Console Commands and CVars

Open the console with ~ in Play-In-Editor or a packaged Development build. All commands start with proj..

Runtime commands

These commands are development tools and are compiled out of Shipping builds. To spawn or clear projectiles in a shipped game, call Spawn Projectiles or Clear Projectiles from Blueprint or C++.

Command Description
proj.Fire [count=1] [spreadDeg=3] [type=0] [speedCm=0] Fire a burst from the player camera. type indexes the registered types (Replicated Types first).
proj.SpawnStress [count=100000] Fountain-spawn projectiles above the camera. On a server the volley replicates; on a client it is local only.
proj.Clear Destroy all projectiles. On a server this clears every client too.
proj.Stats Log current stats (active, traces, hits, timings).
proj.TestFlyby Fire a volley that crosses in front of the camera, to check flyby audio.
proj.SetWind <x> <y> <z> Set the manual global wind in cm/s. Wind Directional Source actors add on top.
proj.ReloadAssets Re-resolve decal/audio assets and the visualizer's Niagara systems (after changing them mid-session).

Runtime CVars

Collision

CVar Default Description
proj.CollisionEnabled 1 Enable hit-detection traces.
proj.CollisionBudgetMs -1 Adaptive collision budget in ms. -1 = Project Settings value, 0 = fixed budgets.
proj.TraceBudget 4096 Max swept traces per frame for far projectiles.
proj.NearTraceBudget 8192 Separate trace budget for projectiles near the viewer.
proj.NearRadius 15000 Projectiles within this distance (cm) of the viewer trace every frame.
proj.FarTraceInterval 4 Far projectiles trace every K frames (the sweep covers the skipped frames).

Visuals

CVar Default Description
proj.TracerBudget -1 Max tracers drawn per frame. -1 = Project Settings, 0 = draw all.
proj.TracerCull -1 Max tracer draw distance (cm). -1 = Project Settings, 0 = unlimited.
proj.ImpactEffects 1 Batched impact bursts (Impact FX system).
proj.SmokeTrails 1 Lingering GPU smoke trails.
proj.SmokeBudget 1024 Smoke samples per frame. 0 = Project Settings.
proj.SmokeCull 0 Default smoke emit distance (cm) for types that inherit it. 0 = Project Settings.
proj.NiagaraMeshViz 1 Drive the tracer system's optional GPU mesh renderer.
proj.UseNDC 0 Also write projectile state into the Niagara Data Channel (only for NDC-reading emitters).

Audio

CVar Default Description
proj.FlybySounds 1 Flyby whiz sounds.
proj.ImpactSounds 1 Per-surface impact / ricochet / exit sounds.

Physics and debugging

CVar Default Description
proj.ProximityImpulse 1 Near-miss and radial impulses on simulating bodies.
proj.DrawImpulse 0 Debug arrows for direct, radial and flyby impulses.
proj.DebugHits 0 On-screen message and speed label for every impact (event, surface, actor, m/s).
proj.DebugHitsDuration 4 Seconds each debug-hit message stays up.
proj.DebugHitsMax 8 Max debug-hit messages per frame.
proj.DebugPaths -1 Draw every projectile's path coloured by speed as a fraction of its launch speed (green full, yellow half, red spent); travel inside a penetrated material is magenta. Hits are marked: blue enter, cyan exit, yellow ricochet (with the surface normal), red stop. 2 also prints the speed at each hit, 0 off, -1 uses the Debug Paths project setting.
proj.DebugPathsDuration -1 Seconds each path line stays up (game time, so longer in slow motion). -1 = project setting (3).
proj.DebugPathsMax -1 Max path spans recorded per frame, so a mass swarm cannot flood the line batcher. -1 = project setting (500).

Editor commands

Available in the editor only (module MassProjectileSubsystemEditor). They regenerate the plugin's starter content under /MassProjectileSubsystem/. You do not need them for normal use, because every asset already ships with the plugin.

Command Description
proj.ValidatePluginContent [resave] List every plugin asset that depends on content outside the plugin or engine.
proj.MakeNiagaraCompatible … Convert any Niagara system to the Mass projectile contract. See Visuals and Niagara.
proj.CreateNiagaraMeshRenderer [info|remove|force] [mesh=…] [scale=…] [dist=…] Add a GPU mesh renderer to the tracer emitter (needed for Bullet Mesh).
proj.CreateSmokeTrailSystem [force] Create or patch NS_ProjectileSmokeTrail.
proj.CreateProjectileTypeAssets [force] Create the built-in EC_Projectile_* types. force overwrites your edits to them.
proj.CreatePhysicalMaterials Create PM_Concrete/Metal/Wood/Dirt/Glass/Water.
proj.CreateAudioAssets Synthesize the flyby sounds and attenuation asset.
proj.CreateNiagaraAssets Create the Niagara Data Channel assets.
proj.CreateHoleDecals Create M_ImpactHoleDecal and M_ProjectileBoreDecal and assign them to every surface of the built-in types (ricochet slots cleared).
proj.CreateBreachMaterials [force] Breach content: M_ProjectileBoreDecal, MF_ProjectileHoleMask, M_ProjectileBreachable (+ MI_Breachable_*), M_BooleanWall.

Commands that write into /MassProjectileSubsystem/ modify the plugin's own content. If you customised the shipped assets, move your versions to /Game first. Plugin updates also replace that folder.

Device profile example

; Config/DefaultDeviceProfiles.ini (your project)
[Android DeviceProfile]
+CVars=proj.CollisionBudgetMs=1.5
+CVars=proj.TracerBudget=8000
+CVars=proj.SmokeBudget=256

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