Misc wip
Development Debugging:
Memory Leaking:
gc.CollectGarbageEveryFrame 1
Physics:
- Visualize by using
TraceTag or TraceTagAll
- Go into Debug Mode:
- ToggleDebugCamera
Misc:
- Turn on show all properties while playing & unsafe properties Display All Blueprint Properties
- Toggle allow execution of script functions in editor
- EditActor: to bring up detail view of actor
RecompileShaders global
RecompileShaders material
RecompileShaders all
Collision Analyzer Tool
Lightbaking
- DumpUnbuiltLightInteractions
Showlog
Log/Log List [string]/Log [cat][level]
ShowDebugToggleSubCategory *
ShowDebug *
Actor Select Relevant Lights
Useful UDK/UE3 Links on Performance/Tooling:
-
Go through UDK console commands and make a list of applicable ones:
-
UDK Console Commands
https://docs.unrealengine.com/udk/Three/GameplayDebugging.html
https://docs.unrealengine.com/udk/Three/StatsDescriptions.html
https://docs.unrealengine.com/udk/Three/RemoteControl.html
https://docs.unrealengine.com/udk/Three/GameplayProgrammingHome.html
https://docs.unrealengine.com/udk/Three/PerformanceHome.html
https://docs.unrealengine.com/udk/Three/GameplayPerformanceOptimization.html
https://docs.unrealengine.com/udk/Three/PerfStats.html
https://docs.unrealengine.com/udk/Three/GameplayProfiler.html
https://docs.unrealengine.com/udk/Three/RenderingHome.html
https://docs.unrealengine.com/udk/Three/WebHome.html
https://docs.unrealengine.com/udk/Three/PerformanceDebugging.html
http://www.hourences.com/tutorials-ue3-performance-profiling-introduction
Go to bool StaticExec( UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar ) in Obj.cpp and extract out useful commands and arguments (eg listprops, getall, singleref, refs, etc)
-
Dev Tools
-
Pause World Ticking
- Tick One Frame Forward at Fixed Timestep
- Also enable UCheatManager() built-in functions on Dev Tool
- Fixed Random Seed & Set Fixed Timestep dev options