|Castle (intro movie)
|Depths of Rrajigar
|Chizra-Nali Water God
|The Ceremonial Chambers
|Temple of Vandora
|ISV-KRAN deck 4
|ISV-KRAN decks 3 & 2
|Gateway To Na Pali
|Na Pali Haven
|Dasa Mountain Pass
|Cellars at Dasa Pass
|The Source Antechamber
|Ending Sequence (movie)
Unreal Console Commands
Audience: Advanced Users, Server Administrators, Programmers.
Command Line Parameters
-profile: When C++ is compiled with DO_SLOW_GUARD=1,
generates an UnrealScript function profile using the timings in the most recently played
-nosound: Disables sound.
-nodsound: Disables DirectSound support.
-noddraw: Disables DirectDraw support.
-nohard: Disables 3d hardware support.
-log: Runs with the log window initially visible.
-firstrun: Re-asks the "First Run" questions in Unreal.
-nologwin: Don't output to log window, useful for debugging when printing so many
log messages that performance is slowed down by window updates.
-conflicts: Show objects of different classes whose names conflict.
-nok6: Disable AMD K6-3D support.
-nommx: Disables MMX support.
-noreplace: Don't automatically replace textures, sounds, and music if they are not
-make: Rebuilds all .u files from their source .uc files.
-make -h: Rebuilds all .u files from their source .uc files and generate a C++
header for each package.
-editor: Runs Unreal for editing.
-server: Runs as a dedicated server.
-strict: Treat all script warnings as critical errors; useful for tracking down the
call stack when debugging scripts.
-nobind: Don't treat UnrealScript/C++ binding errors as critical, for rebuilding
scripts and avoiding the chicken-and-egg binding problem.
-showdep: Causes script compiler to log dependency information when recompiling
-nogc: Disables garbage collection.
-alladmin: Enable all players administrative access to the server.
LOG=logfilename: Uses the specified log file instead of Unreal.log. Useful when
running multiple copies on the same machine.
INI=inifilename: Sets the .ini file to use for configuration, normally Unreal.ini.
READINI=inifilename: Sets the .ini file for reading only (not for writing);
overrides the INI= option.
PORT=num: Sets the UDP port number for the Internet server.
MULTIHOME=188.8.131.52: Sets the "home" ip address (in numerical format)
for Unreal of a machine with multiple network cards.
C++ Console Commands (Only works on the local machine)
BRIGHTNESS: Cycle through 10 screen brightness values.
CHAT: Brings up a prompt to type chat text.
CANCEL: Cancels an "open" command in progress that is trying to connect
to a network server.
CDTRACK num: Play the specified CD track.
CONSOLE FULL: Make the console fullscreen.
CONSOLE HIDE: Hide the console.
CONSOLE SHOW: Show the console.
DEBUG CRASH: Test crashing the game by appError.
DEBUG EATMEM: Test allocating memory until it fills up.
DEBUG GPF: Test a general protection fault.
DEBUG RECURSE: Test crash by infinite recursion.
DUMPCACHE: Display the contents of the memory cache GCache.
DUMPINTRINSICS: Display a list of unused intrinsic function ids.
EDITACTOR CLASS=classname: During game play, edits the properties of the nearest
actor belonging to that class. Cool for debugging.
ENDFULLSCREEN: Go back to playing in a window.
EXEC filename: Execute the console commands in the filename, default is in the
EXIT: Exit the program.
FLUSH: Flush all caches. Regenerates all lighting, 3d hardware textures, etc.
HIDEACTORS: Hide actors during game play.
JUMPTO x y z: In UnrealEd, move the viewport to a certain X,Y,Z location, useful in
conjunction with tester reports generated with the REPORT command.
LOADGAME num: Load a game in position 0-9.
MARK: Mark all objects that are in memory (for garbage collection debugging in
conjunction with MARKCHECK).
MARKCHECK: Display a list of all unmarked objects that are in memory (for garbage
collection debugging in conjunction with MARK).
MEM: List memory usage; only works when Unreal is compiled with the memory-tracking
option (it's usually not).
MEMSTAT: Show Windows overall memory statistics.
MUSICORDER num: Change to a certain track in the song (0=ambient, 1=action,
OBJ CLASSES: Prints a list of all loaded classes.
OBJ DEPENDENCIES PACKAGE=pkgname EXCLUDE1=otherpackage EXCLUDE2=otherpackage...: !!
OBJ GARBAGE: Collect and purge garbage ("garbage" means objects which are
no longer in use).
OBJ HASH: Show object hashing statistics.
OBJ LIST CLASS=objectclass: List all objects belonging to the class (if the class
isn't specified, lists ALL objects). Gives a summary of memory usage. This is very
useful during game play for figuring out how much memory is being used. In UnrealEd, this
statistic isn't useful because a huge amount of extra stuff is loaded which might not be
used by your map.
OBJ REFS CLASS=objectclass NAME=objectname: Show a list of objects which reference
the object you specify. When trimming memory usage, this is useful for figuring out
why some object is being loaded.
OPEN url: Opens a local map (i.e. "unreal.unr") or an Internet server
(i.e. "184.108.40.206" or "unreal.epicgames.com").
PREFERENCES: Displays the preferences in a window.
REPORT: Copies a report of the current gameplay situation to the
clipboard. You can then paste the resulting text into an email program, Notepad, etc.
Extremely useful for beta testers, because it dumps the player's X,Y,Z location, the
difficulty level, etc.
RMODE: Set the rendering mode. 0-9.
SAVEGAME num: Save the game in a specified position, 0-9.
SHOT: Take a screenshot and save it in the System directory with a consecutive name
SHOWACTORS: Shows actors during gameplay.
SOCKETS: In network play, shows a list of network sockets (UNetConnection's) in
STAT ACTOR: Shows various statistics.
TOGGLEFULLSCREEN: Toggles fullscreen mode on and off.
TYPE: Types text on the console.
URL urlname: In network play, parses a URL and displays its components.
VIEWUP: Sizes the view up.
VIEWDOWN: Sizes the view down.
UnrealScript console commands (Can be used by remote
ADDBOTS <number>: Adds more bots to the game.
ALLAMMO: Gives you all the ammo for your current weapons.
GOD: Makes you invincible.
INVISIBLE: Makes you invisible.
KILLALL <class name>: Kills all actors of a certain class, for example
KILLPAWNS: Kills all monsters.
PLAYERSONLY: Pauses all non-player actors in the game. Cool for debugging scripts,
SAY <message string>: Broadcast a message to other players in the game.
SLOMO <number>: Sets the game speed, 1.0 is normal.
SUMMON <class name>: Spawns an actor of the specified class (for example,
SUMMON UNREALI.BRUTE) in front of the player.
SWITCHCOOPLEVEL <new level URL>: Causes the server (or local machine, in a
single-player game) to switch to a new level with coop-style weapon carrying between
SWITCHLEVEL <new level URL>: Causes the server (or local machine, in a
single-player game) to switch to a new level.
Console configuration commands
GET <classname> <variablename>
Gets a configurable class parameter. <classname> may be a partial classname,
such as "playerpawn", or a qualified classname such as
"engine.playerpawn". The class must be loaded in memory, otherwise GET
returns an empty string. <variablename> must be the name of a variable that is
designated as configurable (either in UnrealScript using the "config" keyword or
in C++ using CPF_Config). This returns the value of the configured variable,
converted to a string. The value returned by GET reflects the class's default value
(for scripted classes, this is the default value that was set for the class using its
property sheet). At any time, zero or more instances of objects belonging to
<classname> may be in memory, and may have modified values of <variablename>,
and they don't affect the value returned by "GET".
SET <classname> <variablename> <value>
Sets the default value of a class's variable. If the class is designated as
configurable (using the "config" keyword in UnrealScript or CLASS_Config in
C++), and so is the variable, this function updates the Unreal.ini file to reflect the new
default value. If any instances of objects belonging to <classname> are in memory,
all of those objects are updated. When an object's config variables are updated,
they are notified as follows:
The object's PreEditChange() function is called, basically saying
"Get ready to be modified!"
The object's configurable variables are updated with the newly configured values.
The object's PostEditChange() function is called, saying "You've been modified, so
validate and update yourself".
This procedure enables objects to validate their configurable
properties and update themselves. For example, the audio subsystem's
PostEditChange() function clamps the sound volume to a safe range of 0.0 - 1.0 (because
the SET command enables users to set it to ridiculous values) and then updates the actual
volume of the sound effects that are playing.