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Console variables

GASPALS uses data-driven console variables: variables declared in Project Settings > Engine > Data Driven CVars (stored in DefaultEngine.ini) that Blueprints read with Get Console Variable Int/Float/Bool Value. Some Blueprints also listen to changes (OnDataDrivenCVarChanged), so typing a new value in the console applies it immediately.

Change one at runtime from the console (`):

DDCvar.PawnClass 1
DDCvar.VisualOverride 0
DDCvar.Traversal.DrawDebugLevel 3

In the editor, the values persist for the editor session (across Play sessions). The demo levels also have an editor panel to set them: press the Game Animation Widget button in DefaultLevel or RagdollLevel to open it (it is an editor utility widget, so it only exists in the editor).

They are project settings

The variables are declared in the project's config, not in the plugin. If a project lacks them, every read returns 0 or false, which silently changes behavior (for example the old spring-arm camera instead of Gameplay Cameras). Copy them as described in Installation.

Game setup

Variable Type Default Read by Values
DDCvar.PawnClass Int -1 GM_Sandbox Index into the game mode's Pawn Classes Soft. -1 (or out of range): the game mode's Default Pawn Class. In GM_Sandbox: -1 and 0 = SandboxCharacter_CMC, 1 = SandboxCharacter_Mover. Changing it respawns every player in place. N cycles it.
DDCvar.VisualOverride Int -1 GM_Sandbox, AC_VisualOverrideManager Index into the game mode's Visual Overrides Soft. -1: no override (UEFN mannequin). 0 Kellan, 1 Manny, 2 Quinn. M cycles it.
DDCVar.NewGameplayCameraSystem.Enable Bool true Both pawns (SetupCamera) true: Gameplay Cameras (CameraAsset_SandboxCharacter and the camera director). false: the old spring arm camera. Read when the pawn is possessed, so restart Play after changing it.
DDCvar.CameraStyle Int 1 AC_CameraSystem Third-person camera distance: 0 close, 1 medium, 2 far, 3 debug view. Also picks the top-down and side-scroller rig variant.
DDCvar.ControlStyle Int 0 Mover pawn 0 standard, 1 twin stick (gamepad only: left stick moves in world space, right stick aims).

Locomotion and animation

Variable Type Default Read by Values
DDCvar.LocomotionSetupMover Int 1 SandboxCharacter_Mover_ABP 0 full motion matching, 1 state machine / blend stack hybrid.
DDCvar.LocomotionSetupCMC Int 0 SandboxCharacter_CMC_ABP 0 full motion matching (work in progress), 1 hybrid.
DDCVar.ExperimentalStateMachine.Enable Bool false SandboxCharacter_CMC_ABP Experimental state machine path of the CMC Anim Blueprint.
DDCvar.MMDatabaseLOD Int 0 Both character Anim Blueprints Pose search databases: 0 dense, 1 sparse, 2 extreme sparse. Sparser is cheaper and less precise.
DDCvar.StrafeStyle Int 1 Mover pawn Directions used while strafing: 0 forward, back, left, right; 1 forward and back; 2 forward only. Also changes when sprint is allowed while strafing.
DDCvar.AimStyle Int 0 Mover pawn The same direction sets while aiming.
DDCvar.AnalogInputStyle Int 1 Mover pawn 0 single gait (always run); 1 walk or run by stick deflection (run above 0.7).
DDCvar.FootPlacementMode Int 1 SandboxCharacter_Mover_ABP 0 off, 1 foot placement node, 2 biped Control Rig.
DDCvar.OffsetRootBone.TranslationRadius Float 0 Both character Anim Blueprints How far the root bone may drift from the capsule.
DDCVar.ThreadSafeAnimationUpdate.Enable Bool true Character, layer blending and overlay Anim Blueprints Run the animation update on worker threads. Overlay Anim Blueprints read it once at start.
DDCVar.CharacterPhysics.DefaultProfile Int 1 SandboxCharacter_Mover_Ragdoll Physics profile when not ragdolling: 0 kinematic, 1 physical animation (the body reacts to hits).

Debug drawing

Variable Type Default Read by Shows
DDCvar.Traversal.DrawDebugLevel Int 0 AC_TraversalLogic 1 ledge points, 2 plus the initial trace, 3 plus the room checks and printed ledge data.
DDCvar.Traversal.DrawDebugDuration Float 1 AC_TraversalLogic How long traversal debug shapes stay.
DDCvar.DrawCharacterDebugShapes Bool false Character Anim Blueprints, Mover pawn Trajectory and movement debug shapes.
DDCvar.DrawCharacterDebugStates Bool false Character Anim Blueprints On-screen animation state.
DDCvar.DrawCharacterDebugGraphs Bool false Character Anim Blueprints Debug value graphs.
DDCvar.DrawVisLogShapesForFoleySounds Bool false AC_FoleyEvents Visual logger shapes for foley sounds.
DDCVar.CharacterPhysics.DrawDebug Int 0 Ragdoll pawn and mode Ragdoll and physics debug.

Declared but not read

These come with the Game Animation Sample's configuration and no GASPALS asset reads them: DDCVar.AttributeBasedRootMotion.Enable, DDCVar.ExperimentalStateMachine.Debug, DDCVar.DefaultAnimSet, DDCvar.UseUnrealAnimationFramework.

Engine console variables worth knowing

Command Use
show collision Draw collision: check cover walls and traversable blocks.
p.VisualizeMovement 1 Character movement debug.
GameplayCameras.Debug.Enable 1 Gameplay Cameras debug view (active rigs).
a.AnimNode.FootPlacement.Enable 0 Turn foot placement off to compare.
np.PrintReconciles 1 Print Network Prediction corrections (Mover multiplayer).
slomo 0.25 Slow motion.
t.MaxFPS 30 Cap the frame rate to test low frame rates.