Cogito, ergo sum
Legacy:Console Commands/Debugging Console Commands
What follows is a definition of all of the debugging console commands that are in general use across all versions of the Unreal Engine. The Cheat Manager column only applies to UT2003/4. In other incarnations of the Unreal Engine it is enough to be logged in as admin and have cheats enabled on the "server".
|JUMPTO <x> <y> <z>||In UnrealEd, move the viewport to a certain location, useful in conjunction with tester reports generated with the REPORT command.||JUMPTO 0 0 0||n/a|
|ShowDebug||Lists lots of info about the actor. See ShowDebug for more. See "Using DisplayDebug" on Debugging Techniques for an explanation on how to add your own information to ShowDebug||ShowDebug||No|
|ShowLog||Shows the last lines of the ongoing game log in a separate window.||ShowLog||No|
|LogScriptedSequences||Toggles on/off the logging of AI scripts.||LogScriptedSequences||Yes|
|Graph Show||Displays a graph with different values plotted as lines||Graph Show||No|
|PlayersOnly||Toggles the update (tick) of non Player actors (like bots and projectiles).||PlayersOnly||Yes|
|SloMo <value>||Set the engine speed relative to normal speed.||SloMo 0.5||Yes|
|Set||Set the value of all objects of a given class (and all of its subclasses, 1st param) and the class default values themselves to the value passed (2nd param).||Set MyObject bVar False||No|
|EditActor Class=<classname>||Displays an editable property sheet for the property values of the nearest actor of the given class.||EditActors Class=RocketLauncher||No|
|EditActor Name=<classname>||Displays an editable property sheet for the property values of the given actor. (You may have to run UT2003 with the
|EditDefault Class=<classname>||Displays an editable property sheet for the default values of the given class.||EditDefault Class=LinkProjectile||No|
|EditObj <objectname>||Displays an editable property sheet for the given object. Like EditActor, but works for non-Actor objects too. (See EditActor.)||EditObj xDeathMatch0||No|
|render blend||This toggles the rendering of normals on meshes, for skeletal meshes, they are colored with the number of influences (green =1, red=2, pink=3, light blue=4, white for 5+ )||rend blend||No|
|render bone||Toggles the rendering of bones (suppresses rendering the regular mesh), where each bone's origin shows the local coordinate system with a small axis system, X,Y,Z = red,green,blue. Also, a purple 'root' line is drawn from the mesh's local space origin to the the 0th/root bone||rend bone||No|
|ReviewJumpSpots [Transloc/Jump/Combo/LowGrav]||(only UT2004? Answer needed) Spawns a bot that will try moving towards all JumpSpots. The parameter specifies, whether the bot should use the translocator, impact jumping + double jumping, the speed adrenaline combo or low-grav while testing the JumpSpots. If no parameter is specified, the bot will perform perform test runs for all four conditions.||ReviewJumpSpots Jump||Yes|
Warning: To use the property sheets you must be running the game in windowed mode. If you are in fullscreen mode, hit Alt+Enter.
Warning: The game may crash when you try to look at the property of some classes, for instance Controller subclasses.
Remember that the toggle commands can be bound to a key (see Binding Keys). Example:
set input G PlayersOnly
See also Debugging Techniques
Note: if your EditActor windows were to not appear even if you don't get any error mesage, they are probably displayed somewhere, far away... ; in user.ini, in [WindowPositions], change the values of EditActor by EditActor=(X=748,Y=108,XL=352,YL=512)
Some Idiot named h/Z: What about rmodes? like the wireframe or the portal views?
EricBlade: What's the "REPORT" command mentioned on top?
Wormbo: Seems to copy a short report to the clipboard.