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API REFERENCE / CONSOLE VARIABLES

Console variables

Use these Unreal console variables to tune import, proxy generation, LOD transitions, and diagnostic behavior. Variables marked import time must be set before the model import starts; changing them during an import has no effect on work that has already been queued.

Import and proxy generation​

VariableType / defaultRead timingPurpose
r.Fragments.CellSizeCmfloat · 2000Import timeSets the XY cell edge length in centimetres. Smaller values create tighter buckets and more buckets.
r.Fragments.Proxy.Decimateint32 · -1Import timeOverride proxy decimation: -1 uses the importer property, 0 disables it, 1 enables it.
r.Fragments.Proxy.DecimateRatiofloat · -1Import timeOverride the fraction of proxy triangles kept. Values are clamped to 0.05–1.0; values <= 0 use the importer property.
r.Fragments.Proxy.CollisionDecimateRatiofloat · 0.1Import timeFraction of tier-0 proxy triangles kept for Chaos collision. This affects collision fidelity only.
r.Fragments.Proxy.Tiersint32 · 3Import timeNumber of LOD2 proxy tiers. Use 1 for a single tier.
r.Fragments.Proxy.OmitPxfloat · 4Import timeOmits elements that project below this many pixels at a tier’s near edge.
r.Fragments.Proxy.TierNearEdgesCmFString · 100,10000,40000Import timeComma-separated near-edge distances in centimetres, one value per proxy tier.
r.Fragments.CellMerge.Decimateint32 · -1Import timeOverride LOD1 cell-merge decimation: -1 uses the importer property, 0 disables it, 1 enables it.
r.Fragments.CellMerge.DecimateRatiofloat · -1Import timeOverride the fraction of LOD1 cell-merge triangles kept. Values are clamped to 0.05–1.0.
r.Fragments.CellCollapseMinInstancesint32 · 20Import timeCells with fewer items than this threshold are absorbed into a neighboring cell.

LOD and frame pacing​

VariableType / defaultRead timingPurpose
r.Fragments.Shell.LOD0PromoteCmfloat · 1500RuntimeDistance at which shell cells switch between active LOD0 instances and merged LOD1 geometry.
r.Fragments.Interior.LOD0PromoteCmfloat · 1000RuntimeLOD0 promotion distance for interior cells.
r.Fragments.LOD0HysteresisCmfloat · 500RuntimeHysteresis band around the applicable LOD0 promotion distance to prevent state thrashing.
r.Fragments.Finalize.MsPer1kTrisfloat · 0.05RuntimeEstimated game-thread mesh-finalize cost per 1,000 triangles used by the paced finalize drain.
r.Fragments.Finalize.Pacedbool · trueRuntimeQueues mesh finalization and paces it across frames. Set false for legacy A/B comparisons.
r.Fragments.CellMergeEnqueue.Pacedbool · trueRuntimePaces cell-merge enqueue and override work across frames.
r.Fragments.SpawnPhase.DrainBudgetSharefloat · 0.5RuntimeFraction of the per-tick spawn budget reserved for completed async shell-build work. Clamped to 0.1–0.95.
r.Fragments.ProxyFlush.Asyncbool · trueRuntimeRuns proxy-contribution accumulation on a worker. Set false only for legacy A/B measurement.
fragments.CellTransitionsPerTickint32 · -1RuntimeOverrides the maximum cell LOD transitions per tick. -1 uses the component or subsystem property value.

Debugging​

VariableType / defaultRead timingPurpose
r.Fragments.LODDebug.AutoAttachint32 · 0Spawn timeSet to 1 to automatically attach UFragmentLODDebugComponent to each model bucket root.
r.Fragments.LODDebug.ForceAllToLOD1int32 · 0RuntimeSet to 1 to force cells with an available merge into LOD1, ignoring distance and frustum gates.
r.Fragments.LODDebug.Verboseint32 · 0RuntimeEnables verbose LOD debug logging while investigating cell transitions and representation changes.

Set a variable in the Unreal console with a command such as:

r.Fragments.LODDebug.ForceAllToLOD1 1

Restore the default by setting the value shown in the table or by restarting the editor. The table reflects the plugin source defaults and should be updated when a CVar is added or renamed.