Freeze Rendering
Use the FreezeRendering console command to lock visibility culling so you can fly around and inspect what the renderer culled.
Use the FreezeRendering console command to freeze the visibility results of the current view. Move the camera after freezing and only the primitives that were visible at that moment keep drawing, so you can easily inspect and debug what frustum and occlusion culling removed.
Run FreezeRendering again to unfreeze. While frozen, the viewport shows a Rendering frozen... message.
Which viewports does it freeze?
- In the editor, it freezes every perspective level viewport and leaves orthographic viewports alone.
- During Play In Editor, it freezes the first local player’s viewport.
- It also freezes foliage culling and LOD, the same as
foliage.Freeze.
How can I fly around while frozen?
In a game or Play In Editor session, pair it with the debug camera:
- Press
;or runToggleDebugCamerato detach the camera from the player. - Press
Fto toggle Freeze Rendering from the debug camera. - Fly around to inspect the culled scene, then press
;again to return.
Are there any related commands?
Here are a few that pair well with it:
| Command | Description |
|---|---|
FreezeAll | Toggles FreezeRendering and also freezes level streaming in game and Play In Editor sessions |
foliage.Freeze / foliage.UnFreeze | Freezes or resumes foliage culling and LOD only |
r.VisualizeOccludedPrimitives 1 | Draws the bounding box of every occluded primitive |
stat InitViews | Shows culling and visibility stats |
Does it work in packaged builds?
It works in Development builds. In Shipping and Test builds, the command has no effect.
Links
Check out the following resources to learn more about the subject.
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