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CVarDump.txt
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r.DumpingMovie
"Allows to dump each rendered frame to disk (slow fps, names MovieFrame..).
<=0:off (default), <0:remains on, >0:remains on for n frames (n is the number specified)"
gc.UseDisregardForGCOnDedicatedServers
"If false, DisregardForGC will be disabled for dedicated servers."
tick.DoAsyncEndOfFrameTasks.Randomize
"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.DoAsyncEndOfFrameTasks.ValidateReplicatedProperties
"If true, validates that replicated properties haven't changed during the Slate tick. Results will not be valid if demo.ClientRecordAsyncEndOfFrame is also enabled."
TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks
"Task and thread priority for the experiemntal async end of frame tasks.
Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: TaskGraph.TaskPriorities.AsyncEndOfFrameGameTasks bnh"
tick.SecondsBeforeEmbeddedAppSleeps
"When built as embedded, how many ticks to perform before sleeping"
log.Timestamp
"Defines if time is included in each line in the log file and in what form. Layout: [time][frame mod 1000]
0 = Do not display log timestamps
1 = Log time stamps in UTC and frame time (default) e.g. [2015.11.25-21.28.50:803][376]
2 = Log timestamps in seconds elapsed since GStartTime e.g. [0130.29][420] 3 = Log timestamps in local time and frame time e.g. [2017.08.04-17.59.50:803][420] 4 = Log timestamps with the engine's timecode and frame time e.g. [17:59:50:18][420]"
log.Category
"Defines if the categoy is included in each line in the log file and in what form.
0 = Do not log category
2 = Log the category (default)"
USharp.Il2cpp.UseFMemory
"USharp.Il2cpp.UseFMemory"
USharp.Mono.VerboseLog
"USharp Enable VerboseLog"
USharp.Mono.HookEnvVar
"USharp Enable HookEnvVar"
USharp.Mono.SetAllocatorVtable
"USharp Enable SetAllocatorVtable"
USharp.Mono.UseThreadAttach
"USharp Enable UseThreadAttach"
USharp.Mono.GCParams
"MONO_GC_PARAMS"
USharp.Mono.GCDebug
"MONO_GC_DEBUG"
USharp.Mono.Mode
"USharp Mono Mode
0: MONO_AOT_MODE_LAST
1: MONO_AOT_MODE_HYBRID
2: MONO_AOT_MODE_INTERP
3: Only AOT
4: JIT mode
"
USharp.Mono.DllType
"USharp Mono load Dll Type
0: load Release lib
1: load Profile lib
2: load Debug lib
"
USharp.Runtime
"Set the USharp Runtime clr/mono/monoaot/coreclr/il2cpp"
p.APEXMaxDestructibleDynamicChunkIslandCount
"APEX Max Destructilbe Dynamic Chunk Island Count."
p.APEXMaxDestructibleDynamicChunkCount
"APEX Max Destructible dynamic Chunk Count."
p.bAPEXSortDynamicChunksByBenefit
"True if APEX should sort dynamic chunks by benefit."
fx.Niagara.DebugDraw.Enabled
"Enable or disable the Debug Draw Data Interface, note does not fully disable the overhead."
fx.Niagara.FailStaticMeshDataInterface
"When enabled we will fail out using static mesh data interfaces."
fx.Niagara.NDIStaticMesh.UseInlineLODsOnly
"When enabled Niagara will never use streaming LOD levels, only inline LODs."
fx.CloseForceSoloInSeqActor
"Should force close niagara actor's ForceSole flag in sequences."
fx.Niagara.AsyncTrace.ScratchPadBucketSize
"Size (in elements) for async gpu traces scratch buffer buckets.
"
fx.Niagara.AsyncTrace.CountsScratchPadBucketSize
"Scratch bucket size for the async gpu trace counts buffer. This buffer requires 4.
"
fx.Niagara.Collision.CPUEnabled
"Controls if CPU collisions are enabled or not."
fx.NiagaraAllowComputeShaders
"If true, allow the usage compute shaders within Niagara."
fx.NiagaraAllowGPUParticles
"If true, allow the usage of GPU particles for Niagara."
Niagara.GPUCulling
"Whether to frustum and camera distance cull particles on the GPU"
fx.NiagaraMaxStatInstanceReports
"The max number of different instances from which stat reports are aggregated."
fx.Niagara.MaxStatRecordedFrames
"The number of frames recorded for the stat performance display of niagara cpu and gpu scripts.
"
fx.Niagara.LogVerboseWarnings
"Enable to output more verbose warnings to the log file, these are considered dismissable warnings but may provide information when debugging.
Default is enabled in editor builds and disabled in non editor builds.
"
fx.Niagara.Solo.TickEarly
"When enabled will tick kin the first available tick group."
fx.Niagara.Solo.AllowAsyncWorkToEndOfFrame
"Allow async work to continue until the end of the frame for solo Niagara instances, if false it will complete within the tick group it started in."
fx.SuppressNiagaraSystems
"If > 0 Niagara particle systems will not be activated.
"
fx.Niagara.ComponentWarnNullAsset
"When enabled we will warn if a NiagaraComponent is activate with a null asset. This is sometimes useful for tracking down components that can be removed."
fx.Niagara.ComponentWarnAsleepCullReaction
"When enabled we will warn if a NiagaraComponent completes naturally but has Asleep mode set for cullreaction."
fx.Niagara.UseFastSetUserParametersToDefaultValues
"When a component is activated we will check the surpession list."
fx.Niagara.ForceWaitForCompilationOnActivate
"When a component is activated it will stall waiting for any pending shader compilation."
fx.Niagara.DumpComponents
"Dump Information about all Niagara Components"
fx.Niagara.Scalability.CanPreventCullingOnPlayerFX
"When enabled Niagara can optionally prevent scalability culling on FX linked to the player."
FX.NiagaraComponentPool.KillUnusedTime
"How long a pooled particle component needs to be unused for before it is destroyed."
FX.NiagaraComponentPool.Enable
"How many Particle System Components to preallocate when creating new ones for the pool."
FX.NiagaraComponentPool.Validation
"Enables pooling validation."
FX.NiagaraComponentPool.CleanTime
"How often should the pool be cleaned (in seconds)."
FX.NiagaraComponentPool.KeepComponentsRegistered
"If non-zero, components returend to the pool are kept registered with the world but set invisible. This will reduce the cost of pushing/popping components int."
FX.DumpNCPoolInfo
"Dump Niagara System Pooling Info"
fx.Niagara.ComponentRenderComponentCountWarning
"The max number of allowed components before a ui warning is shown in the component renderer."
fx.Niagara.UseSupressActivateList
"When a component is activated we will check the surpession list."
fx.Niagara.ForceAutoPooling
"Forces auto pooling to be enabled on spawned components."
fx.Niagara.UseEmitterSuppressList
"When an emitter is activated we will check the surpession list."
fx.Niagara.UseGpuEmitterAllowList
"When enabled only GPU emitters on the allow list are allowed to run."
fx.Niagara.UseGpuDataInterfaceDenyList
"When enabled GPU emitters will be disabled if they use a data interface on the deny list."
fx.EnableNiagaraCRHandler
"If > 0 Niagara will push some state into the crash reporter. This is not free so should not be used unless actively tracking a crash in the wild. Even then it should only be enabled on the platforms needed etc.
"
fx.NiagaraArraySupportRW
"Allows the GPU to RW to the array, this comes with the caveat that all arrays will use a UAV slot."
fx.Niagara.LUT.OptimizeThreshold
"Error Threshold used when optimizing Curve LUTs, setting to 0.0 or below will result in no optimization
"
fx.Niagara.LUT.VerifyPostLoad
"Enable to verify LUTs match in PostLoad vs the Loaded Data
"
fx.Niagara.NDIExport.GPUMaxReadbackCount
"Maximum buffer instance count for the GPU readback when in PerParticleMode, where <= 0 means ignore."
fx.Niagara.Grid2D.ResolutionMultiplier
"Optional global modifier to grid resolution
"
fx.Niagara.Grid2D.OverrideFormat
"Optional override for all grids to use this format.
"
fx.Niagara.Grid3D.ResolutionMultiplier
"Optional global modifier to grid resolution
"
fx.Niagara.Grid3D.OverrideFormat
"Optional override for all grids to use this format.
"
fx.Niagara.Grid3D.UseRGBAGrid
"Use RGBA textures when possible
"
fx.MaxNiagaraNeighborGridCells
"The max number of supported grid cells in Niagara. Overflowing this threshold will cause the sim to warn and fail.
"
fx.MaxNiagaraRasterizationGridCells
"The max number of supported grid cells in Niagara. Overflowing this threshold will cause the sim to warn and fail.
"
fx.Niagara.RenderTarget.ReleaseResourceOnRemove
"Releases the render target resource once it is removed from the manager list rather than waiting for a GC."
fx.Niagara.RenderTarget.IgnoreCookedOut
"Ignores create render targets for cooked out emitter, i.e. ones that are not used by any GPU emitter."
fx.Niagara.RenderTarget.ResolutionMultiplier
"Optional global modifier to Niagara render target resolution."
fx.Niagara.RenderTarget.AllowReads
"Enables read operations to be visible in the UI, very experimental."
fx.Niagara.RenderTarget.OverrideFormat
"Optional global format override for all Niagara render targets"
fx.Niagara.RenderTargetVolume.SimCacheEnabled
"When enabled we can write data into the simulation cache."
fx.Niagara.RenderTargetVolume.SimCacheCompressed
"When enabled compression is used for the sim cache data."
fx.Niagara.RenderTargetVolume.SimCacheUseOpenVDBFloatGrids
"Use OpenVDB float grids as output."
fx.Niagara.NDISpline.GDisableLUTs
"Should we turn off all LUTs on CPU?"
fx.Niagara.FillSRVWhenFreeIDsAreEmpty
"If true, the GPU will fill the free IDs buffer with all IDs when the free IDs buffer is empty.
This is useful for GPU particle systems that use persistent IDs and need to spawn new particles.
If false, the GPU will not fill the free IDs buffer when it is empty.
This is useful for GPU particle systems that do not use persistent IDs and do not need to spawn new particles.
Default = 1"
fx.NiagaraDataBufferMinSize
"Niagara data buffer minimum allocation size in bytes (Default=512)."
fx.NiagaraDataBufferShrinkFactor
"Niagara data buffer size threshold for shrinking. (Default=3)
The buffer will be reallocated when the used size becomes 1/F of the allocated size."
fx.NiagaraGPUDataBufferChunkSize
"Niagara GPU data buffer allocation chunk size used to round GPU allocations in bytes, must be power of 2 (Default=4096)
"
fx.NiagaraGPUDataBufferShrinkFactor
"Niagara GPU data buffer size threshold for shrinking. (Default=2)
The buffer will be reallocated when the used size becomes 1/F of the allocated size.
"
fx.NiagaraGPUDataWarningSize
"Allocation size where we should log a warning."
fx.Niagara.Debug.Hud
"Set options for debug hud display"
fx.Niagara.Debug.SpawnComponent
"Spawns a NiagaraComponent using the given parameters"
fx.Niagara.Debug.KillSpawned
"Kills all spawned compoonents"
fx.NumFramesBetweenRuntimePerfSamples
"How many frames between each sample of Niagara runtime perf.
"
fx.NiagaraRuntimeCycleHistorySize
"How many frames history to use in Niagara's runtime performance trackers.
"
fx.ForceCompileOnLoad
"If > 0 emitters will be forced to compile on load.
"
fx.ForceMergeOnLoad
"If > 0 emitters will be forced to merge on load.
"
fx.ForceNiagaraCompileToFail
"If > 0 emitters will go through the motions of a compile, but will never set valid bytecode.
"
fx.EnableEmitterMergeChangeIdLogging
"If > 0 verbose change id information will be logged to help with debuggin merge issues.
"
fx.Niagara.Emitter.MaxGPUBufferElements
"Maximum elements per GPU buffer, for example 4k elements would restrict a float buffer to be 16k maximum per buffer.
Note: If you request something smaller than what will satisfy a single unit of work it will be increased to that size.
Default 0 which will allow the buffer to be the maximum allowed by the RHI.
"
fx.UseCookedForEditor
"If > 0 emitters will use the bIsCookedForEditor flag.
"
fx.Niagara.AllowEventSpawnCombine
"Allows events spawning to be combined, 0=Disabled, 1=Allowed Based On Emitter, 2=Force On."
fx.DumpParticleData
"If > 0 current frame particle data will be dumped after simulation.
"
fx.Niagara.DumpNans
"If not 0 any NaNs will be dumped always.
"
fx.Niagara.DumpNansOnce
"If not 0 any NaNs will be dumped for the first emitter that encounters NaNs.
"
fx.Niagara.ShowAllocationWarnings
"If not 0 then frequent reallocations and over-allocations of particle memory will cause warnings in the log.
"
fx.MaxNiagaraCPUParticlesPerEmitter
"The max number of supported CPU particles per emitter in Niagara.
"
fx.MaxNiagaraGPUParticlesSpawnPerFrame
"The max number of GPU particles we expect to spawn in a single frame.
"
fx.TriggerDebugCrash
"If > 0 we deliberately crash to test Crash Reporter integration."
fx.AllowFastPathFunctionLibrary
"If > 0 Allow the graph to insert custom fastpath operations into the graph.
"
fx.ForceNiagaraSpawnEnableVisibleInRayTracing
"Force set VisibleInRayTracing in dynamic spawned Niagara. (default = 0)
"
fx.Niagara.GpuComputeDebug.MinTextureHeight
"The minimum height we will visualize a texture at, smaller textures will be scaled up to match this."
fx.Niagara.GpuComputeDebug.MaxTextureHeight
"The maximum height we will visualize a texture at, this is to avoid things becoming too large on screen."
fx.Niagara.GpuComputeDebug.MaxLineInstances
"Maximum number of line draw we support in a single frame."
fx.Niagara.GpuComputeDebug.DrawDebugEnabled
"Should we draw any of the debug information or not."
fx.NiagaraGpuSubmitCommandHint
"If greater than zero, we use this value to submit commands after the number of dispatches have been issued."
fx.NiagaraGpuLowLatencyTranslucencyEnabled
"When enabled translucent materials can use the current frames simulation data no matter which tick pass Niagara uses.
This can result in an additional data buffer being required but will reduce any latency when using view uniform buffer / depth buffer / distance fields / etc"
fx.NiagaraBatcher.FreeBufferEarly
"Will take the path to release GPU buffers when possible.
This will reduce memory pressure but can result in more allocations if you buffers ping pong from zero particles to many."
fx.Niagara.Batcher.TickFlush.MaxQueuedFrames
"The number of unprocessed frames with queued ticks before we process them.
The larger the number the more data we process in a single frame, this is generally only a concern when the application does not have focus."
fx.Niagara.Batcher.TickFlush.Mode
"What to do when we go over our max queued frames.
0 = Keep ticks queued, can result in a long pause when gaining focus again.
1 = (Default) Process all queued ticks with dummy view / buffer data, may result in incorrect simulation due to missing depth collisions, etc.
2 = Kill all pending ticks, may result in incorrect simulation due to missing frames of data, i.e. a particle reset.
"
fx.Niagara.Batcher.AddDispatchGroupDrawEvent
"Add a draw event marker around each dispatch group."
Niagara.MinGPUInstanceCount
"Minimum number of instance count entries allocated in the global buffer. (default=2048)"
Niagara.GPUCountManager.AllocateIncrement
"If we run out of space for allocations this is how many allocate rather than a single entry. (default=64)"
Niagara.MinCulledGPUInstanceCount
"Minimum number of culled (per-view) instance count entries allocated in the global buffer. (default=2048)"
Niagara.GPUCountBufferSlack
"Multiplier of the GPU count buffer size to prevent frequent re-allocation."
fx.Niagara.IndirectArgsPool.MinSize
"Minimum number of draw indirect args allocated into the pool. (default=256)"
fx.Niagara.IndirectArgsPool.BlockSizeFactor
"Multiplier on the indirect args pool size when needing to increase it from running out of space. (default=2.0)"
fx.Niagara.IndirectArgsPool.AllowShrinking
"Allow the indirect args pool to shrink after a number of frames below a low water mark."
fx.Niagara.IndirectArgsPool.LowWaterAmount
"Percentage (0-1) of the indirect args pool that is considered low and worthy of shrinking"
fx.Niagara.IndirectArgsPool.LowWaterFrames
"The number of frames to wait to shrink the indirect args pool for being below the low water mark. (default=150)"
fx.Niagara.GpuProfiling.Enabled
"Master control to allow Niagara to use GPU profiling or not.
"
fx.LogCompileIdGeneration
"If > 0 all compile id generation will be logged. If 2 or greater, log detailed info.
"
fx.EnableVerboseNiagaraChangeIdLogging
"If > 0 Verbose change id logging info will be printed.
"
fx.NiagaraGlobalSystemCountScale
"A global scale on system count thresholds for culling in Niagara.
"
fx.Niagara.UseGlobalFXBudget
"If true, Niagara will track performace data into the global FX budget and feed the global budget values into scalability.
"
fx.Niagara.MaxCompilePollTimePerFrame
"When a lot of system compile tasks queue up, this is the max time per frame that is used to advance them."
fx.NiagaraAllowRuntimeScalabilityChanges
"If > 0 this platform allows niagara scalability settings changes at runtime.
"
fx.Niagara.PruneEmittersOnCook
"If > 0 this platform will prune disabled emitters during cook.
"
fx.Niagara.QualityLevel
"The quality level for Niagara Effects.
"
fx.Niagara.QualityLevel.Min
"The minimum quality level for Niagara Effects.
"
fx.Niagara.QualityLevel.Max
"The Maximum quality level for Niagara Effects.
"
fx.Niagara.AllowAllDeviceProfiles
"
"
fx.Niagara.LegacyDeviceProfile
"This is a special case CVar that allows us to use CVar conditions to maintain behavior with legacy device profiles.
Do not use directly for new content.
Legacy device profiles can be given a specific value for this CVarand then CVar conditions used to enable / disable as appropriate to match with legacy assets with enabled / disabled content based on them.
"
fx.Niagara.SetOverridePlatformName
"Sets which platform we should override with, no args means reset to default"
Niagara.RadixSortThreshold
"Instance count at which radix sort gets used instead of introspective sort.
Set to -1 to never use radixsort. (default=400)"
fx.Niagara.WarnComponentRenderCount
"The max number of components that a single system can spawn before a log warning is shown."
fx.Niagara.ComponentRenderPoolInactiveTimeLimit
"The time in seconds an inactive component can linger in the pool before being destroyed."
fx.Niagara.DecalRenderer.Enabled
"If == 0, Niagara Decal Renderers are disabled."
fx.Niagara.DecalRenderer.DrawDebug
"When none zero will draw debug information."
fx.EnableNiagaraMeshRendering
"If == 0, Niagara Mesh Renderers are disabled.
"
r.RayTracing.Geometry.NiagaraMeshes
"Include Niagara meshes in ray tracing effects (default = 1 (Niagara meshes enabled in ray tracing))"
Niagara.Ribbon.Tessellation.Enabled
"Determine if we allow tesellation on this platform or not."
Niagara.Ribbon.Tessellation.MinAngle
"Ribbon segment angle to tesselate in radian. (default=15 degrees)"
Niagara.Ribbon.Tessellation.MaxInterp
"When TessellationAngle is > 0, this is the maximum tesselation factor.
Higher values allow more evenly divided tesselation.
When TessellationAngle is 0, this is the actually tesselation factor (default=16)."
Niagara.Ribbon.Tessellation.MaxErrorScreenPercentage
"Screen percentage used to compute the tessellation factor.
Smaller values will generate more tessellation, up to max tesselltion. (default=0.002)"
Niagara.Ribbon.Tessellation.MinAbsoluteError
"Minimum absolute world size error when tessellating.
Prevent over tessellating when distance gets really small. (default=0.5)"
Niagara.Ribbon.MinSegmentLength
"Min length of niagara ribbon segments. (default=1)"
fx.EnableNiagaraRibbonRendering
"If == 0, Niagara Ribbon Renderers are disabled.
"
Niagara.Ribbon.GpuEnabled
"Enable any GPU ribbon related code (including GPU init)."
Niagara.Ribbon.GpuInitMode
"Modifies the GPU initialization mode used, i.e. offloading CPU calculations to the GPU.
0 = Respect bUseGPUInit from properties (Default)
1 = Force enabled
2 = Force disabled"
Niagara.Ribbon.GpuBufferCachePurgeCounter
"The number of frames we hold onto ribbon buffer for.Where 0 (Default) we purge them if not used next frame.Negative values will purge the buffers the same frame, essentially zero reusing."
Niagara.Ribbon.GpuAllocateMaxCount
"When enabled (default) we allocate the maximum number of required elements.This can result in memory bloat if the count is highly variable but will be more stable performance wise"
Niagara.Ribbon.GpuBufferAlign
"When not allocating the maximum number of required elements we align up the request elements to this size to improve buffer reuse."
r.RayTracing.Geometry.NiagaraRibbons
"Include Niagara ribbons in ray tracing effects (default = 1 (Niagara ribbons enabled in ray tracing))"
r.RayTracing.Geometry.NiagaraRibbons.Reorientation
"Reorient ray tracing Niagara ribbon (default = 1 (ON), 0 (OFF) )"
r.RayTracing.Geometry.NiagaraRibbons.Reorientation.GPURibbon
"Reorient ray tracing Niagara GPU ribbon (default = 0)"
r.RayTracing.Geometry.NiagaraRibbons.Reorientation.GPURibbon.RayTracingRegister
"Register Reorient ray tracing Niagara GPU ribbon (default = 0)"
fx.EnableNiagaraSpriteRendering
"If == 0, Niagara Sprite Renderers are disabled.
"
r.RayTracing.Geometry.NiagaraSprites
"Include Niagara sprites in ray tracing effects (default = 1 (Niagara sprites enabled in ray tracing))"
r.RayTracing.Geometry.NiagaraSprites.Reorientation
"Reorient ray tracing Niagara sprites (default = 1 (ON), 0 (OFF) )"
r.RayTracing.Geometry.ReorientedNiagara.CullingDistance
"Ray-Path Culling Distance of reoriented Niagara sprites. (default = 3000.0 )"
r.RayTracing.Geometry.ReorientedNiagara.CullingAngle
"Determine culling angle of reoriented sprites' emitter. (default = 5.0)"
r.RayTracing.Geometry.ReorientedNiagara.AutoSwitchInline
"Determine if auto switch hw trace reoriented sprites' emitter. (default = 0)"
r.RayTracing.Geometry.ReorientedNiagara.AutoSwitchInlineThreshold
"Determine threshold of auto switch hw trace reoriented sprites' emitter. (default = 60)"
r.RayTracing.Geometry.ReorientedNiagara.AddToBVH.CullingDistance
"Determine add to BVH culling distance of reoriented sprites' emitter. (default = 3000.0)"
fx.Niagara.VolumeRenderer.Enabled
"If == 0, Niagara Volume Renderers are disabled."
fx.NiagaraScalabilityUpdateTime_Low
"Time in seconds between updates to scalability states for Niagara systems set to update at Low frequency.
"
fx.NiagaraScalabilityUpdateTime_Medium
"Time in seconds between updates to scalability states for Niagara systems set to update at Medium frequency.
"
fx.NiagaraScalabilityUpdateTime_High
"Time in seconds between updates to scalability states for Niagara systems set to update at High frequency.
"
fx.ScalabilityManParallelThreshold
"Number of instances required for a niagara significance manger to go parallel for it's update.
"
fx.ScalabilityMaxUpdatesPerFrame
"Number of instances that can be processed per frame when updating scalability state. -1 for all of them.
"
fx.DumpGraphKeyGen
"If > 0 the key generation will be dumped to the log.
"
fx.ForceSafeScriptAttributeTrim
"If > 0 attribute trimming will use a less aggressive algorithm for removing script attributes.
"
fx.Niagara.CompressScriptByteCode
"Should we compress script bytecode to save memory. Will be uncompressed on demand."
fx.Niagara.DelayScriptAsyncOptimization
"Should we delay the async optimization until the emitter is activated?"
fx.LogCompileStaticVars
"If > 0 all compile id generation dealing with static variables will be logged.
"
fx.Niagara.SkipCompileNiagaraShader
"Skip compile FNiagaraShader"
fx.ExecVMScripts
"If > 0 VM scripts will be executed, otherwise they won't, useful for looking at the bytecode for a crashing compiled script.
"
fx.EnableNiagaraRuntimeCycleCounts
"Toggle for runtime cylce counts tracking Niagara's frame time.
"
fx.NiagaraLogDDCStatusForSystems
"When enabled UNiagaraSystems will log out when their subscripts are pulled from the DDC or not."
fx.Niagara.Scalability.MinMaxDistance
"Minimum value for Niagara's Max distance value. Primariy to prevent divide by zero issues and ensure a sensible distance value for sorted significance culling."
fx.Niagara.CompileWaitLoggingThreshold
"During automation, how long do we wait for a compile result before logging."
fx.Niagara.CompileWaitLoggingCap
"During automation, how many times do we log before failing compilation?"
fx.Niagara.CompileDDCWaitTimeout
"During script compilation, how long do we wait for the ddc to answer in seconds before starting shader compilation?"
fx.Niagara.OnDemandCompileEnabled
"PostLoad RequestCompile on Demand?"
fx.WaitForAsyncStallWarnThresholdMS
"If we stall in WaitForAsync for longer than this threshold then we emit a stall warning message."
fx.LastRenderTimeSafetyBias
"The time to bias the LastRenderTime value to allow for the delay from it being written by the RT."
fx.Niagara.ForceLastTickGroup
"Force Niagara ticks to be in the last tick group, this mirrors old behavour and can be useful to test for async overlapping issues."
fx.Niagara.BoundsExpandByPercent
"The percentage we expand the bounds to avoid updating every frame."
fx.Niagara.AllowDeferredReset
"If we are running async work when a reset is requested we will instead queue for the finalize to perform, this avoid stalling the GameThread."
fx.Niagara.MaxWarmupTickCount
"max warmup tick count, can be set to 0 to disable warmup"
fx.Niagara.NiagaraWarmupCountScale
"Scale warmup count, set < 1 to scale down the performance cost of warmup, set 0 will disable warmup"
fx.DumpSystemData
"If > 0, results of system simulations will be dumped to the log.
"
fx.Niagara.SystemSimulation.UpdateOnSpawn
"If > 0, system simulations are given a small update after spawn.
"
fx.Niagara.SystemSimulation.AllowASync
"If > 0, system post tick is parallelized.
"
fx.Niagara.SystemSimulation.TaskStallTimeout
"Timeout in microseconds for Niagara simulation tasks to be considered stalled.
When this is > 0 we busy wait as opposed to joining the TG so avoid using execpt for debugging."
fx.Niagara.SystemSimulation.TickBatchSize
"The number of system instances to process per async task.
"
fx.Niagara.SystemSimulation.ConcurrentGPUTickInit
"The if non zero we allow GPU Ticks to be initialized in the System's concurrent tick rather than on the game thread."
fx.Niagara.SystemSimulation.BatchGPUTickSubmit
"The if non zero we allow GPU Ticks to be submitted to the Render Thread in batches."
fx.Niagara.SystemSimulation.SkipTickDeltaSeconds
"When none zero we skip all ticks with a delta seconds less than equal to this number."
fx.Niagara.SystemSimulation.TickTaskShouldWait
"When enabled the tick task will wait for concurrent work to complete, when disabled the task is complete once the GT tick is complete."
fx.Niagara.SystemSimulation.MaxTickSubsteps
"The max number of possible substeps per frame when a system uses a fixed tick delta."
fx.Niagara.TaskPriorities.High
"Task Priority When Set to High
Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: fx.Niagara.TaskPriorities.High bnh"
fx.Niagara.TaskPriorities.Normal
"Task Priority When Set to Normal
Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: fx.Niagara.TaskPriorities.Normal bnh"
fx.Niagara.TaskPriorities.Low
"Task Priority When Set to Low
Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: fx.Niagara.TaskPriorities.Low bnh"
fx.Niagara.TaskPriorities.Background
"Task Priority When Set to Background
Arguments are three characters: [ThreadPriority][TaskPriority][TaskPriorityIfForcedToNormalThreadPriority] where ThreadPriority is 'h' or 'n' or 'b' (high/normal/background) and TaskPriority is 'h' or 'n' (high/normal). Example: fx.Niagara.TaskPriorities.Background bnh"
fx.Niagara.TaskPriority.SystemSimulationSpawnPendingTask
"Task priority to use for Niagara System Simulation Spawning Pending Task"
fx.Niagara.TaskPriority.SystemSimulationTask
"Task priority to use for Niagara System Simulation Task"
fx.Niagara.TaskPriority.SystemInstanceTask
"Task priority to use for Niagara System Instance Task"
fx.Niagara.TaskPriority.SystemSimulationWaitAll
"Task priority to use for Niagara System Simulation Wait All Task"
fx.Niagara.TaskPriority.AllowHighPriPerfTests
"Allow Niagara to pump up to high task priority when running performance tests. Reduces the context switching of Niagara tasks but can increase overall frame time when Niagara blocks GT work like Physics."
fx.Niagara.TaskPriority.Dump
"Dump currently set priorities"
fx.Niagara.UseLegacySystemSimContexts
"If > 0, Niagara will use legacy system simulation contexts which would force the whole simulation solo if there were per instance DI calls in the system scripts.
"
fx.Niagara.AllowAsyncWorkToEndOfFrame
"Allow async work to continue until the end of the frame, if false it will complete within the tick group it's started in."
fx.Niagara.WaitOnPreGC
"Toggles whether Niagara will wait for all async tasks to complete before any GC calls."
fx.Niagara.WorldManager.SpawnPerTickGroup
"Will attempt to spawn new systems earlier (default enabled)."
fx.Niagara.AllowPrimedPools
"Allow Niagara pools to be primed."
fx.Niagara.AllowVisibilityCullingForDynamicBounds
"Allow async work to continue until the end of the frame, if false it will complete within the tick group it's started in."
DumpNiagaraWorldManager
"Dump Information About the Niagara World Manager Contents"
fx.Niagara.Scalability.VisibilityCulling
"When non-zero, high level scalability culling based on visibility is enabled."
fx.Niagara.Scalability.DistanceCulling
"When non-zero, high level scalability culling based on distance is enabled."
fx.Niagara.Scalability.InstanceCountCulling
"When non-zero, high level scalability culling based on instance count is enabled."
fx.Niagara.Scalability.GlobalBudgetCulling
"When non-zero, high level scalability culling based on global time budget is enabled."
fx.Niagara.Debug.GlobalLoopTime
"If > 0 all Niagara FX will reset every N seconds.
"
fx.Niagara.AllowCullProxies
"Toggles whether Niagara will use Cull Proxy systems in place of systems culled by scalability."
fx.Niagara.CSVSplitTime
"Length of Niagara's split time events passed to the CSV profiler. There are used to give check more confined stat averages."
fx.Niagara.SkipDataInterfaceSkeletalmesh
"1 to skip NiagaraDataInterfaceSkeletalMesh when playing in editor, 0 to disable."
fx.Niagara.Debug.PlaybackMode
"Set playback mode
0 - Play
1 - Paused
2 - Step
"
fx.Niagara.Debug.PlaybackRate
"Set playback rate
"
fx.Niagara.AsyncGpuTrace.GlobalSdfEnabled
"If disabled AsyncGpuTrace will not be supported against Global SDF."
fx.Niagara.AsyncGpuTrace.HWRayTraceEnabled
"If disabled AsyncGpuTrace will not be supported against the HW ray tracing scene."
fx.Niagara.GpuComputeDebug.ShowNaNInf
"When enabled will show NaNs as flashing colors."
fx.Niagara.GpuComputeDebug.FourComponentMode
"Adjust how we visualize four component types
0 = Visualize RGB (defaut)
1 = Visualize A
"
niagara.CreateShadersOnLoad
"Whether to create Niagara's simulation shaders on load, which can reduce hitching, but use more memory. Otherwise they will be created as needed."
fx.SkipVectorVMBackendOptimizations
"If 1, skip HLSLCC's backend optimization passes during VectorVM compilation.
"
niagara.ShowShaderCompilerWarnings
"When set to 1, will display all warnings from Niagara shader compiles."
Niagara.WaveIntrinsics
"---"
Niagara.WithoutCheckIOTableSRVSetup
"If true, Niagara will not check if the SRV is valid before setting it up. This is useful for debugging."
fx.Niagara.FailIfNotSetSeverity
"The severity of messages emitted by Parameters with Default Mode "Fail If Not Set". 3 = Error, 2 = Warning, 1= Log, 0 = Disabled.
"
Niagara.GPUSorting.UseMaxPrecision
"Wether sorting using fp32 instead of fp16. (default=0)"
Niagara.GPUSorting.CPUToGPUThreshold
"Particle count to move from a CPU sort to a GPU sort. -1 disables. (default=-1)"
Niagara.GPUCulling.CPUToGPUThreshold
"Particle count to move from a CPU sort to a GPU cull. -1 disables. (default=0)"
r.EnableSharpenLog
"If 1, EnableLog."
b.RTX.Enable
"If 0, Disable RTX"
b.RTX.Quality
"0: Very High, 1: High, 2:Medium, 3:Low, 4:Film, 5:XBox, 6:PS5, 7:Disable"
b.DLSS.RR.Enable
"If 0, Disable DLSSRR"
b.ListCVarStack
"Provide a CVar name as param, output its stack item value and priority"
MotionMatchingAnimGraph.EnableLog
"Enable MotionMatchingAnimGraph log."
r.RayTracing.Geometry.ProceduralMeshes
"Include procedural meshes in ray tracing effects (default = 1 (procedural meshes enabled in ray tracing))"
tfx.SDFCollisionDisable
"Disable SDF Collision"
tfx.EnableSimulation
"Enable TressFX Simulation"
tfx.EnableVisible
"Enable TressFX Visible"
tfx.UploadPercentage
"TressFX Buffer Upload Percentage"
tfx.SimCountMax
"TressFX SimCount Max"
tfx.TeleportThreshold
"TeleportThreshold"
tfx.SimPause
"TressFX SimPause"
tfx.LowPolyInitDist
"TressFX LowPoly init distance"
tfx.ShadowThicknessOverride
"TressFX Shadow thickness override, useful to scale for low res CSM"
tfx.MeshQualityLevel
"tfx mesh QualityLevel. 0: skeletal mesh; 1: tfx curve mesh"
tfx.RootPosDeltaThreshold
"RootPosDeltaThreshold"
tfx.EnableBlendShape
"EnableBlendShape"
tfx.BlastConstraintsEnable
"Whether enable blast constraints."
tfx.BlastConstraintsThreshold
"If segment length between two vertices is larger than this length(in meter), we will confirm it's blasting."
tfx.BlastConstraintsStiffness
"Use standalone blast constraints stiffness instead of length constraints one"
r.TressFX.Interoplation.FrustumCulling
"Enable frustum culling"
r.TressFX.MorphTargetMeshVisualization
"Enable visualize Morph Target strands root triangles"
r.TressFX.AllowTFXResourceMultiFrameInit
"TressFX buffer allow multi frame init. work with 'r.TressFX.BufferInitUploadThreshold'"
r.TressFX.BufferInitUploadThreshold
"TressFX buffer init upload size (MB) threshold per frame"
r.TressFX.EnableSDFGenPass
"Enable TressFX SDFGen"
r.TressFX.LowPolyBufferPercent
"TressFX low poly buffer downsize percent.(default:0.1, 0.01~1.0)"
r.TressFX.SwitchLowPolyBufferDelayTime
"TressFX switch low poly buffer delay time."
tfx.SimClipping
"TFXSimClipping"
tfx.ReleaseAssetData
"ReleaseAssetData"
tfx.CullScreenSize
"TressFX Cull ScreenSize, wont render and simulate"
tfx.LODExpMax
"LOD ExpMax"
tfx.LODExpMin
"LOD ExpMin"
tfx.ForceInGameplay
"Force tressfx using Gameplay LOD logic in editor"
tfx.LODRateTop
"LODRateTop"
tfx.LODRateBottom
"LODRateBottom"
tfx.LODRateMin
"LODRateMin"
tfx.SimScreenSize
"SimScreenSize"
tfx.RenderLODRate
"RenderLODRate"
tfx.RenderShadowLODRate
"RenderShadowLODRate"
tfx.UseFullPolyScreenSize
"UseFullPolyScreenSize"
tfx.LowQualityMaterial
"Force using HairMaterialLowQuality"
tfx.LODDebugOverride
"use to override all lod to help debug"
tfx.SkipComputeLODInShadowPass
"should skip compute lod in shadow pass."
tfx.EnableSDF
"Enable TressFX SDF"
tfx.MultiScattering
"CVarTFXMultiScattering"
b.WwiseAsyncLoadBank
" 1: Async
0: Sync
"