Particle FX system
All 257 Unreal Engine 5 console variables and commands in the Particle FX system category. Search and filter below, then open any for its own page.
60 results in Particle FX system (loading full index…)
FX.AllowAsyncTickVarallow parallel ticking of particle systems.
Particle FX systemFX.AllowCullingVarAllow emitters to be culled.
Particle FX systemfx.AllowFastPathFunctionLibraryVarIf > 0 Allow the graph to insert custom fastpath operations into the graph.
Particle FX systemFX.AllowGPUParticlesVarIf true, allow the usage of GPU particles.
Particle FX systemFX.AllowGPUSortingVarAllow particles to be sorted on the GPU.
Particle FX systemFX.BatchAsyncVarIf 1, particle async tasks are batched because they often take less time than it takes to wake up a task thread. No effect on editor.
Particle FX systemFX.BatchAsyncBatchSizeVarWhen FX.BatchAsync = 1, controls the number of particle systems grouped together for threading.
Particle FX systemfx.Budget.AdjustedUsageDecayRateVarRate at which the FX budget adjusted usage value is allowed to decay. This helps prevent FX flipping off/on if the usage oscilates over the cull threshold as the FX are culled/enabled.
Particle FX systemfx.Budget.AdjustedUsageMaxVarMax value for FX Budget adjusted usage. Prevents one very long frame from keeping the usage above 1.0 for long periods under budget.
Particle FX systemfx.Budget.Debug.GameThreadConcurrentTimeOverrideVarWhen >= 0.0 overrides the reported time for FX on the GameThreadConcurrent. Useful for observing/debugging the impact on other systems.
Particle FX systemfx.Budget.Debug.GameThreadTimeOverrideVarWhen >= 0.0 overrides the reported time for FX on the GameThread. Useful for observing/debugging the impact on other systems.
Particle FX systemfx.Budget.Debug.RenderThreadTimeOverrideVarWhen >= 0.0 overrides the reported time for FX on the RenderThread. Useful for observing/debugging the impact on other systems.
Particle FX systemfx.Budget.EnabledVarControls whether we track global FX budgets.
Particle FX systemfx.Budget.EnabledInEditorVarControls whether we track global FX budgets in editor builds.
Particle FX systemfx.Budget.GameThreadVarBudget (in ms) for all combined FX work that runs only on the gamethread. As this budget is approached or exceeded, various FX systems will attempt to scale down more and mroe agressively to remain in budget.
Particle FX systemfx.Budget.GameThreadConcurrentVarBudget (in ms) for all combined FX work that runs on the gamethread or on a concurrent task spawned from the game thread. As this budget is approached or exceeded, various FX systems will attempt to scale down more and mroe agressively to remain in budget.
Particle FX systemfx.Budget.HistoryFramesVarNumber of frames the global FX budget tracking will hold to work out it\'s average frame time.
Particle FX systemfx.Budget.RenderThreadVarBudget (in ms) for all combined FX work that runs on the Render Thread. As this budget is approached or exceeded, various FX systems will attempt to scale down more and mroe agressively to remain in budget.
Particle FX systemfx.DeferrPSCDeactivationVarIf > 0, all deactivations on Particle System Components is deferred until next tick.
Particle FX systemfx.DetailedCSVStatsVarIf true, we write detailed partilce stats to the CSV profiler.
Particle FX systemfx.DumpCompileIdDataForAssetCmdDumps data relevant to generating the compile id for an asset.
Particle FX systemfx.DumpGraphKeyGenVarIf > 0 the key generation will be dumped to the log.
Particle FX systemFX.DumpNCPoolInfoCmdDump Niagara System Pooling Info
Particle FX systemfx.DumpNiagaraScalabilityStateCmdDumps state information for all Niagara Scalability Mangers.
Particle FX systemfx.DumpParticleDataVarIf > 0 current frame particle data will be dumped after simulation.
Particle FX systemfx.DumpParticleParameterStoresVarIf > 0 current frame particle parameter stores will be dumped when updated.
Particle FX systemfx.DumpPSCPoolInfoCmdDump Particle System Pooling Info
Particle FX systemfx.DumpPSCTickStateInfoCmdDumps state information for all current Particle System Components.
Particle FX systemfx.DumpRapidIterationParametersForAssetCmdDumps the values of the rapid iteration parameters for the specified asset by path.
Particle FX systemfx.DumpSystemDataVarIf > 0, results of system simulations will be dumped to the log.
Particle FX systemfx.DumpVMIRVarIf > 0 verbose logging is enabled for the vm compiler backend.
Particle FX systemFX.EarlyScheduleAsyncVarIf 1, particle system components that can run async will be scheduled earlier in the frame
Particle FX systemfx.EnableCircularAnimTrailDumpVarControls logging for when circular links are discovered in anim trails. 0 = No logging. 1 = Minimal logging. 2 = Verbose logging.
Particle FX systemfx.EnableEmitterMergeChangeIdLoggingVarIf > 0 verbose change id information will be logged to help with debuggin merge issues.
Particle FX systemfx.EnableNiagaraCRHandlerVarIf > 0 Niagara will push some state into the crash reporter. This is not free so should not be used unless actively tracking a crash in the wild. Even then it should only be enabled on the platforms needed etc.
Particle FX systemfx.EnableNiagaraMeshRenderingVarIf == 0, Niagara Mesh Renderers are disabled.
Particle FX systemfx.EnableNiagaraRibbonRenderingVarIf == 0, Niagara Ribbon Renderers are disabled.
Particle FX systemfx.EnableNiagaraRuntimeCycleCountsVarToggle for runtime cylce counts tracking Niagara\'s frame time.
Particle FX systemfx.EnableNiagaraSpriteRenderingVarIf == 0, Niagara Sprite Renderers are disabled.
Particle FX systemfx.EnableVerboseNiagaraChangeIdLoggingVarIf > 0 Verbose change id logging info will be printed.
Particle FX systemfx.ExecVMScriptsVarIf > 0 VM scripts will be executed, otherwise they won\'t, useful for looking at the bytecode for a crashing compiled script.
Particle FX systemfx.ForceCompileOnLoadVarIf > 0 emitters will be forced to compile on load.
Particle FX systemfx.ForceFailIfPreviouslyNotSetOnMergeVarIf > 0, when merging in from parent emitters swap linked variables in the stack to be "Fail If Previously Not Set" for their default type.
Particle FX systemfx.ForceMergeOnLoadVarIf > 0 emitters will be forced to merge on load.
Particle FX systemfx.ForceNiagaraCacheDumpVarIf > 0 all cached graph traversal data will be dumped
Particle FX systemfx.ForceNiagaraCompileToFailVarIf > 0 emitters will go through the motions of a compile, but will never set valid bytecode.
Particle FX systemfx.ForceNiagaraSpawnAttachedSoloVarIf > 0 Niagara systems which are spawned attached will be force to spawn in solo mode for debugging.
Particle FX systemfx.ForceNiagaraTranslatorDumpVarIf > 0 all translation generated HLSL will be dumped
Particle FX systemfx.ForceNiagaraTranslatorSingleThreadedVarIf > 0 all translation will occur one at a time, useful for debugging.
Particle FX systemfx.ForceNiagaraVMBinaryDumpVarIf > 0 all translation generated binary text will be dumped
Particle FX systemfx.ForceSafeScriptAttributeTrimVarIf > 0 attribute trimming will use a less aggressive algorithm for removing script attributes.
Particle FX systemFX.FreezeGPUSimulationVarFreeze particles simulated on the GPU.
Particle FX systemFX.FreezeParticleSimulationVarFreeze particle simulation.
Particle FX systemfx.FXAllowParticleMeshLODsVarIf we allow particle meshes to use LODs or not
Particle FX systemFX.GPUCollisionDepthBoundsVarLimits the depth bounds when searching for a collision plane.
Particle FX systemfx.GPUSimulationTextureSizeXVarGPU Particle simulation texture X dimension (default=1024); set in project renderer settings, potentially overridden by device profile.
Particle FX systemfx.GPUSimulationTextureSizeYVarGPU Particle simulation texture Y dimension (default=1024); set in project renderer settings, potentially overridden by device profile.
Particle FX systemfx.GPUSort.BufferSlackVarSlack ratio when resizing GPU sort buffers. Must be bigger than 1 (default=2)
Particle FX systemfx.GPUSort.FrameCountBeforeShrinkingVarNumber of consecutive frames where the GPU sort buffer is considered oversized before allowing shrinking. (default=100)
Particle FX systemfx.GPUSort.MinBufferSizeVarMinimum GPU sort buffer size, in particles (default=8192)
Particle FX system