7.0 KiB
7.0 KiB
Project Settings - Dubai Metaverse
Overview
This document details all Unreal Engine 5.4 project settings required for the Dubai Metaverse project. These settings enable Nanite, Lumen, World Partition, and other critical features.
Accessing Project Settings
Path: Edit > Project Settings in Unreal Editor
Engine Settings
Rendering
Path: Engine > Rendering
Global Illumination
- Dynamic Global Illumination Method: Lumen
- Reflection Method: Lumen
- Lumen Global Illumination: Enabled
- Lumen Reflections: Enabled
- Hardware Ray Tracing: Optional (enable if RTX GPU available)
Shadows
- Dynamic Shadows: Enabled
- Virtual Shadow Maps: Enabled
- Shadow Map Method: Virtual Shadow Maps
- Shadow Filtering Method: PCF 1x1 (or higher quality if performance allows)
Nanite
- Nanite: Enabled
- Nanite Project Enabled: True
- Nanite Show: Enabled (for debugging)
Anti-Aliasing
- Default RHI: DirectX 12 (Windows)
- Anti-Aliasing Method: Temporal Anti-Aliasing (TAA)
- Temporal Upsampling: Enabled
Post-Process
- Bloom: Enabled
- Auto Exposure: Enabled
- Motion Blur: Enabled (optional, for cinematics)
- Depth of Field: Enabled (for cinematics)
World Settings
Path: Engine > World Settings
World Partition
- Enable World Partition: Enabled
- World Partition Grid Size: 128 (meters)
- Loading Range: Optimized per cell (see streaming setup)
- Data Layers: Enabled
Streaming
- Level Streaming Method: World Partition
- One File Per Actor: Enabled (recommended)
Engine > General Settings
Performance
- Use Less CPU When in Background: Enabled
- Use Less GPU When in Background: Enabled
Rendering
- Forward Shading: Disabled (use deferred)
- Mobile HDR: N/A (desktop project)
Platform Settings
Windows
Path: Platforms > Windows
Target Settings
- Default RHI: DirectX 12
- Default Graphics RHI: DirectX 12
- Ray Tracing: Enabled (if RTX GPU)
Packaging
- Build: Shipping (for final builds)
- Build Configuration: PPBC_Shipping
- Compressed: True
Project Settings
Project
Path: Project
- Project Name: Dubai Metaverse
- Company Name: [Your Company]
- Copyright Notice: [Copyright Info]
- Description: High-end interactive Dubai Metaverse demo district
Maps & Modes
Path: Project > Maps & Modes
- Editor Startup Map: Maps/Main/MainLevel (or your main level)
- Game Default Map: Maps/Main/MainLevel
- Default Modes: Default (or custom game mode)
Engine > Rendering (Project-Specific)
Lumen
- Lumen Scene Lighting Quality: Epic (or lower if performance issues)
- Lumen Scene Detail: High (or lower if performance issues)
- Lumen Reflections Quality: Epic (or lower if performance issues)
Virtual Shadow Maps
- Virtual Shadow Map Resolution: 2048 (or higher if performance allows)
- Virtual Shadow Map One Pass Projection: Enabled
Nanite
- Nanite Max Pixels Per Edge: 4.0 (default)
- Nanite Max Pixels Per Edge (Post Process): 4.0 (default)
Console Variables
Important Console Commands
Add these to Config/DefaultEngine.ini under [SystemSettings]:
[SystemSettings]
; Lumen Settings
r.Lumen.DiffuseIndirect.Allow=1
r.Lumen.Reflections.Allow=1
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=1
; Nanite Settings
r.Nanite.ProjectEnabled=1
; Virtual Shadow Maps
r.Shadow.Virtual.Enable=1
r.Shadow.Virtual.OnePassProjection=1
; Performance
r.MotionBlurQuality=4
r.BloomQuality=4
Configuration Files
DefaultEngine.ini
Location: Config/DefaultEngine.ini
Key sections to configure:
[/Script/Engine.RendererSettings]
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.Bloom=True
r.DefaultFeature.MotionBlur=True
r.DefaultFeature.LumenSupport=1
r.Nanite.ProjectEnabled=True
r.Shadow.Virtual.Enable=True
[/Script/Engine.WorldSettings]
bEnableWorldPartition=True
DefaultGame.ini
Location: Config/DefaultGame.ini
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/Maps/Main/MainLevel
EditorStartupMap=/Game/Maps/Main/MainLevel
World Partition Configuration
Cell Size
- Default: 128m x 128m
- Adjustment: Can be adjusted based on world size and performance
Streaming Setup
-
Create Data Layers:
- Buildings
- Props
- Vegetation
- Lighting
- Vehicles
- NPCs
-
Set Up Streaming Volumes:
- Define loading/unloading distances
- Optimize per cell
-
Configure Cell Loading:
- Set loading range for each cell
- Test streaming performance
Performance Settings
Scalability Settings
Path: Engine > Rendering > Scalability
View Distance
- Epic: Maximum
- High: High
- Medium: Medium
- Low: Low
Anti-Aliasing Quality
- Epic: TAA High
- High: TAA
- Medium: FXAA
- Low: None
Shadow Quality
- Epic: Virtual Shadow Maps High
- High: Virtual Shadow Maps
- Medium: Cascaded Shadow Maps
- Low: Basic shadows
Post-Process Quality
- Epic: Maximum
- High: High
- Medium: Medium
- Low: Low
Texture Quality
- Epic: Maximum
- High: High
- Medium: Medium
- Low: Low
Effects Quality
- Epic: Maximum
- High: High
- Medium: Medium
- Low: Low
Foliage Quality
- Epic: Maximum
- High: High
- Medium: Medium
- Low: Low
Validation Checklist
After configuring settings, verify:
- ✅ Nanite is enabled and working
- ✅ Lumen GI and Reflections are active
- ✅ Virtual Shadow Maps are enabled
- ✅ World Partition is enabled
- ✅ Project compiles without errors
- ✅ Performance is acceptable in test level
- ✅ All required plugins are enabled
Performance Targets
Frame Rate Targets
- Development: 30+ FPS in editor
- Play: 60-90 FPS in packaged build
- Cinematic: Offline rendering (no FPS target)
Memory Targets
- GPU Memory: <12GB VRAM usage
- System RAM: <16GB usage
- Streaming: Optimized per World Partition cell
Troubleshooting
Settings Not Applying
- Solution: Restart editor after changing settings
- Solution: Verify settings in correct .ini file
- Solution: Check for conflicting settings
Performance Issues
- Solution: Lower scalability settings
- Solution: Disable hardware ray tracing if not needed
- Solution: Reduce Lumen quality settings
- Solution: Optimize World Partition streaming
Nanite/Lumen Not Working
- Solution: Verify GPU supports required features
- Solution: Check DirectX 12 is enabled
- Solution: Update GPU drivers
- Solution: Verify settings are enabled in project settings
Version: 1.0 Last Updated: [Current Date]