Configuration files can be used to set values for properties that will be initialized when the project is loaded. Configuration is determined by key-value pairs, arranged in sections. One or more values can be associated with a given key. Engine configuration files are used for object and variable default values.
User input configuration can be used for key bindings. By default, DefaultEngine. New projects that begin with templates may also generate DefaultEditor. The SaveConfig function can be called on a class with the Config class specifier. This saves any properties marked with the Config property specifier to the appropriate configuration file. Generally, variables saved by SaveConfig are in a section title which follows the format [ package.
Engine] section in DefaultEngine. There are some exceptions with hard-coded section names. A number of the settings previously available only through editing configuration files are available in Unreal Editor in the Project Settings editor.
In order to specify which variables should be read in from configuration files, the class that contains those variables must first be given the Config specifier in its UCLASS macro. A category i. Game must be supplied for the Config specifier.
This determines which configuration files the class's variables are read from and saved to. All possible categories are defined in FConfigCache. For a list of all configuration file categories, see Configuration Categories. Decorating a class with the Config specifier just indicates that that class can have variables read in from configuration files, and specifies which files the configurations are read from.
No category is supplied to the property's Config specifier.
The ExampleVariable property can now be read from any Game configuration file in the configuration file hierarchyas long as the information is specified with the following syntax:.
This means that a child class can either read in or save out all variables specified as Config in the parent class, and they will be in the same configuration file category. The variables will all be under a section title with the child class's name. For example, the configuration file information for a ChildExampleClass which inherits from the ExampleClass above would look like the following lines, and be saved in the same Game configuration files.
Unreal Engine 4 has the ability to save the configuration of an object to any desired configuration file. If the PerObjectConfig specifier is used in the UCLASS macro, configuration information for this class will be stored per instance, where each instance has a section in the.
This keyword is propagated to child classes. Each configuration category has its own hierarchy of files which specify engine-specific, project-specific, and platform-specific configurations.
The configuration file hierarchy is read in starting with Base. All files in the Engine folder will be applied to all projects, while project-specific settings should be in files in the project directory.
The configuration file in the Saved directory only stores the project-specific and platform-specific differences in the stack of configuration files.Discussion in ' PC Discussion ' started by pschlikMay 5, Dovetail Live. Train Sim World. Train Simulator Euro Fishing. Fishing Sim World. Flight Simulator X.
Many of these things are set to their defaults for certain reasons, and changing them might be taboo to some. But they can make the game look better or play better, and usually get away without a ton of performance draw. So, what is Engine. As we don't have access to the console because we aren't DTG, Engine. In theory, any command can be triggered from herebut there's more to it than just opening the file in notepad and throwing in a few commands! Though the file is ".
You should notice at least some lines like this: Code:. The default value is 1, so whatever number you insert in place of " value" is the multiplier for how far away things will be drawn. This is the most resource intensive command of them all, as the extra objects rendered will massively increase RAM usage and slightly increase GPU usage.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support.
This item will only be visible to you, admins, and anyone marked as a creator. This item will only be visible in searches to you, your friends, and admins. Want to make TSW look better or play differently in some way? Using Engine.
This item has been added to your Favorites. Created by. Guide Index. So, what is Engine. Quick Start. But how much better does it look? If you are willing to get a bit technical, there are some ways to cheat the settings menu and quite literally crank up some settings to Or even change graphical features that don't have settings.
If you know what to do, the result is a much better looking TSW. Why so technical? Well, this involves tweaking UE4 commands click this link [www. It's a bit out of the way, but with this guide, you'll be able to learn how to mess with this, and bend the graphics to your liking. Even though DTG would like to argue this is a bad idea, the choice is still up to us-and that's what counts! Even I don't know what all this does. Always turn off all render settings as a first step in troubleshooting!Games using Unreal Engine 4 can be tweaked in many ways to better your experience in-game or while shooting.
This guide covers the basics of what you can do, with or without UUU and the console. Commands that have?? ViewDistanceScale is a multiplier based on draw distance values set by developers.
Unless the default maximum draw distance is very low, a value above 2 should not be necessary. These commands require the console to be used. The console supports copy-pasting and commands can be chained with. For example, if you wanted the game to:. Some commands above start with the prefix sg.
In-game settings usually display Level 0 Low quality up to Level 3 Epic quality. You can force it up to Level 4 Cinematic quality through the console, at the obvious cost of performance. Games may occasionally include a Level 5 Scalability Group, you can go to that for maximum settings. Or you can continue to read to learn how to make your own Super Cinematic scalability group. As scalability groups are simply groups of render settings, you can make "custom profiles" by modifying them.
This has many uses, from turning off certain post-processing effects completely, to changing Epic settings to include Cinematic-quality effects, and many more, all without the need of the console. You will need access to your game's Scalability.
Some games may limit modification of WindowsNoEditor. There is no way to bypass that limitation. Scalability groups correspond to their command names, without the sg.
Each scalability group is denoted by a and their level, so the command sg. The square brackets are important! Quality levels of 0 mean that they are entirely disabled. This makes shadow maps render at a very intensive 8K resolution with much better quality when Shadows are set to Epic.
When textures are set to Epic, this makes them look the same as they would on Low settings. Why you would do this is beyond me, but it's an example all the same. For a full reference to what's capable, check the Scalability Reference. Note that these are default settings by Unreal developers, your game is likely to have these already changed.
Scalability levels and groups have to be separated with an empty line! With 5 scalability levels per group, you can have 5 different presets for Post-Processing, Shadows, Textures and Effects. Once you're done, it's recommended to set the file to Read-only to prevent the game from changing it.
A Guide To Engine.ini Settings
You can do that by right-clicking on the file, enter Properties, tick Read-only under Attributes, and apply. Modifying Engine. It can also be an alternative in the event where modifying Scalability. Similar to scalability groups, modifying this file can be used to push the game's graphical limits or optimise it further. All commands that follow typically have the r.How to set resolution of packaged game. Posts Latest Activity. Page of 2. Filtered by:. Previous 1 2 template Next. How to set resolution of packaged gameAM.
I tried changing the preferences resolution game and stand alone in the Editor, but nothing applies to the packaged game? Is it possible at all to do this, or is it not implemented yet. It is kind of really weird, that something like this is missing. Tags: None. Last edited by fighter ;AM. Comment Post Cancel.
I just googled the Syntax. I tried the nodes below. I want to play windowed not fullscreen. When I package to shipping build and start the build after it is done, nothing happens and it gives me x Maybe if I ask the other way around, someone knows: 1.
Open 3rd person template 2. And maybe even to switch resolution in-game? Last edited by dev ;AM. Another way is to create a file called [b]DefaultGameUserSettings. Originally posted by Fuchs View Post. Originally posted by fighter View Post. Hmm I thought that I tried it with shipping, but I will check it again in a sec. Last edited by fighter ;PM. I think it would be nice if Epic added a resolution changing blueprint node. Doing it through the console is not good and doesn't always work properly.
Going through the different versions of the engine, I've gotten different results with it.The Project Settings editor provides access to configuration options that specify information about your project, as well as define how the engine behaves when running the project. Some of these options are specific to the game itself, while others are more general with regards to the engine or platforms you are running on.
All of the settings here are stored in the default engine configuration file Engine. The Project Settings editor simply provides an intuitive user interface for editing these. The Project Settings editor is divided up into various categories and sections of related options. Categories are displayed as headings, while each of these sections is displayed as a hyperlink that opens the options for that section in the editor. When viewing the settings within a particular section, the following controls are available along the top of the dialog:.
Exports the values of the settings to an external configuration file. Allows you to set information about your project, such as the project name, version, company name, copyright, etc. These are mainly for informational purposes and will not affect how the project runs or behaves. Contains options for specifying which maps and modes are loaded by default and how they are loaded. There is also settings for Local Multiplayer screen layout. Contains options used for packaging your game, like setting content directories, localization, your build configuration, etc.
Allows you to set how your project should be optimized based on your target hardware. Desktop vs. Contains options for various cooker settings. These will handle things like compression quality for textures. Contains options used by the engine and editor for initialization and setup, such as default fonts, base classes, materials, frame rate, etc. Allows you to set up action and axis bindings keybinds and other input mapping for your game. These are in-game keybinds, not editor keybinds.
Contains default options for physics in your game. This will also allow you to setup your own Surface types for your Physical Materails and adjuat how accurate physics simulations can be. Contains default settings for a lot of rendering option. There is also settings for default post process settings, culling, mobile, textures, lighting, etc.
Allows you to configure various streaming options for package streaming, IO, and level streaming. Contains options for the appearance of the editor.
There is options to change how units are displayed in the project, such as, choosing to display inches vs centimeters or celcius vs farenheit. Contains location setup for the Android SDK. These settings apply to all projects.
Allows you to configure options specific to running on the HTML5 platform. Allows you to set your SDK paths and devices. Configure settings for UDP Messaging plugin. We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.
Unreal Engine 4. Related Courses. Your First Hour with Unreal Engine. Introducing Unreal Engine. Unreal Engine Editor Fundamentals.Quick links. Document revision 1. You do not have the required permissions to view the files attached to this post.
Last edited by Dr. Flay on Wed Sep 05, am, edited 31 times in total. Unreal Tournament Tweak Guide. Also, you should install the demo version of extension pack as well demo version isn't a resource hog so don't worry about slowdowns. I don't think it could be outlined any better by anybody.How to make an easy lightmass setup for interior design archviz in unreal engine UE4
Nice work. Here is some more detailed descriptions about each setting. It's from Chris Dohnal's webpage so credit goes to him.
But, it's always set to 0 by the initialization code has been this was for a long timeso changing the value of this setting should make no difference. Useful as a debug option. MaxAnisotropy - [Integer] Controls the use and level of anisotropic texture filtering. Disabled if set to 0. Should make no difference if set to 1 isotropic texture filtering. If set to greater than 1, specifies the maximum degree of anisotropy to use for texture filtering.
If set to True, it will prevent masking from working on masked S3TC textures. In many cases, there is only minor quality loss. In other cases, like with various skyboxes and coronas, there is often major quality loss. This can improve texture upload performance. This option should always be enabled unless it causes problems. Use negative values to pseudo sharpen textures. Use positive values to blur textures and potentially improve performance at the expense of blurry textures.
Alters texture scaling and mipmap generation behavior. If you really want to know all the details, check the source code. This improves image quality on the previously mentioned NVIDIA hardware at the expense of twice as much texture memory usage for these textures. Keep this in mind when deciding whether or not to trade image quality for speed here. This option should not be enabled on any hardware that draws DXT1 textures with the same quality as DXT3 textures of course.
Should always be enabled as the renderer has a few glitches when it is not. I might try to track these down some day. Texture precaching may improve performance by initializing internal data structures for a number of world textures and most likely getting them loaded into video memory at level load time.
It will also slow level loading down some. If there is hardware support for paletted textures, using them can significantly improve performance. If set to False, will not upload masked textures as paletted.
If there is hardware support for paletted textures, this option should be set to True unless it causes any problems.