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- AssetRegistry.Debug.FindInvalidUAssets: Finds a list of all assets which are in UAsset files but do not share the name of the package
- AssetRegistry.GetByClass: Query the asset registry for assets matching the supplied class
- AssetRegistry.GetByName: Query the asset registry for assets matching the supplied package name
- AssetRegistry.GetByPath: Query the asset registry for assets matching the supplied package path
- AssetRegistry.GetByTag: Query the asset registry for assets matching the supplied tag and value
- AssetRegistry.GetDependencies: Query the asset registry for dependencies for the specified package
- AssetRegistry.GetReferencers: Query the asset registry for referencers for the specified package
- CPUTime.Dump: Usage -Delay=[NumSeconds=30]~If Delay==0, disables printing the CPU usage to the log~If Delay>0, starts printing the average CPU usage from the last n frames, clamps between 10 and 300
- DumpVisibleActors: Dump visible actors in current world.
- FX.RestartAll: Restarts all particle system components
- FixedTimeStep: 固定フレームレートと可変フレームレートを切り替えます
- ForceBuildStreamingData: Forces streaming data to be rebuilt for the current world.
- GameLiveStreaming.StartBroadcasting: Starts broadcasting game video and audio using a live internet streaming service~~Optional parameters:~ LoginUserName=<string> For direct authentication, the user name to login as~ LoginPassword=<string> For direct authentication, the password to use~ FrameRate=<int32> Frame rate to stream video when broadcasting~ ScreenScaling=<float> How much to scale the broadcast video resolution down~ bStartWebCam=<bool> If enabled, starts capturing video from your web camera right away~ DesiredWebCamWidth=<int32> Horizontal resolution for web camera capture~ DesiredWebCamHeight=<int32> Veritcal resolution for web camera capture~ bMirrorWebCamImage=<bool> Flips the web camera image horizontally~ bDrawSimpleWebCamVideo=<bool> Draws a simple web cam video on top of the viewport~ bCaptureAudioFromComputer=<bool> Enables capturing sound that is played back through your PC~ bCaptureAudioFromMicrophone=<bool> Enables capturing sound from your default microphone~ CoverUpImage=<2D Texture Path> Broadcasts the specified texture instead of what's on screen~
- GameLiveStreaming.StartWebCam: Starts capturing web camera video and previewing it on screen~~Optional parameters:~ DesiredWebCamWidth=<int32> Horizontal resolution for web camera capture~ DesiredWebCamHeight=<int32> Veritcal resolution for web camera capture~ bMirrorWebCamImage=<bool> Flips the web camera image horizontally~ bDrawSimpleWebCamVideo=<bool> Draws a simple web cam video on top of the viewport~
- GameLiveStreaming.StopBroadcasting: Stops broadcasting game video
- GameLiveStreaming.StopWebCam: Stops capturing web camera video
- Landscape.Combine: Enable/disable Landscape component combining
- Landscape.Patches: Show/hide Landscape patches
- Landscape.Static: Enable/disable Landscape static drawlists
- ListTimers:
- LoadTimes.DumpTracking: Dump high level load times being tracked
- LoadTimes.DumpTrackingLow: Dump low level load times being tracked
- SetThreadAffinity: Sets the thread affinity. A single arg of default resets the thread affinity, otherwise pairs of args [GT|RT|RHI|Task] [Hex affinity] sets the affinity.
- SynthBenchmark: Run simple benchmark to get some metrics to find reasonable game settings automatically~Optional (float) parameter allows to scale with work amount to trade time or precision (default: 10).
- TaskGraph.Benchmark: Prints the time to run 1000 no-op tasks.
- TaskGraph.TaskPriorities.AsyncIOCPUWork: Task and thread priority for decompression, decryption and signature checking of async IO from a pak file.
- TaskGraph.TaskPriorities.AsyncTraceTask: Task and thread priority for async traces.
- TaskGraph.TaskPriorities.FetchVisibilityForPrimitivesTask: Task and thread priority for FetchVisibilityForPrimitivesTask.
- TaskGraph.TaskPriorities.HiPriAsyncTickTaskPriority: Task and thread priority for async ticks that are high priority.
- TaskGraph.TaskPriorities.NavTriggerAsyncQueries: Task and thread priority for UNavigationSystem::PerformAsyncQueries.
- TaskGraph.TaskPriorities.NormalAsyncTickTaskPriority: Task and thread priority for async ticks that are not high priority.
- TaskGraph.TaskPriorities.ParallelAnimationEvaluationTask: Task and thread priority for FParallelAnimationEvaluationTask
- TaskGraph.TaskPriorities.ParallelBlendPhysicsTask: Task and thread priority for FParallelBlendPhysicsTask.
- TaskGraph.TaskPriorities.ParallelTranslateCommandList: Task and thread priority for FParallelTranslateCommandList.
- TaskGraph.TaskPriorities.ParallelTranslateCommandListPrepass: Task and thread priority for FParallelTranslateCommandList for the prepass, which we would like to get to the GPU asap.
- TaskGraph.TaskPriorities.ParallelTranslateSetupCommandList: Task and thread priority for FParallelTranslateSetupCommandList.
- TaskGraph.TaskPriorities.ParticleAsyncTask: Task and thread priority for FParticleAsyncTask.
- TaskGraph.TaskPriorities.PhyXSceneCompletion: Task and thread priority for PhysicsSceneCompletion.
- TaskGraph.TaskPriorities.PhysXStepSimulation: Task and thread priority for FPhysSubstepTask::StepSimulation.
- TaskGraph.TaskPriorities.PhysXTask.Cloth: Task and thread priority for FPhysXTask (cloth).
- TaskGraph.TaskPriorities.PhysXTask: Task and thread priority for FPhysXTask.
- TaskGraph.TaskPriorities.SceneRenderingTask: Task and thread priority for various scene rendering tasks.
- TaskGraph.TaskPriorities.SortFrontToBackTask: Task and thread priority for FSortFrontToBackTask.
- TaskGraph.TaskPriorities.TickCleanupTaskPriority: Task and thread priority for tick cleanup.
- TaskGraph.TaskPriorities.TickDispatchTaskPriority: Task and thread priority for tick tasks dispatch.
- TaskGraph.TaskPriorities.UpdateCachePrimitivesTask: Task and thread priority for FUpdateCachePrimitivesTask.
- TaskGraph.TaskThreadPriority: Sets the priority of the task threads. Argument is one of belownormal, normal or abovenormal.
- ToggleForceDefaultMaterial: Render all meshes with the default material.
- ToggleLight: Toggles all lights whose name contains the specified string
- ToggleReversedIndexBuffers: Render static meshes with negative transform determinants using a reversed index buffer.
- ToggleShadowIndexBuffers: Render static meshes with an optimized shadow index buffer that minimizes unique vertices.
- dumpticks: Dumps all tick functions registered with FTickTaskManager to log.
- enl.ResetRuntime: Reset Enlighten runtime data to clear bad values (i.e. NaN).
- foliage.Freeze: Useful for debugging. Freezes the foliage culling and LOD.
- foliage.LogFoliageFrame: Useful for debugging. Logs all foliage rendered in a frame.
- foliage.RebuildFoliageTrees: Rebuild the trees for non-grass foliage.
- foliage.Test: Useful for debugging.
- foliage.ToggleVectorCull: Useful for debugging. Toggles the optimized cull.
- foliage.UnFreeze: Useful for debugging. Freezes the foliage culling and LOD.
- grass.FlushCache: Flush the grass cache, debugging.
- grass.FlushCachePIE: Flush the grass cache, debugging.
- ls.PrintNumLandscapeShadows: Prints the number of landscape components that cast shadows.
- net.DeleteDormantActor: Lists open actor channels
- net.DumpRelevantActors: Dumps information on relevant actors during next network update
- net.ListActorChannels: Lists open actor channels
- net.ListNetGUIDExports: Lists open actor channels
- net.ListNetGUIDs: Lists NetGUIDs for actors
- pak.DumpBlocks: Debug command to spew the outstanding blocks.
- pak.WaitPrecache: Debug command to wait on the pak precache.
- r.AOClearCache:
- r.AOListMemory:
- r.CopyLockedViews: Copies all locked views in to a string that r.LockView will accept to reload them.
- r.DumpDrawListStats: Dumps static mesh draw list statistics for all scenes associated with world objects.
- r.DumpRenderTargetPoolMemory: Dump allocation information for the render target pool.
- r.ListSceneColorMaterials: Lists all materials that read from scene color.
- r.PreCullIndexBuffers: Runs a slow operation to remove any static mesh triangles that are invisible or inside a precull volume.
- r.RHISetGPUCaptureOptions: Utility function to change multiple CVARs useful when profiling or debugging GPU rendering. Setting to 1 or 0 will guarantee all options are in the appropriate state.~r.rhithread.enable, r.rhicmdbypass, r.showmaterialdrawevents, toggledrawevents~Platform RHI's may implement more feature toggles.
- r.RHIThread.Enable: Enables/disabled the RHI Thread~
- r.RecompileRenderer: Recompiles the renderer module on the fly.
- r.ReflectionCapture: Updates all reflection captures
- r.RenderTargetPool.Events: Visualize the render target pool events over time in one frame. Optional parameter defines threshold in KB.~To disable the view use the command without any parameter
- r.SetNearClipPlane: Set the near clipping plane (in cm)
- r.TogglePreCulledIndexBuffers: Toggles use of preculled index buffers from the command 'PreCullIndexBuffers'
- tick.AddIndirectTestTickFunctions: Add no-op ticks to test performance of ticking infrastructure.
- tick.AddTestTickFunctions: Add no-op ticks to test performance of ticking infrastructure.
- tick.RemoveTestTickFunctions: Remove no-op ticks to test performance of ticking infrastructure.
- vr.SetTrackingOrigin: 0 - tracking origin is at the floor, 1 - tracking origin is at the eyes.
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