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Sets the project's framerate limit. A value of 0 will remove the framerate limit. |
a.VisualizeLODs 0 |
Hides displayed LOD info. |
a.VisualizeLODs 1 |
Displays LOD info. |
FORCESKELLOD LOD=0 |
Forces all Skeletal Meshes to render at specified LOD level. For example: FORCESKELLOD LOD=0 will render LOD 0, LOD=1 will render LOD 1, ext. |
FORCESKELLOD LOD=-1 |
Disables any forced LOD rendering. |
DisplayAll <ClassName> <PropertyName> |
Displays the value of a property on all objects of a specific class. Example: DisplayAll CharacterMovementComponent Velocity, displays the value of the velocity of all character movement components in the level. Example: DisplayAll MyAnimBP_C AimYaw, displays the value of AimYaw for all Animation Blueprints in the class. |
DisplayClear |
Clears the displayed results of a DisplayAll command. |
GetAll <ClassName> <PropertyName> |
Possesses the same functionality as the DisplayAll command, but prints the values in the Output Log rather than displaying debug text in the editor. |
Display <ObjectName> <PropertyName> |
Displays the value of a property for a single defined instance. |
obj list class="AnimSequence" |
Lists all animation sequence assets that are loaded. Executing this command is a recommended procedure in a cooked build to ensure all assets are present. |
obj refs name="ASSET_NAME" |
Prints the reference chain of the specified asset. Example: obj refs name= /Game/Characters/Animations/ThirdPersonJump_End.ThirdPersonJump_End |
Code Example: |
[CheatScript.ShowAnimVars] +Cmd="DisplayClear" +Cmd="DisplayAll CharacterMovementComponent Velocity" +Cmd="DisplayAll MyAnimBP_C AimYaw" |
Remarks |
Editor Utility Widgetsallow custom editor widgets to be created entirely in Blueprints. A common use case is to create a set of buttons that trigger commonConsolecommands. |
Actor Priority |
Unreal Engine does not guarantee that all actors replicate during a network update. This is due to the restricted nature of networking resources. A primary limiting factor is a connection's bandwidth. The bandwidth of a connection is the maximum data transfer capacity of that connection. A connection becomes saturated when the connection exceeds its capacity. When a connection is saturated, Unreal Engine’s replication system uses a load-balancing technique that assigns all actors a numerical priority. This priority gives each actor a fair share of the available network bandwidth resources based on how important the actor is to gameplay. Actors with higher relative priority are those that are more important to replicate, so they receive more bandwidth for replication. |
Each actor has a floating-point AActor::NetPriority property. Higher NetPriority corresponds to more bandwidth for the current actor relative to others. For example, an actor with NetPriority == 2.0 is given more resources than an actor with NetPriority == 1.0. The only thing that matters with priorities is their ratio; you cannot improve Unreal Engine’s network performance by scaling all actors' net priorities. |
As a baseline, here are the initial values used by some common Unreal Engine classes: |
NetPriority is a baseline used for low bandwidth or saturated connections. AActor::GetNetPriority determines an actor’s current priority based on a number of factors, including base NetPriority, distance to viewer, and time since last replicated. |
The network driver determines an actor’s current priority for replication to a particular connection with a call to GetNetPriority. This is handled automatically by the network driver. |
You can customize actor priority by overriding the virtual function GetNetPriority in your AActor-derived class as well as changing the base network priority with NetPriority. |
Use caution when overriding an actor’s GetNetPriority. This may have unintended consequences if you are not familiar with Unreal Engine’s replication system. |
An actor's current network priority is calculated based on the time since the actor was last replicated, as well as a variety of additional factors, to obtain a floating-point priority. |
Actor network priority is based on the following input parameters: |
Most of the work of AActor::GetNetPriority is done to compute a multiplicative factor for the constant AActor::NetPriority based on distance from and sightlines to the Viewer as well as the time since the current actor last replicated. |
Network priority is determined as follows: |
The distance and sight threshold constants have the following values: |
Obtain an Actor’s Priority |
How Priority is Determined |
Priority Reference |
Retrieve Actor’s Current Priority |
Override Actor Relevancy |
Parameters |
Priority Logic |
Functions |
Properties |
AActor |
1.0 |
APawn |
Subsets and Splits
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