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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.

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Dump of all voxel commands

Generated Feb 9 2020.

NameHelp
voxel.data.CacheAllMaterialsCache all materials
voxel.data.CacheAllValuesCache all values
voxel.data.CheckForSingleMaterialsCheck if materials in a chunk are all the same, and if so only store one
voxel.data.CheckForSingleValuesCheck if values in a chunk are all the same, and if so only store one
voxel.data.ClearAllCachedMaterialsClear all cached materials
voxel.data.ClearAllCachedValuesClear all cached values
voxel.data.ClearUnusedMaterialsWill clear all materials that do not affect the surface to improve compression
voxel.data.CompressIntoHeightmapUpdate the heightmap to match the voxel world data
voxel.data.DataAccelerator.CacheSizeSize of the data accelerator cache
voxel.data.DataAccelerator.LogStatsLog stats about accelerators hit/misses
voxel.data.DataAccelerator.UseMapWhether to cache the leaves in a map
voxel.data.MaxPlaceableItemsPerOctreeMax number of placeable items per data octree node. If more placeable items are added, the node is split
voxel.data.ResetDataChunksWhenUndoingAddItemIf 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.RoundVoxelsRound all voxels that do not impact the surface nor the normals
voxel.data.ShowDirtyFoliageIf true, will show the data chunks with dirty foliage
voxel.data.ShowDirtyMaterialsIf true, will show the data chunks with dirty materials
voxel.data.ShowDirtyValuesIf true, will show the data chunks with dirty values
voxel.data.ShowDirtyVoxelsIf true, will show every dirty voxel in the scene
voxel.data.ShowFoliageStateIf true, will show the foliage data chunks and their status (cached/created...)
voxel.data.ShowMaterialsStateIf true, will show the materials data chunks and their status (cached/created...)
voxel.data.ShowValuesStateIf true, will show the values data chunks and their status (cached/created...)
voxel.data.StoreSpecialValueForGeneratorValuesInSavesIf true, will store FVoxelValue::Special() instead of the value if it's equal to the generator value when saving.
voxel.debug.LogSecondsPerCycles
voxel.events.ShowBoundsIf true, will show event updates bounds
voxel.FreezeDebugIf true, won't clear previous frames boxes
voxel.LogMemoryStats
voxel.mesher.ClearStatsClear the mesher stats
voxel.mesher.DoNotSkipEmptyChunksIf true, all chunks will be computed
voxel.mesher.PrintStatsPrint the mesher stats
voxel.mesher.UniqueUVsIf true, will duplicate the vertices to assign to each triangle in a chunk a unique part of the UV space
voxel.multiplayer.ShowSyncedChunksIf true, will show the synced chunks
voxel.renderer.ClearChunksEmptyStatesClear the empty states debug
voxel.renderer.ClearMaterialInstancePoolClear material instance pool
voxel.renderer.ForceLODUpdateUpdate the LODs
voxel.renderer.FreezeRendererStops renderer tick
voxel.renderer.LogCollisionCookingTimesIf true, will log the time it took to cook the voxel meshes collisions
voxel.renderer.LogMeshActionQueueIf true, will log every queued action when processed
voxel.renderer.LogMeshPositionsPrecisionsErrorsIf true, will log mesh positions precisions errors
voxel.renderer.LogProcMeshDelaysIf true, will log the time elapsed between the game thread update and the first render thread display
voxel.renderer.LogRenderOctreeBuildTimeIf true, will log the render octree build times
voxel.renderer.MaxRenderOctreeChunksMax render octree chunks. Allows to stop the creation of the octree before it gets too big & freezes your computer
voxel.renderer.MaxSectionsPerChunkIf 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.RecomputeMeshPositionsRecompute the positions of all the meshes in all the voxel world in the scene
voxel.renderer.ShowChunksEmptyStatesIf true, will show updated chunks empty state
voxel.renderer.ShowCollisionAndNavmeshDebugIf true, will show chunks used for collisions/navmesh and will color all chunks according to their usage
voxel.renderer.ShowCollisionsUpdatesIf true, will show the chunks that finished updating collisions
voxel.renderer.ShowMeshSectionsIf true, will assign a unique color to each mesh section
voxel.renderer.ShowRenderChunksIf true, will show the render chunks
voxel.renderer.ShowToolRenderingIf true, will show the duplicated meshes for tool rendering in red
voxel.renderer.ShowTransitionsIf true, will only show the transition meshes
voxel.renderer.ShowUpdatedChunksIf true, will show the chunks recently updated
voxel.renderer.UpdateAllUpdate all the chunks in all the voxel world in the scene
voxel.ShowInvokersIf true, will show the voxel invokers
voxel.ShowWorldBoundsIf true, will show the world bounds
voxel.spawners.LogCullingTreeBuildTimesIf true, will log all the HISM build times
voxel.spawners.RegenerateAllRegenerate all spawners that can be regenerated
voxel.spawners.ShowCollisionsIf true, will show a debug point on HISM instances with collisions
voxel.spawners.ShowHitsIf true, will show the voxel spawner rays hits
voxel.spawners.ShowPositionsIf true, will show the positions sent to spawners
voxel.spawners.ShowRaysIf true, will show the voxel spawner rays
voxel.tools.LogEditTimesLog edit tools times