Timer
All 24 Unreal Engine 5 console variables and commands in the Timer category. Search and filter below, then open any for its own page.
24 results in Timer (loading full index…)
t.DumpHitches.AllThreadsVarDump all Threads when doing stat dumphitches 0: Only Game and Render Threads (default) 1: All threads
Timert.FPSChart.DoCsvProfileVarWhether to record a CSV profile when recording FPSChart data default: 0
Timert.FPSChart.ExcludeIdleTimeVarShould we exclude idle time (i.e. one which we spent sleeping) when doing a FPS chart? default: 0
Timert.FPSChart.InterestingFrameratesVarComma separated list of interesting frame rates default: 30,60,120
Timert.FPSChart.MaxFrameDeltaSecsBeforeDiscardingVarThe maximum length a frame can be (in seconds) to be considered for FPS chart binning (default 1.0s; no maximum length if <= 0.0)
Timert.FPSChart.OpenFolderOnDumpVarShould we explore to the folder that contains the .log / etc... when a dump is finished? This can be disabled for automated testing default: 1
Timert.FPSChart.RoundFPSBeforeBinningVarShould we round raw FPS values before thresholding them into bins when doing a FPS chart? default: 0
Timert.HitchDeadTimeWindowVarMinimum time passed before we\'ll record a new hitch (in ms) default: 200.0 ms
Timert.HitchFrameTimeThresholdVarDefinition of a hitchy frame (in ms) default: 60.0 ms
Timert.HitchVersusNonHitchRatioVarFor the current frame to be considered a hitch, it must have run at least this many times slower than the previous frame. The actual ratio is clamped to be between this and t.HitchFrameTimeThreshold/t.TargetFrameTimeThreshold default: 1.5
Timert.IdleWhenNotForegroundVarPrevents the engine from taking any CPU or GPU time while not the foreground app.
Timert.MaxFPSVarCaps FPS to the given value. Set to <= 0 to be uncapped.
Timert.OverrideFPSVarThis allows to override the frame time measurement with a fixed fps number (game can run faster or slower). <=0:off, in frames per second, e.g. 60
Timert.RuleProcessor.ActorReuseVarIf non-zero, will reuse actor files in a WP world
Timert.RuleProcessor.BatchCleanupFrequencyVarControl how frequently Rule Processor will do internal cleanup (save, unload, GC) when generating lots of actors.
Timert.RuleProcessor.CheckoutBeforeExecutionVarIf non-zero, will checkout files & the Slice and Dice manager before performing rule execution.
Timert.RuleProcessor.ExecutionMemoryVarTargetted memory size, in MB for execution. It can go higher but will GC as soon as possible.
Timert.RuleProcessor.RuleSetExecutorMultithreadedVarIf non-zero, will run rule set in multithreaded mode.
Timert.RuleProcessor.SmartVarIf non-zero, will check rule revisions & hashes to determine what needs to be run.
Timert.SlowFrameLoggingThresholdVarHow slow must a frame be (in seconds) to be logged out (<= 0 to disable).
Timert.TargetFrameTimeThresholdVarThe target frame time (in ms); values below this will be drawn in green, values above will be yellow or red depending on the severity default: 33.9 ms
Timert.TickComponentLatentActionsWithTheComponentVarShould we tick latent actions fired for a component at the same time as the component? 0: Tick component latent actions later on in the frame (behavior prior to 4.16, provided for games relying on the old behavior but will be removed in the future) 1: Tick component latent actions at the same time as the component (default)
Timert.UnacceptableFrameTimeThresholdVarThe frame time theshold for what is considered completely unacceptable (in ms); values above this will be drawn as red default: 50.0 ms
Timert.UnsteadyFPSVarCauses FPS to bounce around randomly in the 8-32 range.
Timer