Many many rendering commands for the Unreal Engine..
Rendering Commands
AVAILABLETEXMEM – Outputs the amount of available texture memory.
CAPTUREMODE - Toggles the display of all onscreen messages or warnings.
COLORGRADING – Toggles the use of color grading.
DUMPAVAILABLERESOLUTIONS – Outputs all available display resolutions.
FREEZEALL – Freezes rendering and streaming.
FREEZERENDERING – Forces rendering to freeze or resume. Allows viewing of the scene as it was rendered from the point the command was entered.
FREEZESTREAMING – Forces streaming to freeze or resume.
FULLMOTIONBLUR [value] – A value of -1 uses default engine setting for FullMotionBlur. A value of 0 forces Full MotionBlur off. A value of 1 forces FullmotionBlur on.
LIGHTMAPSTREAMINGFACTOR [value] – Sets how aggressively lightmaps are streamed out. Smaller values (default 0.03f) mean more aggressive.
LISTMISSINGPHYSICALMATRIALS – Outputs a list of all material instances without a physical material association.
LISTTEXTURES – Output a list of textures.
ALPHASORT – Force list to be sorted alphabetically instead of by size.
NONSTREAMING – List non-streaming textures.
STREAMING – list streaming textures.
LOWRESTRANSLUCENCY – Toggles the use of the down sampled translucency buffer.
MOVIE [command] – Controls all movies. Command can be one of the following.
PAUSE – Pauses all movies.
PLAY – Starts playing all movies.
STOP – Stops playing all movies.
MOVIEHIDE – Sets current movie hidden.
MOVIESHOW – Sets current movie visible.
MOVIETEST [movie] – Plays the specified movie for testing purposes, waits for it to finish, and then stops the movie.
NEXTVIEWMODE – Switches to the next viewmode.
NUMSTREAMEDMIPS [lodgroup] [mips] – Sets the number of mips to use for the specified texture group.
PREVVIEWMODE – switches to the previous viewmode.
RECOMPILESHADERS – Forces shaders to be recompiled according to one of the following:
ALL – Recompiles all shaders.
BPCF – Recompiles only SRG_GLOBAL_BPCF_SHADOW_LOW shaders.
CHANGED – Recompiles only changes shaders.
GLOBAL – Recompiles global shaders.
GLOBALMISC – Recompiles only SRG_GLOBAL_MISC shaders
MATERIAL [name] – Recompiles the specified material.
MATERIALSHADERTYPE [type] – Recompiles materials of the specified shader type.
SHADOW – Recompiles only SRG_GLOBAL_MISC_SHADOW shaders.
VF [name] - Recompiles the specified vertex factory.
RECOMPILEGLOBALSHADERS – Recompiles global shaders. Same as RECOMPILESHADERS GLOBAL.
SETMAXMIPLEVEL [max] – Sets the largest mip level to use for lightmaps.
SHADERCOMPLEXITY [max] – Sets the maximum complexity value for use with the SHADERCOMPLEXITY viewmode.
SHADOWMAPSTREAMINGFACTOR – Sets how aggressively shadow maps are streamed out. Smaller values (default 0.09f) mean more aggressive.
SHOW - toggle display of various items (only for clients)
BOUNDS – Toggle display of actor bounds.
BSP – Toggle display of BSP geometry.
BSPSPLIT – Toggle display of BSP splits. Colors BSP based on model component association.
CAMFRUSTUMS – Toggle display of camera frustums.
COLLISION – Toggle display of collision primitives.
CONSTRAINTS – Toggle display of physical constraints.
COVER – Toggle display of cover locations.
DECALINFO – Toggle display of debug dev information for decals (frustums, tangent axes, etc.)
DECAL – Toggle display of decal actors.
DYNAMICSHADOWS – Toggle display of dynamic shadows.
FOG – Toggle display of fog actors.
FOLIAGE – Toggle display of foliage.
HITPROXIES – Toggle display of hit proxies. Draws each hit proxy with a different color.
INSTANCEDSTATICMESHES – Toggle display of instanced static meshes.
LENSFLARES – Toggle display of lens flares.
LEVELCOLORATION – Toggle rendering all objects within the same level using the same color.
MESHEDGES – Toggle display of mesh edges in filled view modes.
MISSINGCOLLISION – Toggle highlighting of static meshes with collsion turned on but no collision mesh.
NAVNODES – Toggles display of actors associated pathing.
NONZEROEXTENT
PARTICLES – Toggles display of particle geometry.
PATHS – Toggles display of paths or navigation meshes.
POSTPROCESS – Toggle display of post process effects.
RIGIDBODY
SCENCAPTURE – Toggles updating of scene capture probes.
SHADOWFRUSTUMS – Toggle display of un-occluded shadow frustums.
SKELETALMESHES - Toggle display of skeletal mesh geometry.
SKELMESHES – Toggle display of skeletal mesh geometry.
SPEEDTREES – Toggle display of speedtree geometry.
SPLINES – Toggles display of splines.
SPRITES – Toggle display of sprite components.
STATICMESHES – Toggle display of static mesh geometry.
TERRAIN – Toggle display of terrain geometry.
TERRAINPATCHES – Toggle display of terrain patches. Draws an outline around each patch.
TRANSLUCENCYDOF – Toggle display of translucency blur factor.
UNLITTRANSLUCENCY – Toggle display of unlit translucency.
VOLUMES – Toggles display of volumes.
ZEROEXTENT
SHOWMATERIALDRAWEVENTS – Toggles draw events emission.
SHOWMIPLEVELS – Toggles the use of solid colors in place of lightmaps to visualize mip levels.
TEXTUREDEFRAG – Defragments the texture pool.
TEXTUREDENSITY [min] [ideal] [max] – Sets the minimum, ideal, and maximum texture density values for use with the TEXTUREDNEISTY viewmode.
SHOWSELECTEDLIGHTMAP – Toggles whether to visualize the lightmap selected by the debug camera.
TOGGLEAO – Toggles ambient occlusion post process.
TOGGLECOLLISIONOVERLAY – Toggles rendering of the collision mesh overlay for terrain.
TOGGLEMINDISTORTION – Toggles whether distortion s applied to minimal screen extents or entire screen.
TOGGLEMINTRNSLUCENCY – Toggles whether translucent resolve to the raw format or not.
TOGGLEOCCLUSION – Toggles use of occlusion.
TOGGLESCENE – Toggle scene color post process.
TOGGLEUI – Toggles updating and display of the UI.
TRACKTEXTURE [name] – Adds the texture name into the streaming system to track all textures containing that name.
UNTRACKTEXTURE [name] – Removes the texture name from texture tracking.
VIEWMODE [value] - set the render mode
BRUSHWIREFRAME – Renders scene in a wireframe view showing brush edges.
LIGHTCOMPLEXITY – Renders scene using a special shader that displays the complexity of the lighting on (number of dynamic lights affecting) each surface using specific colors to denote the number of lights.
LIGHTINGONLY – Renders scene using only the lighting information on the geometry.
DETAILLIGHTING - Renders scene using a neutral material affected by lighting with normals.
LIGHTMAPDENSITY – Renders scene using a special shader that displays the density of texels for the lightmap on each surface.
LITLIGHTMAPDENSITY - Renders scene fully lit using a special shader that displays the density of texels for the lightmap on each surface. This is essentially a combination of the LIGHTMAPDENSITY and LIGHTINGONLY viewmodes.
SHADERCOMPLEXITY – Renders scene using a special shader that displays the complexity of the material being used by each surface using specific colors to denote ranges of shader instructions.
TEXTUREDENSITY – Renders scene using a special shader that displays the density of texels for the diffuse channel on each surface using specific colors to indicate the density.
UNLIT – Renders scene with flat shading, i.e., no lighting.
WIREFRAME – Renders scene in a wireframe view.