UDN
Search public documentation

ConsoleCommands
Licensees can log in.

Red links require licensee log in.

Interested in the Unreal engine?
Check out the licensing page.

Questions about UDN itself?
Contact the UDN Staff

Console Commands

Document Summary: This document will cover various game and editor console commands (commands typed at the console).

Document Changelog: Ported; maintained over time.

Overview

Console commands are string-based commands that you can run in the game or in the editor. They are also known as exec commands.

To use console commands, bring up the console by pressing Tab or Tilde (~), type them in, and press Enter. Console commands may be executed from within the game, from within the editor, or if the game has been started using the -server switch, from the server's console. They can do various things from resetting the engine to setting particular actor's variables.

Lists of commands can also be stored in text files in the system directory and executed by typing exec _filename_ at the console.

Command List

The following is a list of engine supported console commands

General Purpose

  • CANCEL - tells the engine to cancel an in progress connection attempt
  • DISCONNECT - disconnects the client from the current game/server
  • EXIT - tells the engine to shutdown and close the application
  • MAP - alias for START
  • OPEN - tells the engine to open a map by the name of the string that comes immediately after, including any additional parameters; uses TRAVEL_Partial
  • QUIT - same as EXIT
  • RECONNECT - reconnects the client to the current game/server
  • SERVERTRAVEL - travels the client to the server by the name/address of the string that comes immediately after
  • START - similar to OPEN, difference is it does a TRAVEL_Absolute instead of TRAVEL_Partial

Debugging

  • BUGIT - takes a screenshot (.bmp) of what you see at the moment and creates a log (.txt) that gives the coordinate info of the location of where your player is standing; both files can be found in the Screenshots directory of your game project
  • BUGITGO - puts the player in ghost mode and puts your player at precisely the same location that the screenshot was taken when executing the BUGIT command
  • CONFIGHASH - displays configuration information
  • DEBUG - is used to simulate various errors with the following parameters identifying which
    • CRASH - tells the engine to simulate a fatal crash
    • EATMEM - tells the engine to simulate eating up all available system memory
    • GPF - tells the engine to simulate a general protection fault
    • RECURSE - tells the engine to simulate a runaway recursion or loop
    • SLEEP - sleep for a couple seconds
  • DIR - displays all used directories and files
  • DUMPCACHE - displays objects in cache and their cache attribute
  • DUMPNATIVES - displays all native functions
  • FLUSH - tells the engine to flush all engine caches
  • LISTTHREADS - gives a lot of info about what thread is running on which core
  • LISTSPAWNEDACTORS - lists all dynamic actors in persistent level with some info; also implicitly called by MEMLEAKCHECK
  • NAMECOUNT - return the number of registered names
  • OBJ - is used in conjunction with the following parameters
    • CLASSES - displays a list of all loaded classes
    • DEPENDENCIES - displays a list of dpendencies upon a specific package as passed by a string parameter
      • PACKAGE=
    • DUMP - Dump all variable values for the specified object, supports specifying categories to hide or show (hide=movement,collision)
      • [class] - plain name or CLASS= or NAME=
      • HIDE=
      • SHOW= - comma seperated list
    • GARBAGE - forces a garbage collection sweep
    • HASH - displays a count of how many objects have hashes
    • LINKERS - iterates through GObjLoaders and displays info about their linkers
    • LIST - displays a list of objects of a class, from a package, or inside a package.
      • CLASS= - the string value is the class of object to find
      • INSIDE= - the string value is the name of the package to look in for objects
      • PACKAGE= - the string value is the name of the package to list objects which have an outer of that package
      • output
        • count: number of instances
        • numbytes: size determined by serialization and class size
        • maxbytes: same as above but also taking into account TArray slack
        • resbytes: max size of resource (textures, sound, animation, etc.)
    • MARK - tells the engine to iterate through all objects and set their marked flag
    • MARKCHECK - displays a list of objects that aren't marked
    • REFMAP - show a reference map for the given class
      • [class] - plain name or CLASS= or NAME=
      • DEPTH= - optional depth
    • REFS - takes two parameters which identify a class and name of an object, then displays all objects that reference it (NOTE: OBJ REFS uses a lot of stack, so, if you get strange crashes while trying to use it, try greatly increasing your stack size - for PC this is in the Linker->System section of the Visual Studio project compiler settings.)
      • CLASS=
      • NAME=
    • VFHASH - lists how many hashes are in each object's VfHash table
  • REPORT - prints a little report about the current game
  • RESETPROFILE - resets internal stat counter variables (ticks, calls, and cycles)
  • SUPPRESS [tag] - suppress log messages
  • UNSUPPRESS [tag] - unsuppress log messages
  • TOGGLEDEBUGCAMERA - can be used to select meshes at runtime and see what is in front of you
  • TOGGLEONSCREENDEBUGMESSAGEDISPLAY - suppress on-screen messages

Memory and Performance

  • MEM - displays allocated memory information
  • MEMLEAKCHECK - implicitly calls LISTSPAWNEDACTORS
  • MEMSTAT - displays memory usage information
  • STAT - is used in conjunction with the following parameters to toggle on/off statistic displaying (see Stats Descriptions for more details)
    • ANIM - toggles on/off animation statistics display
    • AsyncIO
    • AUDIO - toggles on/off audio statistics display
    • Canvas
    • CharacterLighting
    • Collision
    • D3D10RHI
    • D3D9RHI
    • Decals
    • Engine
    • FaceFX
    • Fluids
    • FPS - toggles on/off frames per second display
    • FPSChart
    • GAME - toggles on/off game statistics display
    • Levels
    • Memory
    • MemoryChurn
    • NET - toggles on/off (inter)net(work) statistics display
    • NONE - toggles off all statistics display
    • Object
    • Octree
    • Particles
      • BeamParticles
      • MeshParticles
      • TrailParticles
    • Pathfinding
    • Physics
      • PhysicsCloth
      • PhysicsFields
      • PhysicsFluid
    • SceneRendering
    • SceneUpdate
    • ShaderCompiling
    • StatSystem
    • Streaming
    • Threading
    • UI
    • Unit

Display

  • BRIGHTNESS - modifies the screen brightness. Takes a parameter value for setting the brightness or can take a parameter of '+' to increase it. If no parameters are passed, brightness is set to 0.5
  • CONTRAST - works the same as BRIGHTNESS, only affects the contrast level
  • ENDFULLSCREEN - end fullscreen mode
  • GAMMA - works the same as BRIGHTNESS, only affects the gamma level
  • GETCOLORDEPTHS - returns 32
  • GETCURRENTCOLORDEPTH - return color depth
  • GETCURRENTRENDERDEVICE - returns the current render device
  • GETCURRENTRES - return the current resolution
  • ISFULLSCREEN - return true or false
  • SETRES [height]x[width]x[depth][w|f] - changes the resolution (w = windowed; f = fullscreen) for example: 800x600x32f
  • SUPPORTEDRESOLUTION - return 1 if this mode is supported (all parameters are required)
    • BITDEPTH=
    • HEIGHT=
    • WIDTH=
  • TEMPSETRES - same as setres but the change is not saved
  • TOGGLEFULLSCREEN - toggle fullscreen

Rendering

  • CINEMATICS - toggle cinematics mode (black bars)
  • CINEMATICSRATIO [value] - set the size of the black bars
  • D3DRESOURCES - show d3d resources summary
    • ALL - show more detailed information
  • DUMPRESOURCEHASH - dumps D3D resource hash table
  • FIRSTCOLOREDMIP [value] - sets the first colored mip or 255 if none provided (D3D)
  • FIXEDFPS [value] - sets a fixed FPS
  • FIXEDVISIBILITY - toggle fixed visiblity, with fixed visibility the visibility will no longer be updated when moving around
  • FOV - Set the desired FOV of the scene in degrees (default is 90 in ExampleGame)
  • HIDEACTORS - hide all actors
  • NEARCLIP [value] - sets the near clipping plane
  • REND - render various items (only for clients)
    • BLEND
    • BONE
    • BOUND
    • COLLISION
    • DEFAULT
    • NORMALS
    • RESET
    • SKIN
  • RENDEREMULATE - rendering emulation
    • GF1
    • GF2
    • XBOX
  • RMODE [value] - set the render mode
  • SHOW - toggle display of various items (only for clients)
    • ACTORINFO
    • ACTORS
    • BSP
    • COLLISION
    • CORONAS
    • FALLBACKMATERIALS
    • FLUID
    • FOG
    • PARTICLES
    • PERFORMANCECOLORATION
    • RADII
    • SKY
    • STATICMESHES
    • TERRAIN
    • VOLUMES
  • SHOWACTORS - show all actors
  • SHOWALL - show all actors (set bhidden to false)
  • TEXSTATS - dump texture stats
  • TOGGLEREFRAST - toggle software rasterizer

Texture mip-map fading

  • TOGGLEMIPFADE - Toggles all texture fading on/off.
  • PAUSERENDERCLOCK - Pauses/unpauses the renderthread clock that's used by texture fading. Pausing it will freeze the fading. Any new textures that are streamed in will then be low-res (not fading in). Then you can togglemipfade or unpause the clock to see the difference (and measure performance).

Physics

Sounds

  • AUDIO FLUSH TRUE - flush all sound buffers
  • CHECKSOUNDPLAYING - returns 1 if a sound is playing, otherwise 0
  • GETDURATION [handle] - returns the duration of the sound with said [handle]
  • PAUSESOUNDS - iterates through all sound sources and sets their paused flag
  • ROLLOFF - sets the sound RollOff value to the value of the string parameter
  • SETTEMPMUSICVOLUME - set the music volume (but don't save it)
  • SOUND_REBOOT - restart the sound driver
  • STOPSOUNDS - stop all non-streaming sounds
  • UNPAUSESOUNDS - iterates through all sound sources and unsets their paused flag
  • WEAPONRADIUS - sets a default sound radius to the value of the string parameter

Networking

  • CRACKURL - breaks down passed URL and parameters to the engine for the map/game and displays all parameters
  • GETCURRENTTICKRATE - displays the current tick rate
  • GETLOSS - current packet loss
  • GETMAXTICKRATE - displays the max allowed tick rate
  • GETPING - get the current ping
  • INJECT [cmd] - inject [cmd] to the server, [cmd] has special meanings
  • NETSPEED - set the netspeed

Still Captures and Demo recording

More information about this can be found in the DemoRecording document.

  • DEMOPLAY - play a demo
  • DEMOREC - record a demo
  • DEMOSTOP - stop demo playback\recording
  • SHOT - create a screenshot

Gameplay

  • SAVEGAME - tells the engine to save the current game state. See SavingAndLoadingGames? for more info.
  • SAY - GUI server only

User Interface

  • TOGGLEDEBUGINPUT [true/false] - display debug info then (CTRL-ALT-D to toggle displaying the info; then CTRL-F to toggle displaying the focused widget).

Miscellaneous

  • GET [class] [property] - returns the default value of a class property
  • GETALL [class] [property] - returns the value property for all instantiated classes
  • GETSYSTEMLANGUAGE - return the system language
  • GSPYLITE - tells the engine to run GameSpy Lite executable
  • GTIME - displays the value of GTime
  • POKE [class] [object] [property] [value] - poke class property
  • PREFERENCES - show preferences window
  • RELAUNCH - flushes the engine and then relaunchs the executable
  • SET - this one is the most powerful of them all. It takes as the first parameter string a class name, the second string a variable name, and the third string, a value. All objects of the given class (including subclasses) will have the given variable set to the given value. For example "set Pawn CollisionRadius 200" will make all pawns have a collision radius of 200. (See PawnTricksAndTips? for more details). In v3323 the set command has limited functionality when using online, this is to limit cheating.
  • SETMOUSE x y - warp mouse to X,Y
  • TTS [text] - feed [text] to the Text To Speech engine