Valerii Diachenko
falra.bsky.social
Valerii Diachenko
@falra.bsky.social
C++ / Unreal Engine Developer
By the way, here we can find usage of the "-resourcesizesort" in the 'obj list' command, which is also new for UE5.
January 28, 2025 at 12:29 PM
And fun fact - in the "Immortals of Aveum" there is a ~2.5K line section of mem report commands in its DefaultEngine.ini. Only the list of commands to check the memory of separate WBP_ classes is more than 200 lines. It's crazy how it can even be analyzed.
January 28, 2025 at 12:29 PM
Also, make sure not only to use the general "obj list" command but the more specific ListTextures, ListSkeletalMeshes, etc. They have some parameters that can give more information. I wonder what for the new "unknownrefonly" param - it hasn't made it to show something in template projects yet.
January 28, 2025 at 12:29 PM
Notice that these types are now fully unconnected from each other - in the UE4 the [MemReportFullCommands] section commands were executed in addition to the [MemReportCommands]. For default usage, the Engine handles this, but you need to know it, if you want to redefine the list of commands.
January 28, 2025 at 12:29 PM
Also, now you can make and use other types of reports in addition to default and full. For this, you need to specify the TYPE=TypeName in the console command and add the MemReportTypeNameCommands section in your DefaultEngine.ini file ([MemReportLightCommands] and the 'memreport type=light').
January 28, 2025 at 12:29 PM
Before that it required changing the command list manually in ini files like this:

[MemReportFullCommands]
-Cmd="ListTextures"
+Cmd="ListTextures -alphasort -csv"

Using the "+File=" instead of +Cmd you can make the output of each command into separate files.
January 28, 2025 at 12:29 PM
For PC, this property ("r.DetailMode") is part of the scalability Effects quality presets — see the "BaseScalability.ini" for your engine version.

And for devices (mobile and consoles) you can tweak it in your "DeviceProfiles.ini" config files.
November 23, 2024 at 8:45 AM
But notice the advice from the documentation "Make sure to only use this on objects that have no effect on gameplay, otherwise, you will run into problems with network gameplay, save games, or consistency.".
November 23, 2024 at 8:45 AM
And with the 'a.VisualizeLODs' console command, you can debug your manipulation.

Note that the ForceLodModel value in the debug view will be greater (+1) - the engine uses it both as a flag that LOD forced (when it's greater than 0) and as a value (but uses ForceLodModel - 1).
November 22, 2024 at 9:22 AM
With the 'FORCESKELLOD LOD=X' console command, you can force all skeletal meshes to use a particular LOD level. This only changes existing SKs, so if you spawn a new one, you must use the command again. Use just 'FORCESKELLOD' to switch it off.
November 22, 2024 at 9:22 AM
You also can adjust the number of displayed objects and filter by their tag with "SigMan.ObjectsToShow" and "SigMan.FilterTag" CVars.
November 19, 2024 at 1:50 PM