UT Console
This page describes all of the Console Commands specific to Unreal Tournament.
General
- MENUCMD <menu> <menuitem>
- Perform an UnrealTournament menu command. For example,
menucmd 1 0
brings up the Unreal Tournament server browser. - PING
- Shows your current ping value.
- VIEWPLAYERNUM <player number>
- Makes a selected player number the view target.
- PROFILE
- Sends AI information to the log.
- PLAYERLIST
- Lists the current players.
- SHOWSPECIALMENU <classname>
- Takes the name of a class that extends "menu". Not really used.
Botmatch/Cheats
- IAMTHEONE
- Enables cheats if they are not already.
- LOADED
- Gives all weapons except redeemer. Also works in UT2003.
- VERBOSE
- Shows what bots in viewclass are thinking. This command also works in UT2003.
These only work on the local machine
- CANCEL
- Cancels an OPEN command in progress that is trying to connect to a network server.
- CDTRACK <num>
- Play the specified CD track.
- CPUSPEED=<speed>
- Identify your CPU speed, useful for machines which don't autodetect their speed properly. For example, CPUSPEED=266.
- DEMOPLAY <filename> [?noframecap] [?timebased] [?3rdperson]
- Play a recorded demo. Example:
demoplay mydemo?3rdperson?timebased
?noframecap
plays the demo back as fast as possible. This option is assumed iftimedemo 1
is enabled.?timebased
gives a smoother playback if the playback machine is significantly slower than the recording machine.?3rdperson
lets you fly around a first person demo as a spectator. It also allows veiwing the demo from any bot's/player's perspective in the demo.
- DEMOREC <filename>
- Record a demo to <filename>.
- GETRES
- Get a list of available resolutions.
- MUSICORDER <num>
- Change to a certain track in the song (0: ambient, 1: action, 2: suspense).
- s_occfactor
- A3D 2.0 occlusion factor
- s_maxnodedist
- A3D 2.0 maximum node distance
- s_reflect <0 or 1>
- A3D 2.0 reflections
- s_occlude <0 or 1>
- A3D 2.0 occlusions
- s_wavetracing <0 or 1>
- A3D 2.0 wavetracing
- s_refgain
- A3D 2.0 reflection gain
- s_refdelay
- A3D 2.0 reflection delay
- s_maxpoly
- A3D 2.0 maximum number of polygons
- s_maxreflectpoly
- A3D 2.0 maximum number of reflection polygons
- s_polysmall
- A3D 2.0 smallest polygon size
- s_polylarge
- A3D 2.0 large polygon size
- s_a3dsources
- A3D 2.0 Sources
- STOPDEMO
- Stop recording or playing back a demo.
- SHOT
- Take a screenshot.
Also see the [LOD Tech Notes] for mesh LOD console commands.
Statistics
For the rest of the statistics commands see Console Commands/Stats Console Commands
- STAT ACTOR
- Shows various statistics.
Debugging
Additional debugging commands that are not covered in Console Commands/Admin Console Commands or Console Commands/Cheat Console Commands.
- CAUSEEVENT <eventname>
- Triggers all actors with the given event.
- 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.
- DUMPNATIVES
- Display a list of unused native function ids.
- EDITACTOR CLASS=<classname>
- During game play, edits the properties of the nearest actor belonging to that class. Cool for debugging.
- EDITACTOR NAME=<objectname>
- During game play, edits the properties of the object with a given name (Such as TSkaarj1). Cool for debugging.
- 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).
- SOCKETS
- In network play, shows a list of network sockets (UNetConnection's) in use.
- URL <urlname>
- In network play, parses a URL and displays its components.
- INJECT USERFLAG 1
- When connected to a server displays statistics once per tick.
i=20 cli=3 act=4.3 (640) net=2.3 pv/c=80 re p/c=0 rp c/c=0
i=Server tickrate, Cli= Number of Clients, act= Time spent on processing Actors (ms), (640) number of actors, net= Time spent on network processing (ms). Assuming a tickrate of 20, if act + net = 50 the server is running at 100% CPU utilization ( 1000ms / 20 = 50 ). If cli is greater than the number of players in the game the server most likely suffers from the win2k creeping ping bug. Note: INJECT USERFLAG 0 turns off output.