CriWare Unreal Engine
Plug-ins for CriWare solutions.
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Atom Console Commands Reference Guide

A reference guide for console commands that can be used with the CriWare UE plugin.

How to get the console

To open the console command in Unreal Engine, you can press the tilde key (~) on your keyboard. The tilde key is usually located to the left of the 1 key and has both ` and ~ on it.
You can also find the console command in the Bottom Toolbar at the bottom of the Unreal Editor window.

Note
With Japanese 106 keyboard layout the default key is the at-mark key (@).

Most Atom commands set a specific console variable (CVar) to the desired value using the [CVar Name] [Value] syntax.

Commands you type in the console affect the editor in real time.
Console commands can be executed in the game, the editor, or from the server's console if the game is already started using the -server switch.

Atom specific commands and CVars are prefixed with atom..
The console supports auto-suggestion and auto-completion, so you can type "atom." into the console to select a list of available commands.

List of console commands

Command Description Arguments
atom.3dVisualize.ActiveSounds Visualization mode for Active Atom sound. 0: Disable
1: Volume (Lin)
2: Volume (dB)
3: Distance
4: Random color
5: Occlusion
atom.3dVisualize.ActiveSounds.Type The sound type to which the Atom visualization is applied. 0: View all
1: component only
2: Non- component only
atom.3dVisualize.Attenuation Visualization mode for Attenuation set to Cue. (*1) 0: Disable
1: Enable
atom.3dVisualize.Enabled Atom visualization. 0: Disabled
1: Enabled
atom.3dVisualize.Listeners Whether to when 3D visualization is enabled. 0: Disabled
1: Enabled
atom.3dVisualize.SpatialSources Whether to View spatialization sources when 3D visualization is enabled. 0: Disabled
1: Enabled
atom.AllowAudioSpatialization Allow audio spatialization.
Usually this is valid. When disabled, all audio is de-spatialized and attenuation occurs.
0: Disabled
1: Enabled
atom.AnalysisTimeShift Shifts the baked analysis playback timeline. Value: Number of seconds to shift the timeline
atom.ClearMutesAndSolos Clear solos and muted sound. 0: Disabled
1: Enabled
atom.Debug.Display.X Sets the initial X position when rendering debug text to the viewport. Default: 100
atom.Debug.Display.Y Sets the initial Y position when rendering debug text to the viewport. Default: -1 (disabled, use Default debug position)
atom.Debug.SoundCues Posts SoundCue information to the viewport. 0: Disabled
1: Enabled
Option: -AllViews (enable/disable for all viewports, not just those associated with the current world)
atom.Debug.SoundCues.Minimal When enabled, uses a compact view of sound Cue debugging. 0: Disabled
1: Enabled
atom.Debug.SoundCues.ShowPath When enabled, View the full path of the sound Cue . 0: Disabled
1: Enabled
atom.Debug.SoundCues.Spacing.Char Character size in compact view. (in pixels) Default: 7
atom.Debug.SoundCues.Spacing.Tab Size of tab in compact view. (character by character) Default: 5
atom.Debug.SoundModulators Posts SoundModulation information to the viewport. 0: Disabled
1: Enabled
Option: -AllViews (enable/disable for all viewports, not just those associated with the current world)
atom.Debug.Sounds Posts SoundCue information to the viewport. 0: Disabled
1: Enabled
Option : -AllViews (enable/disable for all viewports, not just those associated with the current world)
atom.Debug.Sounds.Max Maximum number of sound to View in the full sound debugger view. Default: 32
atom.Debug.Sounds.ShowPath View the full path of sound when enabled in the sound debugger list. 0: Disabled
1: Enabled
atom.Debug.Sounds.Sort Value to sort and View when sound statistics are Active . Values: class, distance, name ( Default), priority (highest player instance per sound), time, wave, Volume
atom.Debug.Sounds.TextColor Atom debug view body text color. Values: white, red, orange, yellow, blue, magenta, purple, black
atom.Debug.SoundWaves Posts SoundWave information to the viewport. 0: Disabled
1: Enabled
Option: -AllViews (enable/disable for all viewports, not just those associated with the current world)
atom.DisableStereoSpread When enabled, ignores the 3D Stereo Spread property in the attenuation settings and instead renders audio from the singularity. 0: Disabled
1: Enabled
atom.DumpActiveSounds Output data about all currently Active sound to the log. N/A
atom.EnableOcclusionFilterScale Scales occlusion by 0.25f to compensate for changes in filter Cut off Frequency in the audio mixer. 0: Disabled
1: Enabled
atom.AtomSoundDistanceOptimizationLength For one-time distance optimization, you must set the maximum duration of a sound to be a candidate for culling. Default: 1.0 (in seconds)
atom.DisableOcclusion Enable/disable Atom sound occlusion. 0: Enable
1: Disable
atom.InteriorData.UseIAtomActiveSoundUpdate When enabled, allows collection of internal data from subsystems that implement the IAtomActiveSoundUpdate interface. 0: Disabled
1: Enabled (Default)
atom.streamcaching.PrimeSoundOnAtomComponents When enabled, automatically primes the USoundBase when a UAudioComponent is spawned with that sound or when UAtomComponent::SetSound is called. 0: Disabled
1: Enabled
atom.Debug.SoundCues.ShowDistance View the effective distance of sound Cue . 0: Disabled
1: Enabled
atom.Debug.SoundWaves.ShowPath View the full path of the SoundWave. 0: Disabled
1: Enabled
atom.Debug.SoundWaves.ShowDistance View SoundWave distance. 0: Disabled
1: Enabled
atom.Debug.SoundWaves.Minimal Use the compact view of sound Waves debugging. 0: Disabled
1: Enabled
atom.Debug.SoundWaves.Spacing.Tab Tab size in compact view. (character by character) Default: 5
atom.Debug.SoundWaves.Spacing.Char Character size in compact view. (in pixels) Default: 7
atom.rack.clearbrokenrackassets If fixed, make sure there are no rack lists.
The child rack does not have it as a parent. The same is true vice versa.
0: Disabled
1: Enabled
atom.FlushAtomRenderThreadOnGC If enabled, all pending Atom render thread commands will be flushed every time GC Run. 0: Disabled
1: Enabled
atom.MaxWorldDistance Maximum distance used in audio-related calculations. Value: maximum distance
atom.streamcache.AtomSoundWaveDefaultLoadingBehavior Sets the Default behavior definition when AtomSoundWave is loaded. 0: Default (load on demand)
1: Keep audio data on load
2: Prime audio data on load
3: Load on demand (until AtomSoundWave is played or primed , audio data is not loaded)
atom.editor.ForceAtomNonStreaming When enabled, forces all audio played by Atom to be non-streaming. This can force a DDC miss. 0: Disabled
1: Enabled
AtomThread.SuspendAtomThread N/A 0: Resume
1: Suspend
AtomThread.AboveNormalPriority N/A 0: Normal
1: Above normal
AtomThread.EnableAtomCommandLogging N/A 0: Disabled
1: Enabled
AtomThread.EnableBatchProcessing Enables batch processing of Atom thread commands. 0: Disabled
1: Enabled
AtomThread.BatchAsyncBatchSize Controls the number of Atom commands that are grouped together for threading. Value: Number of Atom commands
AtomCommand.FenceWaitTimeMs Sets the fence wait interval. Value: Fence wait interval (in milliseconds)
atom.AtomGameplayVolumes.Enabled Whether to enable the Atom gameplay Volume system. 0: Disabled
1: Enabled ( Default)
atom.AtomGameplayVolumes.Listeners.AllowUpdate Whether to allow updates to listeners. 0: Disabled
1: Enabled (Default )
atom.AtomGameplayVolume.UpdateRate Sets how often the listener checks for change regarding Atom's gameplay Volume . Value: How often to check for listener change(in seconds)
atom.AtomGameplayVolume.UpdateRate.JitterDelta Sets a random delta value to Add to the update rate to avoid performance heartbeats. Value: Random delta value


Attenuation View

When Attenuation View is enabled using the command atom.3dVisualize.Attenuation, only Atom Cues that have Developer -> Debug checkbox checked in their Detail panel are visible.