Gah - a solution with more questions. – EntropicLqd
Difference between revisions of "Legacy:Console Commands/Debugging Console Commands"
m ("EditActors" -> "EditActor") |
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|EditActor Class=<classname> | |EditActor Class=<classname> | ||
|Displays an editable property sheet for the property values of the nearest actor of the given class. | |Displays an editable property sheet for the property values of the nearest actor of the given class. | ||
− | |<tt> | + | |<tt>EditActor Class=RocketLauncher</tt> |
| style="text-align: center" |No | | style="text-align: center" |No | ||
|- | |- | ||
|EditActor Name=<classname> | |EditActor Name=<classname> | ||
|Displays an editable property sheet for the property values of the given actor. (You may have to run UT2003 with the <code>-makenames-</code> command line parameter to have it assign unique names to every dynamically spawned actor.) | |Displays an editable property sheet for the property values of the given actor. (You may have to run UT2003 with the <code>-makenames-</code> command line parameter to have it assign unique names to every dynamically spawned actor.) | ||
− | |<tt> | + | |<tt>EditActor Name=xPlayerReplicationInfo0</tt> |
| style="text-align: center" |No | | style="text-align: center" |No | ||
|- | |- | ||
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See also [[Legacy:Debugging Techniques|Debugging Techniques]] | See also [[Legacy:Debugging Techniques|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? | ''' Some Idiot named h/Z:''' What about rmodes? like the wireframe or the portal views? |
Latest revision as of 15:40, 17 February 2022
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".
Command | Description | Example | CheatManager? |
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. | EditActor 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 -makenames- command line parameter to have it assign unique names to every dynamically spawned actor.) |
EditActor Name=xPlayerReplicationInfo0 | No |
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.