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bool |
bAllowLateJoinInPIE |
Enable late joining in PIE |
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bool |
bAllowPotentiallyUnsafePropertyEditing |
Allows editing of potentially unsafe properties during PIE. Advanced use only - use with caution. |
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bool |
bAllowVulkanPreview |
Allow Vulkan Preview |
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bool |
bBreakOnExceptions |
Break on Exceptions allows you to trap Access Nones and other exceptional events in Blueprints. |
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bool |
bContextMenuChunkAssignments |
Allows ChunkIDs to be assigned to assets to via the content browser context menu. |
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bool |
bDisableCookInEditor |
Disable cook in the editor |
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bool |
bDrawMidpointArrowsInBlueprints |
Should arrows indicating data/execution flow be drawn halfway along wires? |
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bool |
bEnableAsyncSkinnedAssetCompilation |
Enable async skinned asset compilation to improve import and map load time performance when compilation is required |
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bool |
bEnableAsyncSoundWaveCompilation |
Enable async sound compilation to improve import and map load time performance when compilation is required |
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bool |
bEnableAsyncStaticMeshCompilation |
Enable async static mesh compilation to improve import and map load time performance when compilation is required |
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bool |
bEnableAsyncTextureCompilation |
Enable async texture compilation to improve PIE and map load time performance when compilation is required |
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bool |
bEnableLongPathsSupport |
Allows creation of assets with paths longer than 260 characters. |
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bool |
bEnableMultithreadedLightmapEncoding |
Enable multithreaded lightmap encoding (decreases time taken to encode lightmaps) |
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bool |
bEnableMultithreadedShadowmapEncoding |
Enable multithreaded shadow map encoding (decreases time taken to encode shadow maps) |
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bool |
bEnableTranslationPicker |
Allows usage of the Translation Picker |
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bool |
bEnableWorldPartitionActorFilters |
|
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bool |
bExampleLayersAndBlends |
When creating new Material Layers and Material Layer Blends, set up example graphs. |
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bool |
bFacialAnimationImporter |
Enable experimental bulk facial animation importer (found in Developer Tools menu, requires editor restart) |
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bool |
bHDREditor |
Allows the editor to run on HDR monitors on Windows 10 |
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bool |
bLevelInstance |
Allows creating ALevelInstance actors |
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bool |
bMobilePIEPreviewDeviceLaunch |
Enable experimental PIE preview device launch |
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bool |
bPackedLevelActor |
Allows creating APackedLevelActor blueprint actors |
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bool |
bProceduralFoliage |
Allows usage of the procedural foliage system |
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bool |
bSharedCookedBuilds |
|
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bool |
bTextAssetFormatSupport |
Enables in-editor support for text asset formats |
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bool |
bToolbarCustomization |
Allows for customization of toolbars and menus throughout the editor |
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bool |
bUseOpenCLForConvexHullDecomp |
Whether to use OpenCL to accelerate convex hull decomposition (uses GPU to decrease time taken to decompose meshes, currently only available on Mac OS X) |
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bool |
bVirtualizedAssetRehydration |
Enables in-editor support for rehydrating virtualized assets |
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TEnumAsByte< EConsoleForGamepadLabels::Type > |
ConsoleForGamepadLabels |
Specify which console-specific nomenclature to use for gamepad label text |
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float |
HDREditorNITLevel |
The brightness of the slate UI on HDR monitors |