Console Commands
Last updated
Last updated
Console Commands are a major tool to debug in Unreal. You can enter console commands either by pressing the ~ key in editor or in game, or by going in the Output Log.
Generated Feb 9 2020.
Name
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voxel.data.CacheAllMaterials
Cache all materials
voxel.data.CacheAllValues
Cache all values
voxel.data.CheckForSingleMaterials
Check if materials in a chunk are all the same, and if so only store one
voxel.data.CheckForSingleValues
Check if values in a chunk are all the same, and if so only store one
voxel.data.ClearAllCachedMaterials
Clear all cached materials
voxel.data.ClearAllCachedValues
Clear all cached values
voxel.data.ClearUnusedMaterials
Will clear all materials that do not affect the surface to improve compression
voxel.data.CompressIntoHeightmap
Update the heightmap to match the voxel world data
voxel.data.DataAccelerator.CacheSize
Size of the data accelerator cache
voxel.data.DataAccelerator.LogStats
Log stats about accelerators hit/misses
voxel.data.DataAccelerator.UseMap
Whether to cache the leaves in a map
voxel.data.MaxPlaceableItemsPerOctree
Max number of placeable items per data octree node. If more placeable items are added, the node is split
voxel.data.ResetDataChunksWhenUndoingAddItem
If true, will reset all data chunks affected by AddItem when undoing it. If false, these chunks will be left untouched. In both cases, undo is imperfect
voxel.data.RoundVoxels
Round all voxels that do not impact the surface nor the normals
voxel.data.ShowDirtyFoliage
If true, will show the data chunks with dirty foliage
voxel.data.ShowDirtyMaterials
If true, will show the data chunks with dirty materials
voxel.data.ShowDirtyValues
If true, will show the data chunks with dirty values
voxel.data.ShowDirtyVoxels
If true, will show every dirty voxel in the scene
voxel.data.ShowFoliageState
If true, will show the foliage data chunks and their status (cached/created...)
voxel.data.ShowMaterialsState
If true, will show the materials data chunks and their status (cached/created...)
voxel.data.ShowValuesState
If true, will show the values data chunks and their status (cached/created...)
voxel.data.StoreSpecialValueForGeneratorValuesInSaves
If true, will store FVoxelValue::Special() instead of the value if it's equal to the generator value when saving.
voxel.debug.LogSecondsPerCycles
voxel.events.ShowBounds
If true, will show event updates bounds
voxel.FreezeDebug
If true, won't clear previous frames boxes
voxel.LogMemoryStats
voxel.mesher.ClearStats
Clear the mesher stats
voxel.mesher.DoNotSkipEmptyChunks
If true, all chunks will be computed
voxel.mesher.PrintStats
Print the mesher stats
voxel.mesher.UniqueUVs
If true, will duplicate the vertices to assign to each triangle in a chunk a unique part of the UV space
voxel.multiplayer.ShowSyncedChunks
If true, will show the synced chunks
voxel.renderer.ClearChunksEmptyStates
Clear the empty states debug
voxel.renderer.ClearMaterialInstancePool
Clear material instance pool
voxel.renderer.ForceLODUpdate
Update the LODs
voxel.renderer.FreezeRenderer
Stops renderer tick
voxel.renderer.LogCollisionCookingTimes
If true, will log the time it took to cook the voxel meshes collisions
voxel.renderer.LogMeshActionQueue
If true, will log every queued action when processed
voxel.renderer.LogMeshPositionsPrecisionsErrors
If true, will log mesh positions precisions errors
voxel.renderer.LogProcMeshDelays
If true, will log the time elapsed between the game thread update and the first render thread display
voxel.renderer.LogRenderOctreeBuildTime
If true, will log the render octree build times
voxel.renderer.MaxRenderOctreeChunks
Max render octree chunks. Allows to stop the creation of the octree before it gets too big & freezes your computer
voxel.renderer.MaxSectionsPerChunk
If a voxel chunk has more sections that this (eg due to single/double index), it won't be drawn. 1 section = 1 draw call
voxel.renderer.RecomputeMeshPositions
Recompute the positions of all the meshes in all the voxel world in the scene
voxel.renderer.ShowChunksEmptyStates
If true, will show updated chunks empty state
voxel.renderer.ShowCollisionAndNavmeshDebug
If true, will show chunks used for collisions/navmesh and will color all chunks according to their usage
voxel.renderer.ShowCollisionsUpdates
If true, will show the chunks that finished updating collisions
voxel.renderer.ShowMeshSections
If true, will assign a unique color to each mesh section
voxel.renderer.ShowRenderChunks
If true, will show the render chunks
voxel.renderer.ShowToolRendering
If true, will show the duplicated meshes for tool rendering in red
voxel.renderer.ShowTransitions
If true, will only show the transition meshes
voxel.renderer.ShowUpdatedChunks
If true, will show the chunks recently updated
voxel.renderer.UpdateAll
Update all the chunks in all the voxel world in the scene
voxel.ShowInvokers
If true, will show the voxel invokers
voxel.ShowWorldBounds
If true, will show the world bounds
voxel.spawners.LogCullingTreeBuildTimes
If true, will log all the HISM build times
voxel.spawners.RegenerateAll
Regenerate all spawners that can be regenerated
voxel.spawners.ShowCollisions
If true, will show a debug point on HISM instances with collisions
voxel.spawners.ShowHits
If true, will show the voxel spawner rays hits
voxel.spawners.ShowPositions
If true, will show the positions sent to spawners
voxel.spawners.ShowRays
If true, will show the voxel spawner rays
voxel.tools.LogEditTimes
Log edit tools times