https://www.pcgamingwiki.com/w/api.php?action=feedcontributions&user=2600%3A1700%3A31D0%3A3C40%3AC947%3A3D34%3A265D%3A149F&feedformat=atomPCGamingWiki - User contributions [en]2024-03-28T13:41:59ZUser contributionsMediaWiki 1.35.7https://www.pcgamingwiki.com/w/index.php?title=Engine:Unreal_Engine_4&diff=1190207Engine:Unreal Engine 42021-11-29T03:00:38Z<p>2600:1700:31D0:3C40:C947:3D34:265D:149F: /* Temporal upsampling (TAAU) */</p>
<hr />
<div>{{Infobox engine<br />
|cover=Unreal Engine logo.svg<br />
|developer=Epic Games<br />
|website=https://www.unrealengine.com/<br />
|first release=March 2014<br />
|predecessor=Unreal Engine 3<br />
|successor=Unreal Engine 5<br />
|wikipedia=Unreal Engine#Unreal Engine 4<br />
|listgames=false<br />
}}<br />
'''Key points'''<br />
{{ii}} Complete suite of game development tools and engine used by over 500 games, see [[#Games|Games]].<br />
<br />
==Video==<br />
===[[Glossary:Multi-monitor|Multi-monitor]]===<br />
''See [[#Ultra-widescreen|Ultra-widescreen]].<br />
<br />
===[[Glossary:Ultra-widescreen|Ultra-widescreen]]===<br />
{{ii}} Unreal Engine games are {{term|Vert-}} by default, unless the developer specifically implements proper {{term|Hor+}} ultrawide support. See each individual game's entry page for specifics.<br />
{{ii}} If a game is {{term|Vert-}}, FOV can be increased to give a proper 1:1 {{term|Hor+}} ultrawide image. See [[Glossary:Ultra-widescreen|the ultra-widescreen glossary page]] for details.<br />
{{ii}} If a game does not allow FOV to be adjusted, and an external mod to implement it does not exist for the specific game in question, then the game does not support a proper ultrawide experience.<br />
{{ii}} For multi-monitor setups, the resolution may be so wide that the in-game FOV option may not go high enough to achieve a proper 1:1 {{term|Hor+}} image. See individual game entry pages for workarounds.<br />
<br />
===[[Glossary:Field of view (FOV)|Field of view (FOV)]]===<br />
{{ii}} The FOV variable name is set individually by each developer and differs from game to game, so unfortunately there is no universal solution for adjusting FOV in games where it is not available as an option.<br />
{{ii}} If the developers of a particular game have implemented FOV as a variable, it can usually be adjusted in GameUserSettings.ini.<br />
{{ii}} For games in which customizable FOV is not supported, a wider FOV can be obtained by changing the FOV scaling from horizontal to vertical.<br />
<br />
{{Fixbox|description=Change FOV scaling|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre>[/script/engine.localplayer]<br />
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV</pre><br />
{{ii}} In earlier versions of the engine, making the change causes all horizontal FOV values to be vertical, potentially resulting in a severe FOV increase. Making the change in later versions of the engine forces the game to maintain its native vertical FOV.<br />
}}<br />
<br />
===[[Glossary:Borderless fullscreen windowed|Borderless fullscreen windowed]]===<br />
{{Fixbox|description=Borderless Fullscreen|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre><br />
[SystemSettings]<br />
r.FullScreenMode=1<br />
</pre>}}<br />
<br />
===[[Glossary:Anti-aliasing (AA)|Anti-aliasing (AA)]]===<br />
{{Fixbox|description=Configure anti-aliasing quality|ref=<ref>{{Refurl|url=https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/Scalability/ScalabilityReference/index.html|title=Scalability Reference|date=2021-02-02|snippet=Adjusting the Anti-Aliasing quality level using the r.PostProcessAAQuality console command will adjust the quality of whichever Anti-Aliasing method you are using (FXAA or Temporal AA). For either Anti-Aliasing method, a value of 0 used with r.PostProcessAAQuality will disable the effect. For FXAA, the effect of values 2, 4, and 6, can be seen in the above image; the smoothing of jagged edges becomes better and better. Values above 6 have no effect.}}</ref>|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.PostProcessAAQuality=0<br />
</pre><br />
{{ii}} 0 disables anti-aliasing, while values from 1 to 6 affect the quality of the used method ([[FXAA]] or [[TAA]]).<br />
}}<br />
<br />
{{Fixbox|description=Enable [[FXAA]] through a configuration file||fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.DefaultFeature.AntiAliasing=1<br />
</pre><br />
'''Notes'''<br />
{{ii}} Enabling FXAA will disable TAA.<br />
{{ii}} Setting the value to 0 will disable anti-aliasing.<br />
}}<br />
<br />
{{Fixbox|description=Enable and adjust image sharpening|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.Tonemapper.Sharpen=1<br />
</pre><br />
{{ii}} This will sharpen the image and can help to offset the blur caused by [[FXAA]] and [[TAA]]. A value between 0.5 to 1.0 is recommended. 10.0 is the maximum. It has no performance impact.<br />
}}<br />
<br />
===[[Glossary:Anisotropic filtering (AF)|Anisotropic filtering (AF)]]===<br />
{{Fixbox|description=Custom anisotropic samples|ref=<ref>{{Refcheck|user=Fayaine|date=2021-09-22|comment=Generalized UE4 command for AF samples.}}</ref>|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.MaxAnisotropy=16<br />
</pre><br />
{{ii}} Anisotropic filtering quality can be adjusted by changing the value between 0 and 16.<br />
}}<br />
<br />
===[[Glossary:Vertical sync (Vsync)|Vertical sync (Vsync)]]===<br />
{{Fixbox|description=Disable V-Sync|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre><br />
[SystemSettings]<br />
r.VSync=0<br />
</pre>}}<br />
<br />
===[[Glossary:Frame rate (FPS)|Frame rate (FPS)]]===<br />
{{Fixbox|description=Disable smooth frame rate|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre><br />
[/Script/Engine.Engine]<br />
bSmoothFrameRate=0<br />
</pre>}}<br />
{{Fixbox|description=Disable FPS cap|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre><br />
[/Script/Engine.RendererSettings]<br />
t.MaxFPS=0<br />
</pre>}}<br />
{{Fixbox|description=Set FPS limit|fix=<br />
Edit {{File|GameUserSettings.ini}} to include these lines:<br />
<pre><br />
[/Script/Engine.GameUserSettings]<br />
FrameRateLimit=60.000000<br />
</pre>}}<br />
<br />
===Exclusive fullscreen===<br />
{{Fixbox|description=Exclusive Fullscreen|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre><br />
[SystemSettings]<br />
r.FullScreenMode=0<br />
</pre>}}<br />
<br />
===Adaptive exposure===<br />
{{Fixbox|description=Disable Adaptive Exposure|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre><br />
[SystemSettings]<br />
r.EyeAdaptationQuality=0<br />
</pre>}}<br />
<br />
===Chromatic aberration===<br />
{{Fixbox|description=Disable Chromatic Aberration|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre><br />
[SystemSettings]<br />
r.SceneColorFringeQuality=0<br />
</pre>}}<br />
<br />
===Depth of field===<br />
{{Fixbox|description=Disable depth of field|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.DepthOfFieldQuality=0<br />
</pre>}}<br />
<br />
===Film grain===<br />
{{Fixbox|description=Disable film grain|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.Tonemapper.GrainQuantization=0<br />
</pre>}}<br />
<br />
===Lens flare===<br />
{{Fixbox|description=Disable lens flare|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.LensFlareQuality=0<br />
</pre>}}<br />
<br />
===Motion blur===<br />
{{Fixbox|description=Disable motion blur|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.MotionBlurQuality=0<br />
</pre>}}<br />
<br />
===Temporal upsampling (TAAU)===<br />
{{ii}} Unreal Engine '''4.19''' added support for temporal upsampling.<ref>{{Refurl|url=https://www.unrealengine.com/en-US/blog/unreal-engine-4-19-released|title=Unreal Engine - Unreal Engine 4.19 Released!|date=2021-09-22}}</ref><br />
{{mm}} See the [https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/ScreenPercentage/#temporalanti-aliasingupsample official engine documentation] for more details.<br />
<br />
{{Fixbox|description=Enable temporal upsampling (TAAU)|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.TemporalAA.Upsampling=1<br />
</pre><br />
Use the in-game screen-percentage slider to control the input resolution, e.g. settings 50% when using 3840x2160 resolution will render internally at 1920x1080 and then upscale to 3840x2160 with temporal upsampling. This method can't be used if a game doesn't have a screen-percentage slider.<br />
}}<br />
<br />
If the game lacks a resolution slider, an alternate method is to edit Engine.ini with the the following lines:<br />
<pre><br />
[/Script/Engine.RendererSettings]<br />
r.TemporalAA.Upsampling=1<br />
r.ScreenPercentage=50<br />
</pre><br />
<br />
===Vignette===<br />
{{Fixbox|description=Disable all tonemapping|ref=|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines:<br />
<pre><br />
[SystemSettings]<br />
r.Tonemapper.Quality=0<br />
</pre><br />
* 0 = Disable all types of tonemapping shaders.<br />
* 1 = Film contrast.<br />
* 2 = Film contrast and vignette.<br />
* 3 = Film contrast, vignette, and film shadow tint.<br />
* 4 = Film contrast, vignette, film shadow tint, and grain.<br />
* 5 = Film contrast, vignette, film shadow tint, grain, and "GrainJitter".<br />
}}<br />
<br />
==Input==<br />
===[[Glossary:Mouse acceleration#Mouse smoothing|Mouse smoothing]]===<br />
{{Fixbox|description=Disable mouse smoothing|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Input.ini}} to include these lines:<br />
<pre><br />
[/Script/Engine.InputSettings]<br />
bEnableMouseSmoothing=False<br />
</pre>}}<br />
<br />
==Issues fixed==<br />
===Streaming stutter/slowdown===<br />
{{ii}} By default UE4 is setup to stream in level assets while playing, which could cause stuttering during gameplay when those assets are loaded.<br />
{{++}} Fortunately this streaming can be controlled with a console variable, for people with plenty of RAM & VRAM it might be better to disable it and load in all assets when the level first loads instead.<br />
{{--}} Changing it this way will cause some stutter/freezing when first loading into the level, but after finished loading it should hopefully let gameplay be more stable.<br />
{{Fixbox|description=Disable UE4 asset streaming, and load all assets on map load|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre><br />
r.Streaming.FullyLoadUsedTextures=1<br />
r.Streaming.HLODStrategy=2<br />
</pre>}}<br />
<br />
===Jittery temporal anti-aliasing===<br />
{{--}} At higher TAA sample counts edges may appear jittery, even when still with no camera movement.<br />
{{++}} Fortunately it seems there's a way to remove the jitter without compromising on TAA quality/sample count.<br />
{{--}} This method supposedly could cause more ghosting in some games, though the author couldn't see this happen.<br />
<br />
{{Fixbox|description=Stop current frame from being considered in TAA|fix=<br />
Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines:<br />
<pre><br />
r.TemporalAACurrentFrameWeight=0<br />
</pre><br />
<br />
Note that as mentioned above this may cause more ghosting artifacts to appear, likely depends on which UE4 version the game uses as different UE4 versions use slightly different TAA implementations. <br />
Using a value range of =0.2 through =.45 will remove ghosting and jitter. Value range is dependent on the game. Start at .2 then increase as needed. }}<br />
<br />
===Entire game besides the HUD and menu elements are white on Linux===<br />
{{ii}} This bug may occur when using a Vulkan beta driver from Nvidia.<br />
{{Fixbox|description=Disable Use Collapsed Arrays option for the game|ref=|fix=<br />
Run the game with this Launch Parameter:<br />
<pre><br />
__GL_GlslUseCollapsedArrays=0<br />
</pre><br />
<br />
On Steam that would be:<br />
<pre><br />
__GL_GlslUseCollapsedArrays=0 %command%<br />
</pre><br />
}}<br />
<br />
===Native resolution is not available in borderless window modes===<br />
{{ii}} Newer versions of Unreal Engine 4 handles DPI automatically and prevents the use of native resolutions when a borderless window mode is being used. The render resolution will instead be the lower "DPI-aware" resolution.<br />
{{mm}} For example, on a 3840x2160 monitor with 150% DPI scaling set, 2560x1440 will be used instead, as 3840 / 1.5 (150%) = 2560 and 2160 / 1.5 (150%) = 1440.<br />
<br />
{{Fixbox|description=Allow a game to use the native resolution in borderless window modes|ref=<ref>{{Refcheck|user=Aemony|date=2019-10-25|comment=Used same method now for both Code Vein and The Outer World.}}</ref>|fix=<br />
# Locate the main game executable (''e.g. {{file|<internal-project-name>-Win64-Shipping.exe}}'') in a subfolder of the game.<br />
#* This is usually located in <code>{{p|game}}\<internal-project-name>\Binaries\Win64\</code> ('''Win32''' if 32-bit).<br />
# Right-click on the executable and select '''Properties'''.<br />
# Navigate to the '''Compatibility''' tab and click on '''Change high DPI settings'''.<br />
# Enable the following options:<br />
#* '''[x]''' Use this setting to fix scaling problems for this program instead of the one in Settings<br />
#* Use the DPI that's set for my main display when <code>I signed in to Windows</code><br />
#* '''[x]''' Override high DPI scaling behavior.<br />
#* Scaling performed by: <code>Application</code><br />
# Click on '''OK''' followed by '''OK''' again.<br />
# If performed correctly this should result in the borderless window mode of the game using the native resolution of the monitor as its internal render resolution.<br />
}}<br />
<br />
===SteamVR starts despite the game not using HMD devices===<br />
{{Fixbox|description=Start the game with {{code|-nohmd}} [[Glossary:Command line arguments|parameter]].|ref=<ref>{{Refcheck|user=Suicide machine|date=2021-07-30}}</ref><ref>{{Refurl|url=https://answers.unrealengine.com/questions/1021190/stopping-game-from-launching-in-vr.html?sort=oldest|title=Stopping game from launching in VR|date=2021-07-30}}</ref>}}<br />
==Other information==<br />
<br />
===Enable developer console===<br />
{{ii}} The developer console allows real-time adjustments through various Unreal Engine 4 console variables, along with being able to run debug commands like '''ToggleDebugCamera''' that enables a flycam mode. Most games ship with the console disabled, although often retains code related to it that allows for its reactivation through third-party DLL injection.<br />
{{ii}} Independent of custom game code - potential for reliability.<br />
<br />
{{Fixbox|description=Extract and set up the Universal Unreal Engine 4 Unlocker|fix=<br />
# Download and extract the [https://framedsc.github.io/GeneralGuides/universal_ue4_consoleunlocker.htm#downloading-the-unlocker Universal Unreal Engine 4 Unlocker].<br />
# Run <code>UuuClient.exe</code>.<br />
# Click 'Select' to select the process to inject the DLL into. <br />
# Once the injection succeeds, press {{key|~}} in game to bring up the UE4 console (one press brings up mini-console, two presses will show the full thing).<br />
# Type in desired command, or see [https://digilander.libero.it/ZioYuri78/ this list] of default UE4 cvars.{{Note|note=This list is for UE4 in general, most games will likely have custom ones not listed here.}}<br />
<br />
'''Notes'''<br />
{{ii}} <code>UuuClient.exe</code> needs to be run each time the game is started, as this fix is not permanent. Use the [https://community.pcgamingwiki.com/files/file/1443-universal-ue4-dev-console-launcher/ UE4 dev-console launcher] to automatically launch games with the console enabled.<br />
{{ii}} If the console doesn't open when pressing {{key|~}}, try following the instructions in the console unlocker's <code>Readme.txt</code> file.<br />
}}<br />
<br />
===Permanent console variable (cvar) changes===<br />
{{ii}} Like most engines that use console variables, Unreal Engine 4 has a config file that the variables' values are read from at startup.<br />
{{--}} Unlike in most engines, the method it uses may not be obvious. Editing files such as Scalability.ini could result in the entered values ignored depending on the graphics settings.<br />
{{++}} Entering cvars into the Engine.ini file instead should ensure the value changes will take place.<br />
{{Fixbox|description=Add cvar name/values to the Engine.ini file|fix=<br />
The Engine.ini file will usually accept cvar name/value pairs inside it, but only if entered into a <code>[SystemSettings]</code> section.<br />
# Open the <code>Engine.ini</code> file inside the games config folder in a text editor.<br />
# If the file does not have a <code>[SystemSettings]</code> section, add one to the bottom.<br />
# Inside that section, add any preferred cvar name/value pairs, with the name/value separated with an '=' character, eg: <code>r.MaxAnisotropy=16</code>. Comments can also be added to the file by starting them with a ';' character.<br />
# Save the file.<br />
<br />
'''Notes'''<br />
{{ii}} Values set with this method should usually override any value set elsewhere, however, some games might store values inside savegames, which may override them when the save gets loaded - the only workaround for these kind of games is to set the value [[#Enable developer console|through the developer console]] after loading the save and expect that the modified value may be written into the save.<br />
{{ii}} The game may rewrite this file when exiting, usually removing any empty lines and lines containing only comments - any custom cvars should still be saved, though the file can be set as "read-only" if this rewrite isn't desired.<br />
{{ii}} Changes to the games config files should be made while it is not running. As previously mentioned, the game may overwrite the file when exiting.<br />
{{ii}} Unreal Engine 4 uses a hierarchical configuration scheme (on top of the multiple configuration categories previously mentioned), meaning that there can be multiple versions of (e.g.) Engine.ini found in different places, some of which may be prefixed with 'Default', 'Base', or 'Windows'. In general, it is best to edit the config file in the user configuration directory, as this should take priority over all others and work even if the game ships with encrypted config files. The file is usually located in <code>{{P|localappdata}}\<Game>\Saved\Config\</code>.<br />
}}<br />
<br />
===[https://www.epicgames.com/store/browse?sortBy=relevance&sortDir=DESC&category=Editor&count=40&start=0 Modding tools]===<br />
{{++}} Customized versions of the Unreal Editor for creating custom maps and mods for select UE4 games can be found on the [[Epic Games Store]].<br />
{{--}} The Unreal Engine EULA states that any engine tools must only be distributed through authorized services such as the Epic Games Store, Unreal Marketplace or private GitHub repositories that can only be accessed with an Epic-linked GitHub account. They cannot be distributed through Steam, GOG.com or other storefronts.<ref>{{Refurl|url=https://www.unrealengine.com/eula/publishing|title=Unreal Engine - End User License Agreement For Publishing|date=2021-08-05|snippet=Any public Distribution (i.e., intended for Engine Licensees generally) which includes Engine Tools (including as modified by you under the License) must take place either through the Marketplace (e.g., for distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for distributing source code).}}</ref><br />
<br />
{{Infobox engine/query}}<br />
<br />
{{References}}</div>2600:1700:31D0:3C40:C947:3D34:265D:149F