Making your commands/vars
- Details about
Exec
functions - For static variables (int32, float, bool, FString) see
FAutoConsoleVariableRef
- For commands see
FAutoConsoleObject
and the childs such asFAutoConsoleCommandWithWorld
orFAutoConsoleCommand
Code snippet
#if !NO_CVARS && TFC_WITH_CONSOLE
/**
*
* @return "TFC.Debug.TheName"
* @return "TFC.Debug.OptionalSubCatepgry.TheName"
*/
#define TFC_Console_Internal_BuildFullCommandString(SubNameString, SubCategoryString) \
FString::Printf(TEXT("TFC.Debug.%s"), *(SubCategoryString.IsEmpty() ? SubNameString : SubCategoryString + "." + SubNameString))
struct FTFCAutoConsoleCommandWithWorld : private FAutoConsoleCommandWithWorld
{
FTFCAutoConsoleCommandWithWorld(const FString& SubName, const FString& Help, const FConsoleCommandWithWorldDelegate& Delegate, const FString& OptionalSubCategory = "")
: FAutoConsoleCommandWithWorld(*TFC_Console_Internal_BuildFullCommandString(SubName, OptionalSubCategory), *Help, Delegate, ECVF_Default)
{}
};
//...
Engine & Editor commands
Miscs Commands
ShowDebug [Name]
, by default this will give details about the player pawn/character
Rendering commands
FreezeRendering
, good to use withToggleDebugCamera
, allows you to see how culling works, with extra stuff like seeing the POV of different steps of rendering (press B)ToggleDebugCamera
ProfileGPU
panel, also named “GPU Visualizer”r.Streaming.PoolSize XXX