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 (`):
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. |