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Unreal Engine 4 allows one to control various performance-related features through the FSystemSettings class, which is initialized from the [SystemSettings] section of Engine.ini.
The following sections detail the various settings that can be controlled through [SystemSettings]. The .ini setting is literally the string name of the variable, and the type of the variable determines the values that are supported. See EngineIni[SystemSettings] for an example.
Texture LOD Settings
A great description of the settings for controlling texture resolution and detail can be found in the Texture Support and Settings page.
World Detail Settings
- DetailMode
-
(int32) (1-3) Current detail mode; determines whether components of Actors should be updated/ ticked. Corresponds to the EDetailMode enum in Scene.uc, also set in PrimitiveComponent, and returned by WorldSettings.GetDetailMode().
- SpeedTreeLeaves
-
(bool) Whether to allow rendering of SpeedTree leaves.
- SpeedTreeFronds
-
(bool) Whether to allow rendering of SpeedTree fronds.
- StaticDecals
-
(bool) Whether to allow static decals.
- DynamicDecals
-
(bool) Whether to allow dynamic decals.
- UnbatchedDecals
-
(bool) Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.
- DecalCullDistanceScale
-
(float) Scale factor for distance culling decals.
- DynamicLights
-
(bool) Whether to allow dynamic lights.
- CompositeDynamicLights
-
(bool) Whether to composte dynamic lights into light environments.
- HighQualityLightmaps
-
(bool) Whether to allow directional lightmaps, which use the material's normal and specular.
- MotionBlur
-
(bool) Whether to allow motion blur.
- MotionBlurPause
-
(bool) Whether to allow motion blur to be paused.
- DepthOfField
-
(bool) Whether to allow depth of field.
- AmbientOcclusion
-
(bool) Whether to allow ambient occlusion.
- Bloom
-
(bool) Whether to allow bloom.
- UseHighQualityBloom
-
(bool) Whether to use high quality bloom or fast versions.
- Distortion
-
(bool) Whether to allow distortion.
- FilteredDistortion
-
(bool) Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.
- DropParticleDistortion
- LensFlares
-
(bool) Whether to allow rendering of LensFlares.
- FogVolumes
-
(bool) Whether to allow fog volumes.
- OneFrameThreadLag
-
(bool) Whether to allow the rendering thread to lag one frame behind the game thread.
- SkeletalMeshLODBias
-
(int32) LOD bias for skeletal meshes.
- ParticleLODBias
-
(int32) LOD bias for particle systems.
Fractured Detail Settings
- bAllowFracturedDamage
-
(bool) Whether to allow fractured meshes to take damage.
- NumFracturedPartsScale
-
(float) Scales the game-specific number of fractured physics objects allowed.
- FractureDirectSpawnChanceScale
-
(float) Percent chance of a rigid body spawning after a fractured Static Mesh is damaged directly. [0-1]
- FractureRadialSpawnChanceScale
-
(float) Percent chance of a rigid body spawning after a fractured Static Mesh is damaged by radial blast. [0-1]
- FractureCullDistanceScale
-
(float) Distance scale for whether a fractured Static Mesh should actually fracture when damaged.
Shadow Detail Settings
- DynamicShadows
-
(bool) Whether to allow dynamic shadows.
- MinShadowResolution
-
(int32) min dimensions (in texels) allowed for rendering shadow subject depths.
- MaxShadowResolution
-
(int32) max square dimensions (in texels) allowed for rendering shadow subject depths.
- ShadowTexelsPerPixel
-
(float) The ratio of subject pixels to shadow texels.
- ShadowDepthBias
-
(float) Depth bias that is applied in the depth pass for all types of projected shadows except VSM.
- ShadowFadeResolution
-
(int32) Resolution in texel below which shadows are faded out.
- ShadowFadeExponent
-
(float) Controls the rate at which shadows are faded out.
Texture Detail Settings
- OnlyStreamInTextures
-
(bool) If enabled, texture will only be streamed in, not out.
- MaxAnisotropy
-
(int32) Maximum level of anisotropy used.
- FoliageDrawRadiusMultiplier
-
(float) Foliage draw distance scalar.
VSync Settings
- UseVSync
-
(bool) Whether to use VSync or not.
Screen Percentage Settings
- ScreenPercentage
-
(float) Percentage of screen main view should take up.
- UpscaleScreenPercentage
-
(bool) Whether to upscale the screen to take up the full front buffer.
Resolution Settings
- ResX
-
(int32) Screen X resolution.
- ResY
-
(int32) Screen Y resolution.
- Fullscreen
-
(bool) Fullscreen.
Mesh Settings
- bForceCPUAccessToGPUSkinVerts
-
(bool) Whether to force CPU access to GPU skinned vertex data.