FAQ & Best Practices

❓ Frequently Asked Questions

Does this tool modify the engine’s global scalability settings? No. It only overrides CVars locally while the player is inside a volume. Once they leave, the values revert.


What if the player has a different scalability level set? The volume respects the player's current scalability setting and applies the correct override value from the array. This allows the tool to adapt dynamically, rather than force a single value.


Can I use this in multiplayer? Yes, but it’s not replicated. Each client/player will apply overrides individually on their own device.


Does it support all scalability categories? Yes — it supports:

  • Global Illumination

  • Reflections

  • Shadows

  • Foliage

  • Post Processing …and more. All values are mapped using Unreal’s standard scalability tiers (Low to Cinematic).


Can I override multiple settings in the same volume? Absolutely. Just add multiple triggers to the same volume.


What’s the difference between this and Profiler or Analyzer?

  • Performance Volumes = Applies real-time CVar overrides per area

  • Profiler = Real-time rendering stats and overlays

  • Analyzer = Offline scanner for asset-level issues ✅ All are designed to work together.


✅ Best Practices

🧱 Use volumes to contain high-cost rendering Apply quality overrides only where needed (e.g. close-up Lumen, cinematic zones).


🏡 Disable outdoor features indoors Use r.VolumetricCloud = 0 or similar to improve performance in enclosed environments.


🎮 Use tags for advanced character detection Set Trigger Actor Tag if you need to target specific pawns, AI, or VR rigs.


🔁 Test at different scalability levels Make sure each index in the arrays behaves properly across Low to Cinematic.

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