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How do you save console commands

Quick question and hopefully, for you (and me), quick to answer as well:

I have used console commands and variables for determining the quality of the render and to save those settings for the next times I enter "the project/hit play" must they be added to the DefaultEngine.ini in the Game/Config folder of my project so that the settings will be saved?

Because now when I have entered the command lines, and I open the project the next day, the settings are set back to default and I must enter the command lines again to get the same result.

with kind regards,


Product Version: UE 4.19
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asked May 24 '18 at 02:47 PM in Using UE4

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Yes, you need to save them into the DefaultEngine, or Default Scalability files. The scalability is useful, as the commads sg.XXXXXX 1/2/3 are the ones that you will see in the scalability configs. You can then set different settings based on the different sg.xxxxx settings used.

[PostProcessQuality@0] r.MotionBlurQuality=0

[PostProcessQuality@1] r.MotionBlurQuality=1

So if you did 'sg.PostProcessQuality 0', you get no motion blur, but 'sg.PostProcessQuality 1' will give you motion blur 1. You can have other settings in each of these so that when you possibly add a graphics options page, you can simply use Low/Medium/High/Epic to relate to sg.xxxxxx 1/2/3/4 to the headers in here (0/1/2/3) and have different settings on or off based on the players graphics settings.

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answered May 24 '18 at 03:48 PM

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avatar image Cheraine May 25 '18 at 12:44 PM

Dune, thank you for the quick reply, I will test this as soon as possible but I guess it will work indeed! Thanks again and best wishes, Cheraine

avatar image PRESSURE2000 May 15 '19 at 01:22 AM

if we set them in the defaultengine ini how do we enter them? do we just enter sg.PostProcessQuality 0 (and nothing else) or dose it need to have all the rest of the code (i.e. r.MotionBlurQuality=0r.BlurGBuffer=0 r.AmbientOcclusionLevels=0 ect ect) after the sg.PostProcessQuality 0, or is sg.PostProcessQuality 0 enough?

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