Console Commands

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.

Dump of all voxel commands

Generated Feb 9 2020.

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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

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