System Settings
Unreal Engine 4 allows one to control various performance-related features through the FSystemSettings class, which is initialized from the[SystemSettings]
section of Engine.ini.
The following sections detail the various settings that can be controlled through [SystemSettings]
. The .ini setting is literally the string name of the variable, and the type of the variable determines the values that are supported. See EngineIni[SystemSettings] for an example.
Texture LOD Settings
A great description of the settings for controlling texture resolution and detail can be found in the Texture Support and Settings page.
World Detail Settings
-
DetailMode
-
(int32) (1-3) Current detail mode; determines whether components of Actors should be updated/ ticked. Corresponds to the EDetailMode enum in Scene.uc, also set in PrimitiveComponent, and returned by WorldSettings.GetDetailMode().
SpeedTreeLeaves
-
(bool) Whether to allow rendering of SpeedTree leaves.
SpeedTreeFronds
-
(bool) Whether to allow rendering of SpeedTree fronds.
StaticDecals
-
(bool) Whether to allow static decals.
DynamicDecals
-
(bool) Whether to allow dynamic decals.
UnbatchedDecals
-
(bool) Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.
DecalCullDistanceScale
-
(float) Scale factor for distance culling decals.
DynamicLights
-
(bool) Whether to allow dynamic lights.
CompositeDynamicLights
-
(bool) Whether to composte dynamic lights into light environments.
HighQualityLightmaps
-
(bool) Whether to allow directional lightmaps, which use the material's normal and specular.
MotionBlur
-
(bool) Whether to allow motion blur.
MotionBlurPause
-
(bool) Whether to allow motion blur to be paused.
DepthOfField
-
(bool) Whether to allow depth of field.
AmbientOcclusion
-
(bool) Whether to allow ambient occlusion.
Bloom
-
(bool) Whether to allow bloom.
UseHighQualityBloom
-
(bool) Whether to use high quality bloom or fast versions.
Distortion
-
(bool) Whether to allow distortion.
FilteredDistortion
-
(bool) Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.
DropParticleDistortion
-
(bool) Whether to allow dropping distortion on particles based on WorldSettings::bDropDetail.
LensFlares
-
(bool) Whether to allow rendering of LensFlares.
FogVolumes
-
(bool) Whether to allow fog volumes.
OneFrameThreadLag
-
(bool) Whether to allow the rendering thread to lag one frame behind the game thread.
SkeletalMeshLODBias
-
(int32) LOD bias for skeletal meshes.
ParticleLODBias
-
(int32) LOD bias for particle systems.
Fractured Detail Settings
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bAllowFracturedDamage
-
(bool) Whether to allow fractured meshes to take damage.
NumFracturedPartsScale
-
(float) Scales the game-specific number of fractured physics objects allowed.
FractureDirectSpawnChanceScale
-
(float) Percent chance of a rigid body spawning after a fractured Static Mesh is damaged directly. [0-1]
FractureRadialSpawnChanceScale
-
(float) Percent chance of a rigid body spawning after a fractured Static Mesh is damaged by radial blast. [0-1]
FractureCullDistanceScale
-
(float) Distance scale for whether a fractured Static Mesh should actually fracture when damaged.
Shadow Detail Settings
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DynamicShadows
-
(bool) Whether to allow dynamic shadows.
MinShadowResolution
-
(int32) min dimensions (in texels) allowed for rendering shadow subject depths.
MaxShadowResolution
-
(int32) max square dimensions (in texels) allowed for rendering shadow subject depths.
ShadowTexelsPerPixel
-
(float) The ratio of subject pixels to shadow texels.
ShadowDepthBias
-
(float) Depth bias that is applied in the depth pass for all types of projected shadows except VSM.
ShadowFadeResolution
-
(int32) Resolution in texel below which shadows are faded out.
ShadowFadeExponent
-
(float) Controls the rate at which shadows are faded out.
Texture Detail Settings
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OnlyStreamInTextures
-
(bool) If enabled, texture will only be streamed in, not out.
MaxAnisotropy
-
(int32) Maximum level of anisotropy used.
FoliageDrawRadiusMultiplier
-
(float) Foliage draw distance scalar.
VSync Settings
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UseVSync
-
(bool) Whether to use VSync or not.
Screen Percentage Settings
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ScreenPercentage
-
(float) Percentage of screen main view should take up.
UpscaleScreenPercentage
-
(bool) Whether to upscale the screen to take up the full front buffer.
Resolution Settings
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ResX
-
(int32) Screen X resolution.
ResY
-
(int32) Screen Y resolution.
Fullscreen
-
(bool) Fullscreen.
Mesh Settings
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bForceCPUAccessToGPUSkinVerts
-
(bool) Whether to force CPU access to GPU skinned vertex data.