incrementally restore Adaptive LOD Distance Scale for static meshes in shadow pass. If this value is 0.9, Adaptive LOD Distance Scale won't increment unless the GPU frame time is equal to or less than (0.9 * <Target Frame Time>)This helps prevent Adaptive LOD Distance Scale to oscillate, which causes flickering of static meshes in shadow pass. " }, "r.Shadow.AdaptiveLODDistanceScale.SecondsFromMinToMax": { "Flags": [ "Scalability" ], "Helptext": "Duration in seconds that Adaptive LOD Distance Scale for static meshes in shadow pass transits from minumum to maximum scale. This controlls how fast Adaptive LOD Distance Scale changes per frame.If this value is too low, adaptive LOD transition will be very noticeable." }, "r.Shadow.AdaptiveLODDistanceScale.TargetFrameTimeInSeconds": { "Flags": [ "Scalability" ], "Helptext": "Target frame time in seconds that Adaptive LOD Distance Scale tries to achieve. if it is <= 0.0f, Unreal's default target frame time is used" }, "r.Shadow.CSM.MaxCascades": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "The maximum number of cascades with which to render dynamic directional light shadows." }, "r.Shadow.CSM.MaxMobileCascades": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "The maximum number of cascades with which to render dynamic directional light shadows when using the mobile renderer." }, "r.Shadow.CSM.TransitionScale": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Allows to scale the cascaded shadow map transition region. Clamped within 0..2.\n0: no transition (fastest)\n1: as specific in the light settings (default)\n2: 2x larger than what was specified in the light" }, "r.Shadow.CSMDepthBias": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Constant depth bias used by CSM" }, "r.Shadow.CSMDepthBoundsTest": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use depth bounds tests rather than stencil tests for the CSM bounds" }, "r.Shadow.CSMSplitPenumbraScale": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits" }, "r.Shadow.CachePreshadow": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether preshadows can be cached as an optimization" }, "r.Shadow.CacheWPOPrimitives": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether primitives whose materials use World Position Offset should be considered movable for cached shadowmaps.\nEnablings this gives more correct, but slower whole scene shadows from materials that use WPO." }, "r.Shadow.CacheWholeSceneShadows": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "When enabled, movable point and spot light whole scene shadow depths from static primitives will be cached as an optimization." }, "r.Shadow.CachedShadowsCastFromMovablePrimitives": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether movable primitives should cast a shadow from cached whole scene shadows (movable point and spot lights).\nDisabling this can be used to remove the copy of the cached shadowmap." }, "r.Shadow.ConservativeBounds": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space" }, "r.Shadow.DistanceScale": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Scalability option to trade shadow distance versus performance for directional lights (clamped within a reasonable range).\n<1: shorter distance\n 1: normal (default)\n>1: larger distance" }, "r.Shadow.DrawPreshadowFrustums": { "Flags": [ "RenderThreadSafe" ], "Helptext": "visualize preshadow frustums when the shadowfrustums show flag is enabled" }, "r.Shadow.EnableModulatedSelfShadow": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allows modulated shadows to affect the shadow caster. (mobile only)" }, "r.Shadow.FadeExponent": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Controls the rate at which shadows are faded out" }, "r.Shadow.FadeResolution": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Resolution in texels below which shadows are faded out" }, "r.Shadow.ForceSingleSampleShadowingFromStationary": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to force all components to act as if they have bSingleSampleShadowFromStationaryLights enabled. Useful for scalability when dynamic shadows are disabled." }, "r.Shadow.MaxPointCasters": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "maximum number of simultaneous shadow casting point lights" }, "r.Shadow.MaxResolution": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Max square dimensions (in texels) allowed for rendering shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost." }, "r.Shadow.MinPreShadowResolution": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Minimum dimensions (in texels) allowed for rendering preshadow depths" }, "r.Shadow.MinResolution": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Minimum dimensions (in texels) allowed for rendering shadow subject depths" }, "r.Shadow.PerObject": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to render per object shadows (character casting on world)\n0: off\n1: on (default)" }, "r.Shadow.PerObjectDirectionalDepthBias": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Constant depth bias used by per-object shadows from directional lights\nLower values give better self-shadowing, but increase self-shadowing artifacts" }, "r.Shadow.PointLightDepthBias": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Depth bias that is applied in the depth pass for shadows from point lights. (0.03 avoids peter paning but has some shadow acne)" }, "r.Shadow.PreShadowFadeResolution": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Resolution in texels below which preshadows are faded out" }, "r.Shadow.PreShadowResolutionFactor": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Mulitplier for preshadow resolution" }, "r.Shadow.PreshadowExpand": { "Flags": [ "RenderThreadSafe" ], "Helptext": "How much bounds will be expanded when rendering a cached preshadow (0.15 = 15% larger)" }, "r.Shadow.Preshadows": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to allow preshadows (static world casting on character)" }, "r.Shadow.PreshadowsForceLowestDetailLevel": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "When enabled, static meshes render their lowest detail level into preshadow depth maps. Disabled by default as it causes artifacts with poor quality LODs (tree billboard)." }, "r.Shadow.RadiusThreshold": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius\n(default 0.03)" }, "r.Shadow.RadiusThresholdRSM": { "Flags": [ "SetByConstructor" ], "Helptext": "Cull shadow casters in the RSM if they are too small, values is the minimal screen space bounding sphere radius\n(default 0.06)" }, "r.Shadow.SpotLightDepthBias": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Depth bias that is applied in the depth pass for per object projected shadows from spot lights" }, "r.Shadow.SpotLightTransitionScale": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Transition scale for spotlights" }, "r.Shadow.StartDistCascadeIndex": { "Flags": [ "RenderThreadSafe" ], "Helptext": "first index of cascade considered distant for culling purposes\n" }, "r.Shadow.StencilOptimization": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Removes stencil clears between shadow projections by zeroing the stencil during testing" }, "r.Shadow.TexelsPerPixel": { "Flags": [ "RenderThreadSafe" ], "Helptext": "The ratio of subject pixels to shadow texels for per-object shadows" }, "r.Shadow.TexelsPerPixelSpotlight": { "Flags": [ "RenderThreadSafe" ], "Helptext": "The ratio of subject pixels to shadow texels for spotlights" }, "r.Shadow.TransitionScale": { "Flags": [ "RenderThreadSafe" ], "Helptext": "This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts" }, "r.Shadow.UnbuiltNumWholeSceneDynamicShadowCascades": { "Flags": [ "RenderThreadSafe" ], "Helptext": "DynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light" }, "r.Shadow.UnbuiltWholeSceneDynamicShadowRadius": { "Flags": [ "SetByConstructor" ], "Helptext": "WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light" }, "r.Shadow.WholeSceneShadowCacheMb": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Amount of memory that can be spent caching whole scene shadows. ShadowMap allocations in a single frame can cause this to be exceeded." }, "r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold": { "Flags": [ "RenderThreadSafe" ], "Helptext": "How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows" }, "r.ShadowQuality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the shadow method which allows to adjust for quality or performance.\n 0:off, 1:low(unfiltered), 2:low .. 5:max (default)" }, "r.ShapedTextCache.DynamicPurgeBatchSize": { "Flags": [ "SetByConstructor" ], "Helptext": "The amount of text cache entries to purge when the cache count exceeds the dynamic limit" }, "r.ShapedTextCache.DynamicPurgeBuffer": { "Flags": [ "SetByConstructor" ], "Helptext": "After purging, if the text cache is this close to the dynamic limit, raise the limit by the increment amount. If less than the Purge batch size, the batch size will be used instead." }, "r.ShapedTextCache.DynamicPurgeIncrement": { "Flags": [ "SetByConstructor" ], "Helptext": "The amount to increase the dynamic purge cap by if a purge" }, "r.ShapedTextCache.DynamicPurgeUpperCap": { "Flags": [ "SetByConstructor" ], "Helptext": "The maximum number of values in the dynamic cache. Values equal to or less than zero count as no upper cap.\nNote: enabling this could harm performance, as it could invalidate referenced text, forcing a re-build" }, "r.ShapedTextCache.EnableDynamicPurge": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to enable (1) or disable(0) the dynamic cache purge, which utilizes a dynamic upper cap size on the global text cache" }, "r.ShowPrecomputedVisibilityCells": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If not zero, draw all precomputed visibility cells." }, "r.ShowRelevantPrecomputedVisibilityCells": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If not zero, draw relevant precomputed visibility cells only." }, "r.ShowShaderCompilerWarnings": { "Flags": [ "SetByConstructor" ], "Helptext": "When set to 1, will display all warnings." }, "r.SimpleForwardShading": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to use the simple forward shading base pass shaders which only support lightmaps + stationary directional light + stationary skylight\nAll other lighting features are disabled when true. This is useful for supporting very low end hardware, and is only supported on PC platforms.\n0:off, 1:on" }, "r.SkeletalMeshLODBias": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "LOD bias for skeletal meshes." }, "r.SkeletalMeshLODRadiusScale": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Scale factor for the screen radius used in computing discrete LOD for skeletal meshes. (0.25-1)" }, "r.SkinCache.BufferSize": { "Flags": [ "RenderThreadSafe" ], "Helptext": "The maximum memory used for writing out the vertices in bytes\nSplit into GPUSKINCACHE_FRAMES chunks (eg 300 MB means 100 MB for 3 frames)\nDefault is 99MB. Only used with r.SkinCache.Mode=1\n" }, "r.SkinCache.CompileShaders": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether or not to compile the GPU compute skinning cache shaders.\nThis will compile the shaders for skinning on a compute job and not skin on the vertex shader.\nGPUSkinVertexFactory.usf needs to be touched to cause a recompile if this changes.\n0 is off(default), 1 is on" }, "r.SkinCache.Debug": { "Flags": [ "RenderThreadSafe" ], "Helptext": "A constant passed to the SkinCache shader, useful for debugging" }, "r.SkinCache.MaxGPUElementsPerFrame": { "Flags": [ "SetByConstructor" ], "Helptext": "The maximum compute processed skin cache elements per frame. Only used with r.SkinCache.Mode=1\n (default is 1000)" }, "r.SkinCache.Mode": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether or not to use the GPU compute skinning cache.\nThis will perform skinning on a compute job and not skin on the vertex shader.\nRequires r.SkinCache.CompileShaders=1\n 0: off\n 1: on(default) 2: only use skin cache for skinned meshes that ticked the Recompute Tangents checkbox (unavailable in shipping builds)" }, "r.SkinCache.RecomputeTangents": { "Flags": [ "RenderThreadSafe" ], "Helptext": "This option enables recomputing the vertex tangents on the GPU.\nCan be changed at runtime, requires both r.SkinCache.CompileShaders=1 and r.SkinCache.Mode=1\n 0: off\n 1: on, forces all skinned object to Tecompute Tangents\n 2: on, only recompute tangents on skinned objects who ticked the Tecompute Tangents checkbox(default)\n" }, "r.SkinCache.Safety": { "Flags": [ "RenderThreadSafe" ], "Helptext": "To supress ensure() and check() when running on stage\n 0: disable ensure() and check()\n 1: enable ensure() and check() (default)" }, "r.SkySpecularOcclusionStrength": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Strength of skylight specular occlusion from DFAO (default is 1.0)" }, "r.StaticMeshLODDistanceScale": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Scale factor for the distance used in computing discrete LOD for static meshes. (defaults to 1)\n(higher values make LODs transition earlier, e.g., 2 is twice as fast / half the distance)" }, "r.StaticMeshMinLOD": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to discard the top LODs for performance. On Console can be overridden on a per-static mesh basis with the Console Minimum LOD Override property. This value can not be changed after engine initialization." }, "r.StencilForLODDither": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use stencil tests in the prepass, and depth-equal tests in the base pass to implement LOD dithering.\nIf disabled, LOD dithering will be done through clip() instructions in the prepass and base pass, which disables EarlyZ.\nForces a full prepass when enabled." }, "r.Streaming.Boost": { "Flags": [ "Scalability" ], "Helptext": "=1.0: normal\n<1.0: decrease wanted mip levels\n>1.0: increase wanted mip levels" }, "r.Streaming.CheckBuildStatus": { "Flags": [ "Scalability" ], "Helptext": "If non-zero, the engine will check whether texture streaming needs rebuild." }, "r.Streaming.DefragDynamicBounds": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, unused dynamic bounds will be removed from the update loop" }, "r.Streaming.DropMips": { "Flags": [ "SetByConstructor" ], "Helptext": "0: Drop No Mips \n1: Drop Cached Mips\n2: Drop Cached and Hidden Mips" }, "r.Streaming.FramesForFullUpdate": { "Flags": [ "SetByConstructor" ], "Helptext": "Texture streaming is time sliced per frame. This values gives the number of frames to visit all textures." }, "r.Streaming.FullyLoadUsedTextures": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, all used texture will be fully streamed in as fast as possible" }, "r.Streaming.HLODStrategy": { "Flags": [ "SetByConstructor" ], "Helptext": "Define the HLOD streaming strategy.\n0: stream\n1: stream only mip 0\n2: disable streaming" }, "r.Streaming.HiddenPrimitiveScale": { "Flags": [ "SetByConstructor" ], "Helptext": "Define the resolution scale to apply when not in range.\n.5: drop one mip\n1: ignore visiblity" }, "r.Streaming.LimitPoolSizeToVRAM": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "If non-zero, texture pool size with be limited to how much GPU mem is available." }, "r.Streaming.MaxEffectiveScreenSize": { "Flags": [ "Scalability" ], "Helptext": "0: Use current actual vertical screen size\n> 0: Clamp wanted mip size calculation to this value for the vertical screen size component." }, "r.Streaming.MaxTempMemoryAllowed": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum temporary memory used when streaming in or out texture mips.\nThis memory contains mips used for the new updated texture.\nThe value must be high enough to not be a limiting streaming speed factor.\n" }, "r.Streaming.MinMipForSplitRequest": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, the minimum hidden mip for which load requests will first load the visible mip" }, "r.Streaming.MipBias": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "0..x reduce texture quality for streaming by a floating point number.\n0: use full resolution (default)\n1: drop one mip\n2: drop two mips" }, "r.Streaming.NumStaticComponentsProcessedPerFrame": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, the engine will incrementaly inserting levels by processing this amount of components per frame before they become visible" }, "r.Streaming.PoolSize": { "Flags": [ "Scalability", "SetByScalability" ], "Helptext": "-1: Default texture pool size, otherwise the size in MB" }, "r.Streaming.ScaleTexturesByGlobalMyBias": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, streaming textures wanted resolution will be scaled down by the global mip bias" }, "r.Streaming.UseAllMips": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, all available mips will be used" }, "r.Streaming.UseFixedPoolSize": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, do not allow the pool size to change at run time." }, "r.Streaming.UseMaterialData": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, material texture scales and coord will be used" }, "r.Streaming.UseNewMetrics": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, will use improved set of metrics and heuristics." }, "r.Streaming.UsePerTextureBias": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, each texture will be assigned a mip bias between 0 and MipBias as required to fit in budget." }, "r.SubsurfaceScattering": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": " 0: disabled\n 1: enabled (default)" }, "r.SupportAllShaderPermutations": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Local user config override to force all shader permutation features on." }, "r.SupportAtmosphericFog": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enables AtmosphericFog shader permutations." }, "r.SupportLowQualityLightmaps": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Support low quality lightmap shader permutations" }, "r.SupportPointLightWholeSceneShadows": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enables shadowcasting point lights." }, "r.SupportSimpleForwardShading": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to compile the shaders to support r.SimpleForwardShading being enabled (PC only)." }, "r.SupportStationarySkylight": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Enables Stationary and Dynamic Skylight shader permutations." }, "r.SurfelDensity": { "Flags": [ "RenderThreadSafe" ] }, "r.SurfelLODDensityFraction": { "Flags": [ "RenderThreadSafe" ] }, "r.SurfelMaxPerObject": { "Flags": [ "RenderThreadSafe" ] }, "r.TargetPrecompileFrameTime": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Upper limit in ms for total frame time while precompiling, allowing the shader cache to adjust how many shaders to precompile each frame. Defaults to -1 which will precompile all shaders immediately." }, "r.TemporalAACatmullRom": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to use a Catmull-Rom filter kernel. Should be a bit sharper than Gaussian." }, "r.TemporalAACurrentFrameWeight": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Weight of current frame's contribution to the history. Low values cause blurriness and ghosting, high values fail to hide jittering." }, "r.TemporalAAFilterSize": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Size of the filter kernel. (1.0 = smoother, 0.0 = sharper but aliased)." }, "r.TemporalAAPauseCorrect": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Correct temporal AA in pause. This holds onto render targets longer preventing reuse and consumes more memory." }, "r.TemporalAASamples": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64)." }, "r.TessellationAdaptivePixelsPerTriangle": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Global tessellation factor multiplier" }, "r.TexelDebugging": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether T + Left mouse click in the editor selects lightmap texels for debugging Lightmass. Lightmass must be recompiled with ALLOW_LIGHTMAP_SAMPLE_DEBUGGING enabled for this to work." }, "r.TextureStreaming": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Allows to define if texture streaming is enabled, can be changed at run time.\n0: off\n1: on (default)" }, "r.TiledDeferredShading": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to use tiled deferred shading. 0 is off, 1 is on (default)" }, "r.TiledDeferredShading.MinimumCount": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Number of applicable lights that must be on screen before switching to tiled deferred.\n0 means all lights that qualify (e.g. no shadows, ...) are rendered tiled deferred. Default: 80" }, "r.TogglePreCulledIndexBuffers": { "Flags": [ "SetByConstructor" ], "Helptext": "Toggles use of preculled index buffers from the command 'PreCullIndexBuffers'" }, "r.Tonemapper.ConfigIndexOverride": { "Flags": [ "RenderThreadSafe" ], "Helptext": "direct configindex override. Ignores all other tonemapper configuration cvars" }, "r.Tonemapper.GrainQuantization": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "0: low (minor performance benefit)\n1: high (default, with high frequency pixel pattern to fight 8 bit color quantization)" }, "r.Tonemapper.MergeWithUpscale.Mode": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "ScreenPercentage upscale integrated into tonemapper pass (if certain conditions apply, e.g., no FXAA)\n if enabled both features are done in one pass (faster, affects post process passes after the tonemapper including material post process e.g. sharpen)\n 0: off, the features run in separate passes (default)\n 1: always enabled, try to merge the passes unless something makes it impossible\n 2: merge when the ratio of areas is above the r.Tonemapper.MergeWithUpscale.Threshold and it is otherwise possible" }, "r.Tonemapper.MergeWithUpscale.Threshold": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "If r.Tonemapper.MergeWithUpscale.Mode is 2, the ratio of the area before upscale/downscale to the area afterwards\nis compared to this threshold when deciding whether or not to merge the passes. The reasoning is that if the ratio\nis too low, running the tonemapper on the higher number of pixels is more expensive than doing two passes\n\nDefauls to 0.49 (e.g., if r.ScreenPercentage is 70 or higher, try to merge)" }, "r.Tonemapper.Quality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the Tonemapper Quality in the range 0..5\nDepending on the used settings we might pick a faster shader permutation\n 0: basic tonemapper only, lowest quality\n 1: + FilmContrast\n 2: + Vignette\n 3: + FilmShadowTintAmount\n 4: + Grain\n 5: + GrainJitter = full quality (default)" }, "r.Tonemapper.Sharpen": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Sharpening in the tonemapper (not for ES2), actual implementation is work in progress, clamped at 10\n 0: off(default)\n 0.5: half strength\n 1: full strength" }, "r.TonemapperFilm": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Use new film tone mapper" }, "r.TonemapperGamma": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByCode" ], "Helptext": "0: Default behavior\n#: Use fixed gamma # instead of sRGB or Rec709 transform" }, "r.TransitionChecksEnableDX11": { "Flags": [ "SetByConstructor" ], "Helptext": "Enables transition checks in the DX11 RHI." }, "r.TranslucencyLightingVolumeDim": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance." }, "r.TranslucencyLightingVolumeInnerDistance": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Distance from the camera that the first volume cascade should end" }, "r.TranslucencyLightingVolumeOuterDistance": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Distance from the camera that the second volume cascade should end" }, "r.TranslucencyVolumeBlur": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Whether to blur the translucent lighting volumes.\n0:off, otherwise on, default is 1" }, "r.TranslucentLightingVolume": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Whether to allow updating the translucent lighting volumes.\n0:off, otherwise on, default is 1" }, "r.TranslucentSortPolicy": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "0: Sort based on distance from camera centerpoint to bounding sphere centerpoint. (default, best for 3D games)\n1: Sort based on projected distance to camera.2: Sort based on the projection onto a fixed axis. (best for 2D games)" }, "r.TranslucentVolumeFOVSnapFactor": { "Flags": [ "RenderThreadSafe" ], "Helptext": "FOV will be snapped to a factor of this before computing volume bounds." }, "r.TranslucentVolumeMinFOV": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Minimum FOV for translucent lighting volume. Prevents popping in lighting when zooming in." }, "r.UnbindResourcesBetweenDrawsInDX11": { "Flags": [ "SetByConstructor" ], "Helptext": "Unbind resources between material changes in DX11." }, "r.UniformBufferPooling": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If we pool object in RHICreateUniformBuffer to have less real API calls to creat buffers\n 0: off (for debugging)\n 1: on (optimization)" }, "r.Upscale.Panini.D": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Allow and configure to apply a panini distortion to the rendered image. Values between 0 and 1 allow to fade the effect (lerp).\nImplementation from research paper \"Pannini: A New Projection for Rendering Wide Angle Perspective Images\"\n 0: off (default)\n>0: enabled (requires an extra post processing pass if upsampling wasn't used - see r.ScreenPercentage)\n 1: Panini cylindrical stereographic projection" }, "r.Upscale.Panini.S": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Panini projection's hard vertical compression factor.\n 0: no vertical compression factor (default)\n 1: Hard vertical compression" }, "r.Upscale.Panini.ScreenFit": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Panini projection screen fit effect factor (lerp).\n 0: fit vertically\n 1: fit horizontally (default)" }, "r.Upscale.Quality": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering.\n 0: Nearest filtering\n 1: Simple Bilinear\n 2: Directional blur with unsharp mask upsample.\n 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default)\n 4: 13-tap Lanczos 3.\n 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling).\n" }, "r.Upscale.Softness": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Amount of sharpening for Gaussian Unsharp filter (r.UpscaleQuality=5). Reduce if ringing is visible\n 1: Normal sharpening (default)\n 0: No sharpening (pure Gaussian)." }, "r.UseAsyncShaderPrecompilation": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If true tries to perform inital shader precompilation asynchronously on a background thread. Defaults to false." }, "r.UseMobileBloom": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "HACK: Set to 1 to use mobile bloom." }, "r.UseParallelGetDynamicMeshElementsTasks": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, and if FApp::ShouldUseThreadingForPerformance(), then parts of GetDynamicMeshElements will be done in parallel." }, "r.UseProgramBinaryCache": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If true, enables binary program cache" }, "r.UseShaderBinaryCache": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If true generates & uses a separate cache of used shader binaries for even earlier submission - may be platform or even device specific. Defaults to false." }, "r.UseShaderCaching": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If true, log all shaders & bound-shader-states, so that they may be instantiated in the RHI on deserialisation rather than waiting for first use." }, "r.UseShaderDrawLog": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If true, log all the draw states used for each shader pipeline, so that they may be pre-drawn in batches (see: r.UseShaderPredraw). This can be expensive & should be used only when generating the shader cache." }, "r.UseShaderPredraw": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Use an existing draw-log to predraw shaders in batches before being used to reduce hitches due to in-driver recompilation." }, "r.VPLDirectionalLightTraceDistance": { "Flags": [ "RenderThreadSafe" ] }, "r.VPLGridDimension": { "Flags": [ "RenderThreadSafe" ] }, "r.VPLMeshGlobalIllumination": { "Flags": [ "RenderThreadSafe" ] }, "r.VPLPlacementCameraRadius": { "Flags": [ "RenderThreadSafe" ] }, "r.VPLSelfOcclusionReplacement": { "Flags": [ "RenderThreadSafe" ] }, "r.VPLSpreadUpdateOver": { "Flags": [ "RenderThreadSafe" ] }, "r.VPLSurfelRepresentation": { "Flags": [ "RenderThreadSafe" ] }, "r.VPLViewCulling": { "Flags": [ "RenderThreadSafe" ] }, "r.VSync": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByGameSetting" ], "Helptext": "0: VSync is disabled.(default)\n1: VSync is enabled." }, "r.VertexFoggingForOpaque": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Causes opaque materials to use per-vertex fogging, which costs less and integrates properly with MSAA. Only supported with forward shading." }, "r.ViewDistanceScale": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Controls the view distance scale. A primitive's MaxDrawDistance is scaled by this value.\nHigher values will increase view distance but at a performance cost.\nDefault = 1. Value should be in the range [0.0f, 1.0f]." }, "r.VirtualTexture": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If set to 1, textures will use virtual memory so they can be partially resident." }, "r.VirtualTextureReducedMemory": { "Flags": [ "RenderThreadSafe" ], "Helptext": "If set to 1, the cost of virtual textures will be reduced by using a more packed layout." }, "r.VisualizeOccludedPrimitives": { "Flags": [ "RenderThreadSafe" ], "Helptext": "Draw boxes for all occluded primitives" }, "r.VolumetricFog": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByCode" ], "Helptext": "Whether to allow the volumetric fog feature." }, "r.VolumetricFog.DepthDistributionScale": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Scales the slice depth distribution." }, "r.VolumetricFog.GridPixelSize": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "XY Size of a cell in the voxel grid, in pixels." }, "r.VolumetricFog.GridSizeZ": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "How many Volumetric Fog cells to use in z." }, "r.VolumetricFog.HistoryMissSupersampleCount": { "Flags": [ "RenderThreadSafe", "Scalability", "SetByScalability" ], "Helptext": "Number of lighting samples to compute for voxels whose history value is not available.\nThis reduces noise when panning or on camera cuts, but introduces a variable cost to volumetric fog computation. Valid range [1, 16]." }, "r.VolumetricFog.HistoryWeight": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "How much the history value should be weighted each frame. This is a tradeoff between visible jittering and responsiveness." }, "r.VolumetricFog.InjectShadowedLightsSeparately": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to allow the volumetric fog feature." }, "r.VolumetricFog.InverseSquaredLightDistanceBiasScale": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Scales the amount added to the inverse squared falloff denominator. This effectively removes the spike from inverse squared falloff that causes extreme aliasing." }, "r.VolumetricFog.Jitter": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to apply jitter to each frame's volumetric fog computation, achieving temporal super sampling." }, "r.VolumetricFog.LightFunctionSupersampleScale": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Scales the slice depth distribution." }, "r.VolumetricFog.TemporalReprojection": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Whether to use temporal reprojection on volumetric fog." }, "r.VolumetricFog.VoxelizationShowOnlyPassIndex": { "Flags": [ "RenderThreadSafe" ], "Helptext": "When >= 0, indicates a single voxelization pass to render for debugging." }, "r.VolumetricFog.VoxelizationSlicesPerGSPass": { "Flags": [ "SetByConstructor" ], "Helptext": "How many depth slices to render in a single voxelization pass (max geometry shader expansion). Must recompile voxelization shaders to propagate changes." }, "r.Vulkan.EnableValidation": { "Flags": [ "RenderThreadSafe" ], "Helptext": "1 to use validation layers" }, "r.Vulkan.IgnoreCPUReads": { "Flags": [ "SetByConstructor" ], "Helptext": "Debugging utility for GPU->CPU reads.\n 0 will read from the GPU (default).\n 1 will read from GPU but fill the buffer instead of copying from a texture.\n 2 will NOT read from the GPU and fill with zeros.\n" }, "r.Vulkan.PipelineCacheLoad": { "Flags": [ "SetByConstructor" ], "Helptext": "0 to disable loading the pipeline cache1 to enable using pipeline cache" }, "r.Vulkan.RHIThread": { "Flags": [ "SetByConstructor" ], "Helptext": "1 to use RHI Thread" }, "r.Vulkan.StripGlsl": { "Flags": [ "RenderThreadSafe" ], "Helptext": "1 to remove glsl source (default)\n0 to keep glsl source in each shader for debugging" }, "r.Vulkan.SubmitOnCopyToResolve": { "Flags": [ "SetByConstructor" ], "Helptext": "Submits the Queue to the GPU on every RHICopyToResolveTarget call.\n 0: Do not submit (default)\n 1: Submit" }, "r.Vulkan.SubmitOnDispatch": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0 to not do anything special on dispatch(default)\n1 to submit the cmd buffer after each dispatch" }, "r.Vulkan.UseGLSL": { "Flags": [ "SetByConstructor" ], "Helptext": "2 to use ES GLSL\n1 to use GLSL\n0 to use SPIRV" }, "r.Vulkan.UseRealUBs": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, enable using emulated uniform buffers on Vulkan ES2 mode." }, "r.Vulkan.WaitForIdleOnSubmit": { "Flags": [ "SetByConstructor" ], "Helptext": "Waits for the GPU to be idle on every submit. Useful for tracking GPU hangs.\n 0: Do not wait(default)\n 1: Wait" }, "r.WarnOfBadDrivers": { "Flags": [ "RenderThreadSafe" ], "Helptext": "On engine startup we can check the current GPU driver and warn the user about issues and suggest a specific version\nThe test is fast so this should not cost any performance.\n 0: off\n 1: a message on startup might appear (default)\n 2: Simulating the system has a blacklisted NVIDIA driver (UI should appear)\n 3: Simulating the system has a blacklisted AMD driver (UI should appear)\n 4: Simulating the system has a not blacklisted AMD driver (no UI should appear)\n 5: Simulating the system has a Intel driver (no UI should appear)" }, "r.WideCustomResolve": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Use a wide custom resolve filter when MSAA is enabled0: Disabled [hardware box filter]1: Wide (r=1.25, 12 samples)2: Wider (r=1.4, 16 samples)3: Widest (r=1.5, 20 samples)" }, "r.WireframeCullThreshold": { "Flags": [ "RenderThreadSafe", "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Threshold below which objects in ortho wireframe views will be culled." }, "r.XGEShaderCompile": { "Flags": [ "SetByScalability", "SetBySystemSettingsIni", "SetByDeviceProfile" ], "Helptext": "Enables or disables the use of XGE to build shaders.\n0: Local builds only. \n1: Distribute builds using XGE (default)." }, "r.XGEShaderCompile.BatchGroupSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Specifies the number of batches to fill with shaders.\nShaders are spread across this number of batches until all the batches are full.\nThis allows the XGE compile to go wider when compiling a small number of shaders.\nDefault = 128\n" }, "r.XGEShaderCompile.BatchSize": { "Flags": [ "SetByConstructor" ], "Helptext": "Specifies the number of shaders to batch together into a single XGE task.\nDefault = 16\n" }, "r.XGEShaderCompile.JobTimeout": { "Flags": [ "SetByConstructor" ], "Helptext": "The number of seconds to wait for additional shader jobs to be submitted before starting a build.\nDefault = 0.5\n" }, "rhi.ResourceTableCaching": { "Flags": [ "SetByConstructor" ], "Helptext": "If 1, the RHI will cache resource table contents within a frame. Otherwise resource tables are rebuilt for every draw call." }, "s.AsyncIOBandwidthLimit": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Constrain bandwidth if wanted. Value is in MByte/ sec." }, "s.AsyncLoadingThreadEnabled": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Placeholder console variable, currently not used in runtime." }, "s.AsyncLoadingThreadMinIdleDurationToReport": { "Flags": [ "SetByConstructor" ], "Helptext": "Indicates how long async thread has to be idle before broadcasting OnAsyncLoadingThreadIdle." }, "s.AsyncLoadingTimeLimit": { "Flags": [ "SetByConstructor" ], "Helptext": "Maximum amount of time to spend doing asynchronous loading (ms per frame)." }, "s.AsyncLoadingUseFullTimeLimit": { "Flags": [ "SetByConstructor" ], "Helptext": "Whether to use the entire time limit even if blocked on I/O." }, "s.EditorLoadPrecacheSizeKB": { "Flags": [ "SetByConstructor" ], "Helptext": "Size, in KB, to precache when loading packages in the editor." }, "s.EventDrivenLoaderEnabled": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Placeholder console variable, currently not used in runtime." }, "s.LevelStreamingActorsUpdateTimeLimit": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Maximum allowed time to spend for actor registration steps during level streaming (ms per frame)." }, "s.LevelStreamingComponentsRegistrationGranularity": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Batching granularity used to register actor components during level streaming." }, "s.LevelStreamingComponentsUnregistrationGranularity": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Batching granularity used to unregister actor components during level unstreaming." }, "s.MaxIncomingRequestsToStall": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls the maximum number of unhandled IO requests before we stall the pak precacher to let the CPU catch up." }, "s.MaxReadyRequestsToStallMB": { "Flags": [ "SetByConstructor" ], "Helptext": "Controls the maximum amount memory for unhandled IO requests before we stall the pak precacher to let the CPU catch up (in megabytes)." }, "s.MinBulkDataSizeForAsyncLoading": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Minimum time the time limit exceeded warning will be triggered by." }, "s.PriorityAsyncLoadingExtraTime": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Additional time to spend asynchronous loading during a high priority load." }, "s.ProcessPrestreamingRequests": { "Flags": [ "SetByConstructor" ], "Helptext": "If non-zero, then we process prestreaming requests in cooked builds." }, "s.RandomizeLoadOrder": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, will randomize the load order of pending packages using this seed instead of using the most efficient order. This can be used to find bugs." }, "s.StreamableDelegateDelayFrames": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of frames to delay StreamableManager delegates " }, "s.TimeLimitExceededMinTime": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Minimum time the time limit exceeded warning will be triggered by." }, "s.TimeLimitExceededMultiplier": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Multiplier for time limit exceeded warning time threshold." }, "s.UnregisterComponentsTimeLimit": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Maximum allowed time to spend for actor unregistration steps during level streaming (ms per frame). If this is zero then we don't timeslice" }, "s.UseBackgroundLevelStreaming": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Whether to allow background level streaming." }, "s.WarnIfTimeLimitExceeded": { "Flags": [ "SetByScalability", "SetByGameSetting", "SetByProjectSetting" ], "Helptext": "Enables log warning if time limit for time-sliced package streaming has been exceeded." }, "sg.AntiAliasingQuality": { "Flags": [ "ScalabilityGroup" ], "Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3" }, "sg.AntiAliasingQuality.NumLevels": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of settings quality levels in sg.AntiAliasingQuality\n default: 5 (0..4)" }, "sg.EffectsQuality": { "Flags": [ "ScalabilityGroup" ], "Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3" }, "sg.EffectsQuality.NumLevels": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of settings quality levels in sg.EffectsQuality\n default: 5 (0..4)" }, "sg.FoliageQuality": { "Flags": [ "ScalabilityGroup" ], "Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3" }, "sg.FoliageQuality.NumLevels": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of settings quality levels in sg.FoliageQuality\n default: 5 (0..4)" }, "sg.GraniteTextureQuality": { "Flags": [ "ScalabilityGroup" ], "Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3" }, "sg.GraniteTextureQuality.NumLevels": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of settings quality levels in sg.GraniteTextureQuality\n default: 5 (0..4)" }, "sg.PostProcessQuality": { "Flags": [ "ScalabilityGroup" ], "Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3" }, "sg.PostProcessQuality.NumLevels": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of settings quality levels in sg.PostProcessQuality\n default: 5 (0..4)" }, "sg.ResolutionQuality": { "Flags": [ "ScalabilityGroup" ], "Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 10..100, default: 100" }, "sg.ShadowQuality": { "Flags": [ "ScalabilityGroup" ], "Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3" }, "sg.ShadowQuality.NumLevels": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of settings quality levels in sg.ShadowQuality\n default: 5 (0..4)" }, "sg.TextureQuality": { "Flags": [ "ScalabilityGroup" ], "Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3" }, "sg.TextureQuality.NumLevels": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of settings quality levels in sg.TextureQuality\n default: 5 (0..4)" }, "sg.ViewDistanceQuality": { "Flags": [ "ScalabilityGroup" ], "Helptext": "Scalability quality state (internally used by scalability system, ini load/save or using SCALABILITY console command)\n 0:low, 1:med, 2:high, 3:epic, 4:cinematic, default: 3" }, "sg.ViewDistanceQuality.NumLevels": { "Flags": [ "SetByConstructor" ], "Helptext": "Number of settings quality levels in sg.ViewDistanceQuality\n default: 5 (0..4)" }, "smartobject.function.forcetransform.defaultreleaseeqsquery": { "Flags": [ "SetByConstructor" ], "Helptext": "The fallback EQS query to run if we want to try EQS but have none defined." }, "so.DebugQueryShowTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Defines how long debug visualization of smart object queries should be shown for.\n <=0: single frame\n >0: time in seconds" }, "so.DebugShowQueries": { "Flags": [ "SetByConstructor" ], "Helptext": "Defines whether or not to show debug visualization of smart object queries.\n 0: off\n 1: on" }, "t.FPSChart.ExcludeIdleTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Should we exclude idle time (i.e. one which we spent sleeping) when doing a FPS chart?\n default: 0" }, "t.FPSChart.MaxFrameDeltaSecsBeforeDiscarding": { "Flags": [ "SetByConstructor" ], "Helptext": "The maximum length a frame can be (in seconds) to be considered for FPS chart binning (default 1.0s; no maximum length if <= 0.0)" }, "t.FPSChart.OpenFolderOnDump": { "Flags": [ "SetByConstructor" ], "Helptext": "Should we explore to the folder that contains the .log / etc... when a dump is finished? This can be disabled for automated testing\n default: 1" }, "t.FPSChart.RoundFPSBeforeBinning": { "Flags": [ "SetByConstructor" ], "Helptext": "Should we round raw FPS values before thresholding them into bins when doing a FPS chart?\n default: 0" }, "t.HitchDeadTimeWindow": { "Flags": [ "Scalability" ], "Helptext": "Minimum time passed before we'll record a new hitch (in ms)\n default: 200.0 ms" }, "t.HitchFrameTimeThreshold": { "Flags": [ "Scalability" ], "Helptext": "Definition of a hitchy frame (in ms)\n default: 60.0 ms" }, "t.HitchVersusNonHitchRatio": { "Flags": [ "Scalability" ], "Helptext": "For the current frame to be considered a hitch, it must have run at least this many times slower than the previous frame.\nThe actual ratio is clamped to be between this and t.HitchFrameTimeThreshold/t.TargetFrameTimeThreshold\n default: 1.5" }, "t.IdleWhenNotForeground": { "Flags": [ "SetByConstructor" ], "Helptext": "Prevents the engine from taking any CPU or GPU time while not the foreground app." }, "t.MaxFPS": { "Flags": [ "SetByCode" ], "Helptext": "Caps FPS to the given value. Set to <= 0 to be uncapped." }, "t.SlowFrameLoggingThreshold": { "Flags": [ "SetByConstructor" ], "Helptext": "How slow must a frame be (in seconds) to be logged out (<= 0 to disable)." }, "t.TargetFrameTimeThreshold": { "Flags": [ "Scalability" ], "Helptext": "The target frame time (in ms); values below this will be drawn in green, values above will be yellow or red depending on the severity\n default: 33.9 ms" }, "t.UnacceptableFrameTimeThreshold": { "Flags": [ "Scalability" ], "Helptext": "The frame time theshold for what is considered completely unacceptable (in ms); values above this will be drawn as red\n default: 50.0 ms" }, "t.UnsteadyFPS": { "Flags": [ "SetByConstructor" ], "Helptext": "Causes FPS to bounce around randomly in the 8-32 range." }, "tick.AddIndirectTestTickFunctions": { "Flags": [ "SetByConstructor" ], "Helptext": "Add no-op ticks to test performance of ticking infrastructure." }, "tick.AddTestTickFunctions": { "Flags": [ "SetByConstructor" ], "Helptext": "Add no-op ticks to test performance of ticking infrastructure." }, "tick.AllowAsyncComponentTicks": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to control async component ticks." }, "tick.AllowAsyncTickCleanup": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, ticks are cleaned up in a task thread." }, "tick.AllowAsyncTickDispatch": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, ticks are dispatched in a task thread." }, "tick.AllowConcurrentTickQueue": { "Flags": [ "SetByConstructor" ], "Helptext": "If true, queue ticks concurrently." }, "tick.AnimationDelaysEndGroup": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, then skeletal meshes that do not rely on physics simulation will set their animation end tick group to TG_PostPhysics." }, "tick.DoAsyncEndOfFrameTasks": { "Flags": [ "SetByConstructor" ], "Helptext": "Experimental option to run various things concurrently with the HUD render." }, "tick.DoAsyncEndOfFrameTasks.Randomize": { "Flags": [ "SetByConstructor" ], "Helptext": "Used to add random sleeps to tick.DoAsyncEndOfFrameTasks to shake loose bugs on either thread. Also does random render thread flushes from the game thread." }, "tick.HiPriSkinnedMeshes": { "Flags": [ "SetByConstructor" ], "Helptext": "If > 0, then schedule the skinned component ticks in a tick group before other ticks." }, "tick.LogTicks": { "Flags": [ "SetByConstructor" ], "Helptext": "Spew ticks for debugging." }, "tick.RemoveTestTickFunctions": { "Flags": [ "SetByConstructor" ], "Helptext": "Remove no-op ticks to test performance of ticking infrastructure." }, "tick.ShowPrerequistes": { "Flags": [ "SetByConstructor" ], "Helptext": "When logging ticks, show the prerequistes; debugging." }, "vr.EnableMotionControllerLateUpdate": { "Flags": [ "SetByConstructor" ], "Helptext": "This command allows you to specify whether the motion controller late update is applied.\n 0: don't use late update\n 1: use late update (default)" }, "vr.HiddenAreaMask": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "0 to disable hidden area mask, 1 to enable." }, "vr.InstancedStereo": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0 to disable instanced stereo (default), 1 to enable." }, "vr.MobileMultiView": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0 to disable mobile multi-view, 1 to enable.\n" }, "vr.MonoscopicFarField": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0 to disable (default), 1 to enable." }, "vr.MonoscopicFarFieldMode": { "Flags": [ "RenderThreadSafe", "Scalability" ], "Helptext": "Experimental, mobile only, 0 to disable, 1 to enable (default), 2 stereo near field only, 3 stereo near field with far field pixel depth test disabled, 4 mono far field only" }, "vr.MultiView": { "Flags": [ "RenderThreadSafe" ], "Helptext": "0 to disable multi-view instanced stereo, 1 to enable.\nCurrently only supported by the PS4 RHI." }, "vr.SetTrackingOrigin": { "Flags": [ "SetByConstructor" ], "Helptext": "0 - tracking origin is at the floor, 1 - tracking origin is at the eyes." } }
Yes i call TAA TXAA cause its the same tech. When i released my mod game only had blurry FXAA and it was for 2+ years. I dont play since they added battlepass for the first time so i dont know are they added TAA to the Exiles or not officially. Thats why i asked.
No idea when they decided to use taa instead of fxaa or msaa. This dude here says the game was using msaa, 1 year after you. https://steamcommunity.com/sharedfiles/filedetails/?id=2842317929 "Better anti aliasing. MSAA deactivated, TAA activated. Better Performance and less flicker through TAA." In here I take you based your guide on this. https://forums.funcom.com/t/guide-outdated-improved-conan-exiles-graphics-new-effects-and-techs-for-2-7-version/159166 I'm suspecting, people didn't properly check what the game was using. If I had been playing the game at that time, I would've known instantly what it was, as I only started playing this few days ago.
TAA isn't TXAA, and TXAA is nvidia's version based on MSAA, unreal engine doesn't do TXAA. https://www.nvidia.com/es-la/drivers/txaa-anti-aliasing-technology/
"TXAA uses temporal accumulation over MSAA, you need to have MSAA operational in a game to be able to even implement TXAA. It's somewhat reminiscent of MFAA in this regard as this one is running on top of MSAA as well.
TAA uses temporal accumulation without MSAA and as such is prone to produce more blurring / ghosting than TXAA does and the overall AA is usually worse as well." https://forums.guru3d.com/threads/hbao-compatibility-flags-thread.387114/page-97#post-5189650
my man. this is probably the single most valuable asset for conan exiles other than the f*cking AMD alt+tab crah fix. you are doing the word of the gods.
The filepath "Config/WindowsNoEditor" does not exist. So how do I use this mod? In "Config" folder, there is "Windows" folder, and in that there is Windows Engine and Windows Steam Engine. Do I put the ini files into the windows folder?
I dont know what game version do you have (steam, epic or else) but config files always located INSIDE game folder. Go to your game folder (for STEAM its located in "your hard drive with steam/Steam\steamapps\common\Conan Exiles\ConanSandbox\Saved\Config\WindowsNoEditor"). For other go to your game folder then in it find ConanSadbox folder and then look for ConanSandbox\Saved\Config\WindowsNoEditor. Inis will be there.
Tried this out, and i cannot understand how this isnt the vanilla games settings. Game looks amazing! Gone is the horrible blur and low view distance rendering! Thank you for this mod :)
10/10!
(I use everything on ultra with textures on cinematic. But i got view distance on High)
BUENAS PARA TODOS.... TENGO UN PROBLEMA CON INTENTAR INSTALAR CUALQUIER MOD EN ESTE JUEGO... Y ES QUE NO SE ME INSTALAN... ACASO HAY QUE TENER LA VERSION DESCARGADA EN STEAM PORQUE YO TENGO ES UNA VERSION PIRATA,,, OSEA DESCARGADA GRATIS DE OTRA PAGINA.... SERA POR ESO QUE NO ME DEJA INSTALAR LOS MOD...GRACIAS,, ESPERO LA RESPUESTA DE ALGUIEN AMABLE,,, GRACIAS,,,
Luis, en su momento lo jugue no oficial y con mods, pero posiblemente algun update de las versiones actuales hayan anulado esa opción, o puede que estés instalando algo en el directorio incorrecto.
Un poco tarde pero la mayoría de los mods se instalan en la steam workshop, aunque muchos están rotos, cada que se actualiza el juego se rompen unos u otros
1. I dont speak French. 2. There are 2 values for grass distance - common view distance, that concerns grass too. And high quality grass distance that cannot be changed (perhaps its locked in engine by devs). So if you want to change grass distance you need t odo the following:
Go to Scalability.ini and under [ViewDistanceQuality@3] (3 is for Ultra, 0 for low, 1 med, 2 high preset) change value:
r.ViewDistanceScale=xxx (to anything you want, in Cinematic its 10.0, in my settings its 1.5 (like in ARK))
Google translate
1. Je ne parle pas français. 2. Il y a 2 valeurs pour la distance de l'herbe-distance de vue commune, cela concerne aussi l'herbe. Et une distance d'herbe de haute qualité qui ne peut pas être modifiée (peut-être son moteur verrouillé par les développeurs). Donc, si vous voulez changer la distance de l'herbe, vous devez faire ce qui suit: Allez à Évolutivité.ini et sous [ViewDistanceQuality@3] (3 est pour Ultra, 0 pour faible, 1 med, 2 préréglages élevés) changer la valeur: r. ViewDistanceScale = xxx (pour tout ce que vous voulez, en Cinématique c'est 10.0, dans mes paramètres c'est 1.5 (comme dans ARK))
Hey, i have been looking for that kind of mod for a while and i want to know if its still usable since it haven't been updated for a whole year. Are you planning to update it? If so it would be nice because thats the only one out there that enhance the visual of the game.
TXAA will work with any update no matter which game version you have. Improved settings will work too cause they replaces only some options and developers didnt update them for a long time (since when they added CInematic settings). I dont play whis game anymore because i played it enough to see all content in it and devs dont add nothing new (i dont like battlepass at all).
Hello, so here is my question. Since this tweak was made at earlier version of the game, does it actually work with current age of sorcery latest version? If it does, I am a bit confused about setting the 4 presets as indicated to ultra versus cinematic. If I switch to cinematic, does it still work? Or does it need to be set at ultra? Now ,if it works on both, is there a benefit of switching to cinematic versus ultra? system is not an issue, gaming on 13900k and 4090 at 5120x1440. Any input is appreciated.
63 comments
It's a shame it's not part of the core game.
[ConsoleVariables]
r.Tonemapper.Sharpen=1
Everything else is redundant at this point of time, 16x (max) anisotropy you can force enable through gpu control panel for every game globally.
0.01% improvement to the game, the samples going above 8 is pointless, even at 2 it's almost the same, and you would have to have fog disabled to see the differences at those distances.
In 2022 it maybe was better, but cinematic already is the same or better, as these modified settings just impact low to ultra settings, the engine.ini does impact cinematic, but eh, basically does nothing.
You also can try out, though wouldn't advise if the game uses somewhere volumetric fog stuff, as r.VolumetricFog also gets disabled.
r.Fog=0
"r.DefaultFeature.AntiAliasing": {
Do you even know how to use the in game console commands?"Flags": [
"SetByScalability",
"SetByGameSetting",
"SetByProjectSetting"
],
"Helptext": "Engine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override)\n 0: off (no anti-aliasing)\n 1: FXAA (faster than TemporalAA but much more shimmering for non static cases)\n 2: TemporalAA (default)\n 3: MSAA (Forward shading only)"
}
You enable admin privileges on you in the server settings, then you insert the command without the value.
Then it will list you the default current value, if you haven't used console commands to insert it or any other custom way of changing it, you can check other value change the same way, change game settings, then check the same command again without any value.
r.TemporalAASamples different values has a visual difference regardless if using low to cinematic settings, but only if in game aa settings is x4 or x6, x2 didn't see any difference anymore. But x2 and off do have a difference on their own, dunno how they're turning it off though, no idea what the x2, x4 and x6 and off do in terms of the commands.
If the game didn't use TAA, then none of the "r.Temporal" commands would do anything.
My mod affects both engine ini and scalability ini. Taa is enabled by changing values in egine ini only.
Most of the game settings already use these or are using 5x higher values.
To see the default values via commands or just alter them live, you have to give admin rights under the server settings.
TXAA is already enabled by the game.
Viewdistance for the game can be increased to 10 via scalability, instead of this mods 1.5 for Ultra, so the mod scalability settings only work on certain scalability settings, but not with any setting, that's what the engine.ini does.
Engine.ini
r.DefaultFeature.AntiAliasing=2 (default 2)
r.TemporalAACurrentFrameWeight=0.2 (default 0.04)
r.TemporalAASamples=32 (default 8)
r.TemporalAASharpness=0.7 (doesn't even exist in the game engine, aka this does nothing)
r.Tonemapper.Sharpen=0.5 (default 0)
[TextureQuality@0] Low
r.MaxAnisotropy=16 (default 0)(Cinematic 8)
[TextureQuality@1] Medium
r.MaxAnisotropy=16 (default 2)(Cinematic 8)
[TextureQuality@2] High
r.SkeletalMeshLODBias=0 (default 0)(it's always 0 by default with any setting)
r.MaxAnisotropy=16 (default 4)(Cinematic 8)
[TextureQuality@3] Ultra
r.Streaming.MipBias=-10 (default 0)(Cinematic 0)
r.SkeletalMeshLODBias=0 (default 0)(it's always 0 by default with any setting)
r.MaxAnisotropy=16 (default 8)(Cinematic 8)
[ViewDistanceQuality@3] Ultra
r.ViewDistanceScale=1.5 (default 1)(Cinematic is 10)
[ShadowQuality@2] High
r.DistanceFieldAO=1 (default 0)(Ultra/Cinematic 1)
[ShadowQuality@3] Ultra
r.Shadow.MaxResolution=4096 (default 2048)(Cinematic 4096)
r.DistanceFieldAO=1 (default 1)(Ultra/Cinematic 1)
r.Shadow.DistanceScale=2.0 (default 1)(Cinematic 3, imo 2 is enough already to max it out, don't see any difference going above 2)
r.Shadow.CSM.TransitionScale=2.0 (default 1)(Cinematic 1, don't see any difference going above 1)
r.Shadow.AllowForegroundShadows=1 (doesn't even exist in the game engine, aka this does nothing)
[PostProcessQuality@3] Ultra
r.AmbientOcclusionLevels=3 (default -1)(0 disabled, 1 looks darker, 2 = -1, 3/4 is brighter)(for some reason 1 with fewer passes has more ao)
[GraniteTextureQuality@3] Ultra textures
r.GraniteSDK.MaxAnisotropy=16 (default 8)(Cinematic 8)
r.GraniteSDK.GPUCacheSizeScale=10.0 (default 8)(Cinematic 10)
Notice
This comment is too large to display.display the commentThis dude here says the game was using msaa, 1 year after you.
https://steamcommunity.com/sharedfiles/filedetails/?id=2842317929
"Better anti aliasing. MSAA deactivated, TAA activated. Better Performance and less flicker through TAA."
In here I take you based your guide on this.
https://forums.funcom.com/t/guide-outdated-improved-conan-exiles-graphics-new-effects-and-techs-for-2-7-version/159166
I'm suspecting, people didn't properly check what the game was using. If I had been playing the game at that time, I would've known instantly what it was, as I only started playing this few days ago.
TAA isn't TXAA, and TXAA is nvidia's version based on MSAA, unreal engine doesn't do TXAA.
https://www.nvidia.com/es-la/drivers/txaa-anti-aliasing-technology/
"TXAA uses temporal accumulation over MSAA, you need to have MSAA operational in a game to be able to even implement TXAA. It's somewhat
reminiscent of MFAA in this regard as this one is running on top of MSAA
as well.
TAA uses temporal accumulation without MSAA and as such is prone to
produce more blurring / ghosting than TXAA does and the overall AA is
usually worse as well."
https://forums.guru3d.com/threads/hbao-compatibility-flags-thread.387114/page-97#post-5189650
Thank you for this mod :)
10/10!
(I use everything on ultra with textures on cinematic. But i got view distance on High)
2. There are 2 values for grass distance - common view distance, that concerns grass too. And high quality grass distance that cannot be changed (perhaps its locked in engine by devs).
So if you want to change grass distance you need t odo the following:
Go to Scalability.ini and under
[ViewDistanceQuality@3] (3 is for Ultra, 0 for low, 1 med, 2 high preset)
change value:
r.ViewDistanceScale=xxx (to anything you want, in Cinematic its 10.0, in my settings its 1.5 (like in ARK))
Google translate
1. Je ne parle pas français.
2. Il y a 2 valeurs pour la distance de l'herbe-distance de vue commune, cela concerne aussi l'herbe. Et une distance d'herbe de haute qualité qui ne peut pas être modifiée (peut-être son moteur verrouillé par les développeurs).
Donc, si vous voulez changer la distance de l'herbe, vous devez faire ce qui suit:
Allez à Évolutivité.ini et sous
[ViewDistanceQuality@3] (3 est pour Ultra, 0 pour faible, 1 med, 2 préréglages élevés)
changer la valeur:
r. ViewDistanceScale = xxx (pour tout ce que vous voulez, en Cinématique c'est 10.0, dans mes paramètres c'est 1.5 (comme dans ARK))
Improved settings will work too cause they replaces only some options and developers didnt update them for a long time (since when they added CInematic settings).
I dont play whis game anymore because i played it enough to see all content in it and devs dont add nothing new (i dont like battlepass at all).
Thank You,
Warmen