PSUnreal Client logs and configs: Difference between revisions
|  Created page with "=== Windows ===  Logs are located in %localappdata%\PSUnreal\Saved\Logs  Just copy the string above to your windows explorer address bar and %localappdata% will become a real..." | |||
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| Logs are located in %localappdata%\PSUnreal\Saved\Logs | Logs are located in %localappdata%\PSUnreal\Saved\Logs | ||
| Configs are located in %localappdata%\PSUnreal\Saved\Config\WindowsClient | |||
| Just copy the string above to your windows explorer address bar and %localappdata% will become a real path. | Just copy the string above to your windows explorer address bar and %localappdata% will become a real path. | ||
| Musicalsheets are located in: %localappdata%\PSUnreal\Saved\musicalsheets | |||
| === Linux === | === Linux === | ||
| Line 9: | Line 13: | ||
| Logs are located in ~/.config/Epic/PSUnreal/Saved/Logs | Logs are located in ~/.config/Epic/PSUnreal/Saved/Logs | ||
| Configs are located in .config/Epic/PSUnreal/Saved/Config/LinuxClient/ | |||
| === Mac === | === Mac === | ||
| Logs are located in /Users / <user name> /Library/Logs/PSUnreal/PSUnreal.log | |||
| Configs are located in /Users / <user name> /Library/Preferences/PSUnreal/MacClient/  | |||
| Saved games are in /Users/ <user name> /Library/Application Support/Epic/PSUnreal/Saved  | |||
| '''On my Mac Mini:'''  | |||
| * ./Library/Containers/com.YourCompany.PSUnrealClient/Data/Library/Application Support/Epic/PSUnreal/Saved/Config/MacClient/GameUserSettings.ini  | |||
| * ./Library/Containers/com.YourCompany.PSUnrealClient/Data/Library/Logs/PSUnreal/PSUnreal.log  | |||
| === Overriding a config === | |||
| Override the scalability setting, you need to edit PSUnreal\Saved\Config\WindowsClient\Scalability.ini and add: | |||
|   [PostProcessQuality@0] | |||
|   r.RenderTargetPoolMin=100 | |||
| then in the game setting panel you should use the "Low" for post-processing setting, which corresponds to "0" | |||
| Low = 0, Medium = 1, High = 2, Epic = 3 | |||
| === Overriding a log === | |||
| You can override a log set by PlaneShift by adding the corresponding line to the file Engine.ini found in the configs directory. | |||
| In general as a PlaneShift player you should not be using any of this, but maybe useful in case a developer asks you to enable or disable some logs for testing. | |||
| Log settings should be inside a section defined with: | |||
|  [Core.Log] | |||
Latest revision as of 21:13, 10 March 2025
Windows
Logs are located in %localappdata%\PSUnreal\Saved\Logs
Configs are located in %localappdata%\PSUnreal\Saved\Config\WindowsClient
Just copy the string above to your windows explorer address bar and %localappdata% will become a real path.
Musicalsheets are located in: %localappdata%\PSUnreal\Saved\musicalsheets
Linux
Logs are located in ~/.config/Epic/PSUnreal/Saved/Logs
Configs are located in .config/Epic/PSUnreal/Saved/Config/LinuxClient/
Mac
Logs are located in /Users / <user name> /Library/Logs/PSUnreal/PSUnreal.log
Configs are located in /Users / <user name> /Library/Preferences/PSUnreal/MacClient/
Saved games are in /Users/ <user name> /Library/Application Support/Epic/PSUnreal/Saved
On my Mac Mini:
- ./Library/Containers/com.YourCompany.PSUnrealClient/Data/Library/Application Support/Epic/PSUnreal/Saved/Config/MacClient/GameUserSettings.ini
- ./Library/Containers/com.YourCompany.PSUnrealClient/Data/Library/Logs/PSUnreal/PSUnreal.log
Overriding a config
Override the scalability setting, you need to edit PSUnreal\Saved\Config\WindowsClient\Scalability.ini and add:
[PostProcessQuality@0] r.RenderTargetPoolMin=100
then in the game setting panel you should use the "Low" for post-processing setting, which corresponds to "0"
Low = 0, Medium = 1, High = 2, Epic = 3
Overriding a log
You can override a log set by PlaneShift by adding the corresponding line to the file Engine.ini found in the configs directory.
In general as a PlaneShift player you should not be using any of this, but maybe useful in case a developer asks you to enable or disable some logs for testing.
Log settings should be inside a section defined with:
[Core.Log]