Tutorial: Console Variable Editor Deep Dive in Unreal Engine

Learn how to create and manage all the console variables you need in your next Unreal Engine project with the best plugin not many people seem to know about!

https://dev.epicgames.com/community/learning/tutorials/m6y1/console-variable-editor-deep-dive-in-unreal-engine

oh wow this is amazing! thanks for sharing it

There are 3 issues with this:

  1. BUG: there are few Cvars that show up with a button (Bool) when i add in CVar Editor. For example “r.RayTracing.UseReferenceBasedResidency”. when i add this Cvar preset into movie render queue then it generate warning and don’t enable the CVAR at render time. and here is the warning: (Failed to apply CVar “r.RayTracing.UseReferenceBasedResidency” (from preset “Core”) because value could not be parsed into a float. Ignoring.)
  2. when save override CVAR in Console Variable Collection preset and then uncheck it and save it. it forgets the value that i set the last time on project restart. it’s a good thing the when i uncheck it shows the current or default value, but in background it should always remember the custom value that I set on specific CVAR. so even if restart the project and decide to check it again in future, it should use the value that i set last time instead of just using the current value.
  3. every preset of CVAR collection should open into a new window instead of in same Console Variable editor just like it happens with material instances and movie render queue presets. it will make life easier because i don’t want to load everything in same windows and I might want to check all presets at once to know what cars i have in specific presets. so i will be able with just switch tabs so have quick look and compare each preset.

Hey! I replied on YouTube as well, but I’ll respond here as well for visibility. Hey! Thanks for reporting this stuff. The first one seems like a bug. I can repro it, and I’ll get the devs to have a look. I’ll pass the second one along as a feature request to see if it’s possible. The third one might be a bit trickier with how the Cvar editor works. Right now, you can’t have more than one up since it will automatically want to take control of the editor and fire those variables.

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Hi! thanks for reply,

to be honest, both 1 and 2 seems like bugs, because when i add CVAR in movie render queue preset in Console variable section this already remember the value even if i uncheck it and save it it will bring back the custom value even after project restart in movie render queue preset.
but it’s not happening in Console Variable Collection preset. So I think it’s bug as well.

and regarding 3. that would be quality of life feature, having a console variable editor is great to see which Cvars are being fired during render and it’s also a great thing to load presets into existing stack of Cvars or replace it based on need these features are there already. but if I want to maintain my modular preset for cvars, it becomes confusing and hard to use. so there should be a separate window for each Console Variable preset that will make it easy to maintain and update presets related to CVARS UE5 handle presets like that for other assets. Cvars shouldn’t be different.

Right on. 1 will get fixed. It’s still not clear if we can get it into 5.7.0, but it’ll get fixed soon. 2 will make it in at some point as well. Everyone agrees it’s a good idea. 3 will take some design work, so it’s still unclear.

Again, thanks for reporting and helping to improve the engine!

thanks