Difference between revisions of "Engine:Unreal Engine 4"
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m ("-nohmd" command line parameter (for these few games that have some VR leftovers and start SteamVR) |
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{{Infobox engine | {{Infobox engine | ||
− | |cover | + | |cover=Unreal Engine logo.svg |
− | |developer | + | |developer=Epic Games |
− | |website | + | |website=https://www.unrealengine.com/ |
− | |first release = | + | |first release=March 2014 |
− | + | |predecessor=Unreal Engine 3 | |
− | |predecessor | + | |successor=Unreal Engine 5 |
− | |successor | + | |wikipedia=Unreal Engine#Unreal Engine 4 |
− | |wikipedia | + | |listgames=false |
− | |listgames | ||
}} | }} | ||
− | |||
'''Key points''' | '''Key points''' | ||
− | {{ii}} Complete suite of game development tools and engine used by over | + | {{ii}} Complete suite of game development tools and engine used by over 500 games, see [[#Games|Games]]. |
==Video== | ==Video== | ||
Line 22: | Line 20: | ||
{{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. | {{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. | ||
{{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. | {{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. | ||
− | {{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 | + | {{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. |
===[[Glossary:Field of view (FOV)|Field of view (FOV)]]=== | ===[[Glossary:Field of view (FOV)|Field of view (FOV)]]=== | ||
Line 31: | Line 29: | ||
{{Fixbox|description=Change FOV scaling|fix= | {{Fixbox|description=Change FOV scaling|fix= | ||
{{ii}} This results in a ''tremendously'' higher FOV than intended, and will likely result in a "fishbowl" effect on anything narrower than a 48:9 triple-monitor setup. Some users may consider this ultra-high FOV to be desirable, while others will find it detrimental to their enjoyment. | {{ii}} This results in a ''tremendously'' higher FOV than intended, and will likely result in a "fishbowl" effect on anything narrower than a 48:9 triple-monitor setup. Some users may consider this ultra-high FOV to be desirable, while others will find it detrimental to their enjoyment. | ||
− | Using [[#Permanent console | + | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: |
<pre>[/script/engine.localplayer] | <pre>[/script/engine.localplayer] | ||
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV</pre> | AspectRatioAxisConstraint=AspectRatio_MaintainYFOV</pre> | ||
}} | }} | ||
− | == | + | ===[[Glossary:Borderless fullscreen windowed|Borderless fullscreen windowed]]=== |
− | === | + | {{Fixbox|description=Borderless Fullscreen|fix= |
− | {{ii}} | + | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: |
− | {{ | + | <pre> |
− | {{ | + | [SystemSettings] |
+ | r.FullScreenMode=1 | ||
+ | </pre>}} | ||
+ | |||
+ | ===[[Glossary:Anti-aliasing (AA)|Anti-aliasing (AA)]]=== | ||
+ | {{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= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.PostProcessAAQuality=0 | ||
+ | </pre> | ||
+ | {{ii}} 0 disables anti-aliasing, while values from 1 to 6 affect the quality of the used method ([[FXAA]] or [[TAA]]). | ||
+ | }} | ||
+ | |||
+ | {{Fixbox|description=Enable and adjust image sharpening|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.Tonemapper.Sharpen=1 | ||
+ | </pre> | ||
+ | {{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. | ||
+ | }} | ||
+ | |||
+ | ===[[Glossary:Vertical sync (Vsync)|Vertical sync (Vsync)]]=== | ||
+ | {{Fixbox|description=Disable V-Sync|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.VSync=0 | ||
+ | </pre>}} | ||
+ | |||
+ | ===[[Glossary:Frame rate (FPS)|Frame rate (FPS)]]=== | ||
+ | {{Fixbox|description=Disable smooth frame rate|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: | ||
+ | <pre> | ||
+ | [/Script/Engine.Engine] | ||
+ | bSmoothFrameRate=0 | ||
+ | </pre>}} | ||
+ | {{Fixbox|description=Disable FPS cap|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: | ||
+ | <pre> | ||
+ | [/Script/Engine.RendererSettings] | ||
+ | t.MaxFPS=0 | ||
+ | </pre>}} | ||
+ | |||
+ | ===Exclusive fullscreen=== | ||
+ | {{Fixbox|description=Exclusive Fullscreen|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.FullScreenMode=0 | ||
+ | </pre>}} | ||
+ | |||
+ | ===Adaptive exposure=== | ||
+ | {{Fixbox|description=Disable Adaptive Exposure|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.EyeAdaptationQuality=0 | ||
+ | </pre>}} | ||
+ | |||
+ | ===Chromatic aberration=== | ||
+ | {{Fixbox|description=Disable Chromatic Aberration|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.SceneColorFringeQuality=0 | ||
+ | </pre>}} | ||
+ | |||
+ | ===Depth of field=== | ||
+ | {{Fixbox|description=Disable depth of field|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.DepthOfFieldQuality=0 | ||
+ | </pre>}} | ||
+ | |||
+ | ===Film grain=== | ||
+ | {{Fixbox|description=Disable film grain|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.Tonemapper.GrainQuantization=0 | ||
+ | </pre>}} | ||
+ | |||
+ | ===Lens flare=== | ||
+ | {{Fixbox|description=Disable lens flare|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.LensFlareQuality=0 | ||
+ | </pre>}} | ||
+ | |||
+ | ===Motion blur=== | ||
+ | {{Fixbox|description=Disable motion blur|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.MotionBlurQuality=0 | ||
+ | </pre>}} | ||
+ | |||
+ | ===Vignette=== | ||
+ | {{Fixbox|description=Disable all tonemapping|ref=|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], modify {{File|Engine.ini}} to include the following lines: | ||
+ | <pre> | ||
+ | [SystemSettings] | ||
+ | r.Tonemapper.Quality=0 | ||
+ | </pre> | ||
+ | * 0 = Disable all types of tonemapping shaders. | ||
+ | * 1 = Film contrast . | ||
+ | * 2 = Film contrast and vignette. | ||
+ | * 3 = Film contrast, vignette, and film shadow tint. | ||
+ | * 4 = Film contrast, vignette, film shadow tint, and grain.{{dubious|reason=Games like Twin Mirror have r.Tonemapper.Quality set to 5, which is not documented here.}} | ||
+ | }} | ||
+ | |||
+ | ==Input== | ||
+ | ===[[Glossary:Mouse acceleration#Mouse smoothing|Mouse smoothing]]=== | ||
+ | {{Fixbox|description=Disable mouse smoothing|fix= | ||
+ | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Input.ini}} to include these lines: | ||
+ | <pre> | ||
+ | [/Script/Engine.InputSettings] | ||
+ | bEnableMouseSmoothing=False | ||
+ | </pre>}} | ||
==Issues fixed== | ==Issues fixed== | ||
===Streaming stutter/slowdown=== | ===Streaming stutter/slowdown=== | ||
{{ii}} By default UE4 is setup to stream in level assets while playing, which could cause stuttering during gameplay when those assets are loaded. | {{ii}} By default UE4 is setup to stream in level assets while playing, which could cause stuttering during gameplay when those assets are loaded. | ||
− | {{++}} Fortunately this streaming can be controlled with a console | + | {{++}} 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. |
{{--}} 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. | {{--}} 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. | ||
{{Fixbox|description=Disable UE4 asset streaming, and load all assets on map load|fix= | {{Fixbox|description=Disable UE4 asset streaming, and load all assets on map load|fix= | ||
− | Using [[#Permanent console | + | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: |
<pre> | <pre> | ||
r.Streaming.FullyLoadUsedTextures=1 | r.Streaming.FullyLoadUsedTextures=1 | ||
Line 54: | Line 174: | ||
</pre>}} | </pre>}} | ||
− | ===Jittery | + | ===Jittery temporal anti-aliasing=== |
{{--}} At higher TAA sample counts edges may appear jittery, even when still with no camera movement. | {{--}} At higher TAA sample counts edges may appear jittery, even when still with no camera movement. | ||
{{++}} Fortunately it seems there's a way to remove the jitter without compromising on TAA quality/sample count. | {{++}} Fortunately it seems there's a way to remove the jitter without compromising on TAA quality/sample count. | ||
Line 60: | Line 180: | ||
{{Fixbox|description=Stop current frame from being considered in TAA|fix= | {{Fixbox|description=Stop current frame from being considered in TAA|fix= | ||
− | Using [[#Permanent console | + | Using [[#Permanent console variable (cvar) changes|the guide below]], change {{File|Engine.ini}} to include these lines: |
<pre> | <pre> | ||
r.TemporalAACurrentFrameWeight=0 | r.TemporalAACurrentFrameWeight=0 | ||
Line 99: | Line 219: | ||
}} | }} | ||
+ | ===SteamVR starts despite the game not using HMD devices=== | ||
+ | {{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>}} | ||
==Other information== | ==Other information== | ||
===Enable developer console=== | ===Enable developer console=== | ||
− | {{ii}} The developer console allows | + | {{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. |
− | + | {{ii}} Independent of custom game code - potential for reliability. | |
− | {{ | ||
− | {{Fixbox|description=Extract | + | {{Fixbox|description=Extract and set up the Universal Unreal Engine 4 Unlocker|fix= |
− | # Download and extract [https://framedsc.github.io/GeneralGuides/universal_ue4_consoleunlocker.htm#downloading-the-unlocker Universal | + | # Download and extract the [https://framedsc.github.io/GeneralGuides/universal_ue4_consoleunlocker.htm#downloading-the-unlocker Universal Unreal Engine 4 Unlocker]. |
− | # Run <code> | + | # Run <code>UuuClient.exe</code>. |
# Click 'Select' to select the process to inject the DLL into. | # Click 'Select' to select the process to inject the DLL into. | ||
# 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). | # 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). | ||
Line 114: | Line 235: | ||
'''Notes''' | '''Notes''' | ||
− | {{ii}} | + | {{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. |
{{ii}} If the console doesn't open when pressing {{key|~}}, try following the instructions in the console unlocker's <code>Readme.txt</code> file. | {{ii}} If the console doesn't open when pressing {{key|~}}, try following the instructions in the console unlocker's <code>Readme.txt</code> file. | ||
}} | }} | ||
− | ===Permanent console | + | ===Permanent console variable (cvar) changes=== |
− | {{ii}} Like most engines that use console | + | {{ii}} Like most engines that use console variables, Unreal Engine 4 has a config file that the variables' values are read from at startup. |
− | {{--}} Unlike most engines | + | {{--}} 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. |
− | {{++}} Entering cvars into the Engine.ini file instead should ensure the value changes will take place | + | {{++}} Entering cvars into the Engine.ini file instead should ensure the value changes will take place. |
{{Fixbox|description=Add cvar name/values to the Engine.ini file|fix= | {{Fixbox|description=Add cvar name/values to the Engine.ini file|fix= | ||
− | The Engine.ini file will usually accept cvar name/value pairs inside it, but only if | + | The Engine.ini file will usually accept cvar name/value pairs inside it, but only if entered into a <code>[SystemSettings]</code> section. |
# Open the <code>Engine.ini</code> file inside the games config folder in a text editor. | # Open the <code>Engine.ini</code> file inside the games config folder in a text editor. | ||
− | # If the file | + | # If the file does not have a <code>[SystemSettings]</code> section, add one to the bottom. |
− | # Inside that section add any cvar name/value pairs | + | # 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. |
# Save the file. | # Save the file. | ||
− | |||
'''Notes''' | '''Notes''' | ||
− | {{ii}} Values set | + | {{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 after loading the save [[#Enable developer console|through the developer console]] and expect that the modified value may be written into the save. |
− | {{ii}} The game may rewrite this file when exiting, usually removing any empty lines and lines containing only comments - any custom cvars should | + | {{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. |
− | {{ii}} | + | {{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. |
+ | {{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>. | ||
}} | }} | ||
Revision as of 16:59, 30 July 2021
Developers | |
---|---|
Epic Games | |
Website | |
https://www.unrealengine.com/ | |
First release date | |
March 2014 | |
Predecessor | |
Unreal Engine 3 | |
Successor | |
Unreal Engine 5 | |
Key points
- Complete suite of game development tools and engine used by over 500 games, see Games.
Video
Multi-monitor
See Ultra-widescreen.
Ultra-widescreen
- Unreal Engine games are Vert- by default, unless the developer specifically implements proper Hor+ ultrawide support. See each individual game's entry page for specifics.
- If a game is Vert-, FOV can be increased to give a proper 1:1 Hor+ ultrawide image. See the ultra-widescreen glossary page for details.
- 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.
- 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 Hor+ image. See individual game entry pages for workarounds.
Field of view (FOV)
- 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.
- If the developers of a particular game have implemented FOV as a variable, it can usually be adjusted in GameUserSettings.ini.
- For games in which customizable FOV is not supported, a wider FOV can be obtained by changing the FOV scaling from horizontal to vertical.
Change FOV scaling |
---|
Using the guide below, change [/script/engine.localplayer] AspectRatioAxisConstraint=AspectRatio_MaintainYFOV |
Borderless fullscreen windowed
Borderless Fullscreen |
---|
Using the guide below, change [SystemSettings] r.FullScreenMode=1 |
Anti-aliasing (AA)
Configure anti-aliasing quality[1] |
---|
Using the guide below, modify [SystemSettings] r.PostProcessAAQuality=0 |
Enable and adjust image sharpening |
---|
Using the guide below, modify [SystemSettings] r.Tonemapper.Sharpen=1 |
Vertical sync (Vsync)
Disable V-Sync |
---|
Using the guide below, change [SystemSettings] r.VSync=0 |
Frame rate (FPS)
Disable smooth frame rate |
---|
Using the guide below, change [/Script/Engine.Engine] bSmoothFrameRate=0 |
Disable FPS cap |
---|
Using the guide below, change [/Script/Engine.RendererSettings] t.MaxFPS=0 |
Exclusive fullscreen
Exclusive Fullscreen |
---|
Using the guide below, change [SystemSettings] r.FullScreenMode=0 |
Adaptive exposure
Disable Adaptive Exposure |
---|
Using the guide below, change [SystemSettings] r.EyeAdaptationQuality=0 |
Chromatic aberration
Disable Chromatic Aberration |
---|
Using the guide below, change [SystemSettings] r.SceneColorFringeQuality=0 |
Depth of field
Disable depth of field |
---|
Using the guide below, modify [SystemSettings] r.DepthOfFieldQuality=0 |
Film grain
Disable film grain |
---|
Using the guide below, modify [SystemSettings] r.Tonemapper.GrainQuantization=0 |
Lens flare
Disable lens flare |
---|
Using the guide below, modify [SystemSettings] r.LensFlareQuality=0 |
Motion blur
Disable motion blur |
---|
Using the guide below, modify [SystemSettings] r.MotionBlurQuality=0 |
Vignette
Disable all tonemapping |
---|
Using the guide below, modify [SystemSettings] r.Tonemapper.Quality=0
|
Input
Mouse smoothing
Disable mouse smoothing |
---|
Using the guide below, change [/Script/Engine.InputSettings] bEnableMouseSmoothing=False |
Issues fixed
Streaming stutter/slowdown
- By default UE4 is setup to stream in level assets while playing, which could cause stuttering during gameplay when those assets are loaded.
- 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.
- 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.
Disable UE4 asset streaming, and load all assets on map load |
---|
Using the guide below, change r.Streaming.FullyLoadUsedTextures=1 r.Streaming.HLODStrategy=2 |
Jittery temporal anti-aliasing
- At higher TAA sample counts edges may appear jittery, even when still with no camera movement.
- Fortunately it seems there's a way to remove the jitter without compromising on TAA quality/sample count.
- This method supposedly could cause more ghosting in some games, though the author couldn't see this happen.
Stop current frame from being considered in TAA |
---|
Using the guide below, change r.TemporalAACurrentFrameWeight=0 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. |
- This bug may occur when using a Vulkan beta driver from Nvidia.
Disable Use Collapsed Arrays option for the game |
---|
Run the game with this Launch Parameter: __GL_GlslUseCollapsedArrays=0 On Steam that would be: __GL_GlslUseCollapsedArrays=0 %command% |
Native resolution is not available in borderless window modes
- 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.
- 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.
Allow a game to use the native resolution in borderless window modes[2] |
---|
|
SteamVR starts despite the game not using HMD devices
Start the game with -nohmd parameter.[3][4]
|
---|
Other information
Enable developer console
- 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.
- Independent of custom game code - potential for reliability.
Extract and set up the Universal Unreal Engine 4 Unlocker |
---|
Notes
|
Permanent console variable (cvar) changes
- Like most engines that use console variables, Unreal Engine 4 has a config file that the variables' values are read from at startup.
- 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.
- Entering cvars into the Engine.ini file instead should ensure the value changes will take place.
Add cvar name/values to the Engine.ini file |
---|
The Engine.ini file will usually accept cvar name/value pairs inside it, but only if entered into a
Notes
|
Notes
- ↑ This list is for UE4 in general, most games will likely have custom ones not listed here.
References
- ↑ Scalability Reference - last accessed on 2021-02-02
- "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."
- ↑ Verified by User:Aemony on 2019-10-25
- Used same method now for both Code Vein and The Outer World.
- ↑ Verified by User:Suicide machine on 2021-07-30
- ↑ Stopping game from launching in VR - last accessed on 2021-07-30