Animated Crowd Console Commands
Live Config
JunoGameData.SetValue game PlayerClient.Rendering.NumInLoD0 0
: Forces all players apart from your local player into the crowd.
JunoGameData.SetValue game PlayerClient.Rendering.ForceSkeletalCrowdFrustumCulling <0/1>
: Forces skeletal frustum on or off locally.
Animated Crowd
AnimatedCrowd.Debug.DrawBoxes 1
: Draws debug bounding boxes on instance in the animated crowd. Due to performance, boxes will be drawn for a subset of the crowd at once.
AnimatedCrowd.Debug.MaxBoxes n
: Configures the number of debug boxes to be drawn.
AnimatedCrowd.Debug.ScanSpeed n
: Configures the speed for drawing each subset of the crowd.
Skeletal Crowd
SkeletalCrowd.Debug.VisualizeLoDs 1
: Enables a debug view of each LoD. Each LoD will have its material be overridden to use a material from DebugLodMaterials
as a visualization. DebugLodMaterials
must be non empty for this to work.
SkeletalCrowd.Debug.ForcePrototypeVF 1
: Enables the prototype vertex factory.
SkeletalCrowd.Debug.ExclusiveLoD n
: If n is a valid LoD index, then only that LoD will be rendered and all other LoDs will be culled.
SkeletalCrowd.Debug.DumpMemoryUsage
: Dump memory usage for all USkeletalCrowdComponents
.
--verbose
will enable more verbose memory usage dumps
SkeletalCrowd.Debug.DrawFrustum 1
: Draws the view frustum that is used for frustum culling.
SkeletalCrowd.Debug.DrawBoundingSpheres 1
: Draws the bounding sphere used for frustum culling around each instance. This is very expensive on a large crowd!
Crowd Anim Blueprint
CrowdAnimBlueprint.VerboseCompilerWarnings 1
: Enables verbose compiler warning for Crowd Anim Blueprint.
CrowdAnimBlueprint.DumpCompilerOutput 1
: Dumps the output (AST, IL, Bytecode) from Crowd Anim Blueprint compiler to the logs.\
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