HIDELOGDETAILEDTICKSTATS – Turns off output of all detailed statistics.FRAMECOMPUPDATES – Outputs a list of all component updates over one frame.FLUSHPERSISTENTDEBUGLINES – Clears all persistent debug line draws.FLUSHLOG – Tells the engine to flush the logs.FLUSH - tells the engine to flush all engine caches.GETMAXTICKRATE – Outputs the max tick rate to the log.GAMEVER / GAMEVERSION – Outputs the engine version and changelist to the log.FORCESKELLOD – Force a specific level of detail for skeletal meshes.EXEC – Executes the contents (other console commands) of the specified file.ENABLEALLSCREENMESSAGES – Enables all onscreen messages or warnings.EDITOBJECT – Edit the properties of the first found object of the specified class or with the given name.EDITDEFAULT – Open property editor for default properties of specified class.TRACE – Trace player view for first hit actor.EDITACTOR – Edit the properties of first found actor according to the parameter.DUMPSHADERSTATS – Outputs shader statistics for the specified platform.DUMPNATIVES - displays all native functions.DUMPMATERIALSTATS – Outputs material statistics for the specified platform.DUMPLINECHECKS – Output results of line checks since last reset if LINE_CHECK_TRACING is defined.DUMPDYNAMICLIGHTSHADOWINTERACTONS – Outputs dynamic lighting and shadow interactions for the scene to the log only includes shadow casting interactions.DN – Creates a note actor with the specified comment at the current location.DISTFACTORSTATS – Outputs information on DistanceFactor used for rendering SkeletalMeshComponents during the game.DISABLEALLSCREENMESSAGES – Disables al onscreen message or warnings.DIR - displays all used directories and files.SHOWMAP - Show archetype mappings for prefab.GRAPH – Show sub-object graph for prefab.DEBUGPREFAB – Output info about the specified prefab.RENDERCRASH - tells the engine to simulate a fatal crash on the render thread.RECURSE - tells the engine to simulate a runaway recursion or loop.LONGLOG – Outputs a long log message to test the buffer resize code used for the log.HITCH – Tells the engine to simulate a hitch in the game by sleeping for one second.GPF - tells the engine to simulate a general protection fault.EATMEM - Tells the engine to simulate eating up all available system memory. CRASH - Tells the engine to simulate a fatal crash.BUFFEROVERRUN – Tells the engine to performa stack overflow test.ASSERT – Tells the engine to simulate an Assert being triggered.DEBUG - Is used to simulate various errors with the following parameters identifying which.CUSTOMLODDATA – Set a custom level of detail to use for static meshes.COUNTDISBALEDPARTICLEITEMS – Outputs the number of disabled particle systems, lod levels, and modules.CONFIGHASH - Displays configuration information.COLLAPSEOCTREE – Collapses tree children in the octree.CLOSEEDITORVIEWPORT – Closes the PIE viewport.CANCELMATINEE – Skips current matinee parameter is the number of seconds into the matinee the player must be before the command will work.VERBOSE – Outputs detailed information.ANALYZEOCTREE – Outputs information about the octree.STREAMMAP – Does a prepare and commit map change on the URL.START - similar to OPEN, difference is it does a TRAVEL_Absolute instead of TRAVEL_Partial.SERVERTRAVEL - travels the client to the server by the name/address of the string that comes immediately after.RECONNECT - reconnects the client to the current game/server.OPEN - tells the engine to open a map by the name of the string that comes immediately after, including any additional URL Parameters (via command-line arguments) uses TRAVEL_Partial.EXIT - tells the engine to shutdown and close the application.DISCONNECT - disconnects the client from the current game/server.
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