在UE中, 按下~键可以调用到许多有用的指令, 调试场景时能透过此功能深入测试 :
Exec的命令是基于字符串的命令,您可以在游戏或编辑器中运行。他们也被称为控制台命令 ,因为它们通常在一个控制台窗口中运行。
要在游戏中执行命令,或〜,弹出控制台,键入命令,然后按Enter。这些命令不区分大小写。
要在编辑器中执行命令,可在主编辑器窗口的左下方文本框中,或在通用浏览器的日志选项卡底部的文本框中输入命令。
在游戏中的按键设置
在某些情况下,EXEC命令可以绑定到配置文件里的输入键。
输入是通过不同的C++ exec() 实现的,通常用ULocalPlayer::Exec() 开始。
所以,出下列之外,我们还可以自定义自己的调试函数~
命令列表
通用
open mapname 打开指定名称的地图(不加地图扩展名)。
openmenu scenename 打开指定名称的场景并显示(UIScene'<PackageName.Group.SceneName>' ).
注意 :如果场景名不正确,请尝试用"<PackageName.Group.SceneName>"(包括引号)
setbind keyname command 将指定的按键名绑定到给定的控制台命令。
shot 根据屏幕的分辨率(或窗口分辨率,如果游戏在窗口模式下运行)截图。
tiledshot resolutionscale pixeloverlap A high resolution is screenshot is taken at the given scale of the current resolution, with a pixel overlap for each tile.
指定比例的高分辨率截图。
togglescreenshotmode 截屏时显示或隐藏用户界面。
渲染控制
FREEZERENDERING This will freeze/unfreeze the set of rendered actors.
当你第一次冻结,系统会记住当前渲染对象。然后,当你解冻时,只有这些对象将被渲染。所以,你可以跑来跑去,打开线框模式等,您将只能看到被冻结的对象。
注:在编辑器中,只会冻结透视图。
FREEZESTREAMING This will freeze/unfreeze the level streaming and visibility.
当您解冻,本应被加载的关卡将继续加载。
Note that this does nothing in the editor viewports, as it already has the Level Streaming Previs button (and simply turning off the Previs will leave the visible levels alone).
FREEZEALL 同时执行FREEZERENDERING和FREEZESTREAMING。
RECOMPILESHADERS 重新编译着色。
TOGGLEBPCF Switches between Uniform PCF and Branching PCF shadow projection implementations.
统计数据
MEMSTAT 显示Windows内存使用情况
STAT ALL 所有统计
STAT AUDIO 音频统计
STAT FPS FPS统计
STAT GAME 显示游戏情况
STAT HARDWARE 显示硬件情况
STAT NET 网络情况
STAT NONE 关掉统计
STAT RENDER 显示渲染情况
录象命令
DEMOPLAY [demoname] 播放录象
DEMOREC [demoname] 开始录象
STOPDEMO 停止录象
管理员命令
ADMIN SWITCHLEVEL [mapname?game=gametype?mutator=mutator] 更改当前游戏模式,地图和MOD
ADMIN [command] 执行管理员命令
ADMINLOGIN [password] 以管理员身份登陆服务器
ADMINLOGOUT 管理员登出
ADMIN SET UWeb.Webserver bEnabled True 启动服务器远程管理
(after level change)
ADMIN SET UWeb.Webserver bEnabled False 关闭服务器远程管理
(after level change)
KICK [playername] 将指定玩家踢出服务器
KICKBAN [playername] 将指定玩家踢出服务器,并且禁止该玩家的IP,如果准许玩家登陆,需要编辑server.ini或者在web admin界面中修改
其他命令
BRIGHTNESS [number] 修改游戏明亮度
CDTRACK [number] 播放指定CD音轨
CONFIGHASH 显示配置信息
CONTRAST [number] 修改游戏对比度
DEBUG CRASH 调试游戏崩溃错误
DEBUG EATMEM 调试内存分配
DEBUG GPF 调试游戏保护错误
DEBUG RECURSE 用无限递归调试游戏
DUMPCACHE 显示内存Cache内容
EXEC [filename] 以缺省方法执行UT2004/system/目录中的文件
FLUSH 清除缓存
FOV [number] 改变视点角度
GAMMA [number] 改变Gamma级别
GETCOLORDEPTHS 显示硬件支持的最大色深
GETCURRENTCOLORDEPTHS 显示当前色深
GETCURRENTRES 显示当前分辨率
GETCURRENTTICKRATE 显示当前时钟频率
GETMAXTICKRATE 显示最大允许时钟频率
MUSICORDER [number] Change to a certain track in the song
(0=ambient,1=action, 2=suspense)
NETSPEED 设置网络速度,默认为:10000
OBJ CLASSES 显示对象类的列表
OBJ GARBAGE 收集并且去掉不再使用着的对象
OBJ HASH 显示对象散列法统计数据
OBJ LINKERS 显示动态连接器的一张列表
PAUSESOUNDS 暂停所有的声音
PREFERENCES 打开游戏高级设置
RELAUNCH 重新启动引擎
REPORT 拷贝并报告当前游戏到剪贴板
SET [class variable value] 调整规定的类和规定的变量为指定的值
SETSENSITIVITY [number] 设置鼠标的灵敏度
SETRES [WxHxD] 设置显示器的分辨率和色深
SLOMO 1 设置游戏速度为正常速度
SLOMO 2 设置游戏速度为双倍速度
SLOMO 0.5 设置游戏速度为一半速度
SOCKETS 显示使用接口列表
TOGGLEFULLSCREEN Toggles全屏模式
TYPE [text] 在控制台上显示规定的文本
UNPAUSESOUNDS 关闭暂停声音
以下为启动参数:
Developer
•ABSLOG: Same as LOG= but without a filename length check.
•ALLUSERS: Add the game for all users when INSTALLGE is specified.
•AUTO: Assume yes on all questions (for example during compile).
•AUTOCHECKOUTPACKAGES: Automatically checkout packages that need to be saved.
•AUTODEBUG: Perform auto debugging. Attach the UnrealScript debugger and break at the first bytecode encountered.
•AutomatedMapBuild: Perform an automated build of a specified map. Automated Map Build
•BIASCOMPRESSIONFORSIZE: Override compression settings with respect to size.
•BUILDMACHINE: Set as build machine. Used for deciding if debug output is enabled.
•BULKIMPORTINGSOUNDS: Use when importing sounds in bulk (Generic Browser specific)
•CHECK_NATIVE_CLASS_SIZES: Enable checking of native class sizes. Note: Native classes on console platforms will cause native class size checks to fail even though they are assumed to be correct.
•CODERMODE: Enables Coder mode.
•COMPATSCALE: Set compatibility settings manually to override PCCompat tool settings.
•CONFORMDIR: Directory to use when conforming packages.
•COOKFORDEMO: Specify as cooking packages for the demo.
•COOKPACKAGES: tag to specify cooking packages.
•CRASHREPORTS: Always report crashes of the engine.
•D3DDEBUG: Use a d3d debug device.
•DEBUG: Tells the engine to send debug info to the debugger, or build debug packages during script compile.
•DEBUGFACEFX: Trace FaceFX animations.
•DEVCON: Disable secure connections for developers (uses unencrypted sockets).
•DUMPFILEIOSTATS: track and log File IO statistics.
•DUMPUDKSURVEY: Simply dump UDK hardware survey. No upload.
•FATASCRIPTWARNINGS: treat script warnings from debugging as fatal.
•FINAL_RELEASE: Set the FINAL_RELEASE macro for script compiling.
•FIXEDSEED: Initialize the random number generator with a fixed value, 0.
•FIXUPTANGENTS: Fix legacy tangents in distributions automatically.
•FORCELOGFLUSH: Force a log flush after each line.
•FORCEPVRTC: force pvrtc texture compression for mobile platform.
•FORCESOUNDRECOOK: Force a complete re-cook of all sounds.
•GENERICBROWSER: Use the Generic Browser.
•INCLUDEUTGAMECONTENT: Set UTGameContent packages to be loaded.
•INSTALLED: For development purposes, run the game as if installed.
•INSTALLFW / UNINSTALLFW: Set whether the handling of the firewall integration should be performed.
•INSTALLGE: Add the game to the Game Explorer
•LANGUAGEFORCOOKING: Set language to be used for cooking.
•LIGHTMASSDEBUG: Launch lightmass manually with –debug and allows lightmass to be executed multiple times.
•LIGHTMASSSTATS: Force all lightmass agents to report detailed stats to the log.
•LOG: When used as a switch (-log), opens a seperate window to display the contents of the log in real time. When used as a setting (LOG=filename.log), tells the engine to use the log filename of the string which immediately follows.
•LOGTIMES: Print time with log output. (Default, same as setting LogTimes=True in the [LogFiles] section of *Engine.ini)
•NOCONFORM: tells the engine not to conform packages as they are compiled.
•NOCONTENTBROWSER: Disable the Content Browser.
•NOINNEREXCEPTION: Disables the exception handler within native C++.
•NOLOADSTARTUPPACKAGES: Force startup packages not to be loaded. You can use this if objects in a startup package must be deleted from within the editor.
•NOLOGTIMES: Do not print time with log output. (Same as setting LogTimes=False in the [LogFiles] section of *Engine.ini)
•NOMODAUTOLOAD: Do not automatically load mod classes.
•NOPAUSE: Close the log window automatically on exit.
•NOPAUSEONSUCCESS: Close the log window automatically on exit as long as no errors were present.
•NOREMOTECONTROL: Disable the remote control. Used for dedicated servers.
•NORC: Disable the remote control. Used for dedicated servers.
•NOVERIFYGC: Do not verify garbage compiler assumptions.
•NOWRITE: Disable output to log.
•OUTPUTHEADERS: Force output of headers on script patch export.
•RC: Force remote control to be visible.
•REMOTECONTROL: Force remote control to be visible.
•REPAIR: Automatically fix any problems with game asset database.
•SCRIPTSTACKONWARNINGS: Display script stack for warnings during debugging
•SEEKFREELOADING: Only use cooked data.
•SEEKFREEPACKAGEMAP: Override the package map with the seekfree (cooked) version.
•SEEKFREELOADINGPCCONSOLE: only use cooked data for PC console mode.
•SEEKFREELOADINGSERVER: Only use cooked data for server.
•SETTHREADNAMES: (Xbox only) Force thread names to be set. This can mess up the XDK COM API which is why it must be explicitly set to be performed if desired.
•SHOWMISSINGLOC: if missing localized text, return error string instead of English text.
•SILENT: Disable output and feedback.
•TRACEANIMUSAGE: Trace animation usage.
•TREATLOADWARNINGSASERRORS: Force load warnings to be treated as errors.
•UNATTENDED: Set as unattended. Disable anything requiring feedback from user.
•UNINSTALLGE: Remove the game from the Game Explorer.
•USEUNPUBLISHED: Force packages in the Unpublished folder to be used (deprecated?)
•UTRACE: Enable script tracing features.
•VADEBUG: Use the Visual Studio debugger interface.
•VERBOSE: Set script compiler to use verbose output.
•VERIFYGC: Force garbage compiler assumptions to be verified.
•WARNINGSASERRORS: Treat warnings as errors
•WXWINDOWS: Must be passed to enable property windows and the remote control
Rendering
•ConsolePosX: Horizontal position for console output window.
•ConsolePosY: Vertical position for console output window.
•PosX: Set the horizontal position of the game window on the screen.
•PosY: Set the vertical position of the game window on the screen.
•WindowPosX: Set the horizontal position of the game window on the screen.
•WindowPosY: Set the vertical position of the game window on the screen.
•ResX: Set horizontal resolution for game window.
•ResY: Set vertical resolution for game window.
•VSync: Activate the VSYNC via command line (prevents tearing of the image but costs fps and causes input latency)
•NoVSync: Deactivate the VSYNC via command line
•BENCHMARK: Run game at fixed-step in order to process each frame without skipping any frames. This is useful in conjunction with DUMPMOVIE options.
•DUMPMOVIE: Dump rendered frames to files using current resolution of game.
•DUMPMOVIE_TILEDSHOT: Dump rendered frames to files using the specified resolution multiplier. Uses tiled shots for high resolution frames (e.g. DUMPMOVIE_TILEDSHOT=4).
•EXEC: executes the specified exec file.
•FORCESHADERMODEL2: Force shader model 2 rendering path even on shader model 3 hardware.
•FORCESHADERMODEL3: Force the use of shader model 3.
•FPS: set the frames per second for benchmarking.
•FULLSCREEN: Set game to run in fullscreen mode.
•PIXO: Use pixomatic software rendering.
•SECONDS: Set the maximum tick time.
•SM3: Force the use of shader model 3.
•SM4 / D3D10: Force use of DirectX 10 if available.
•WINDOWED: Set game to run in windowed mode.
Network
•LANPLAY: tells the engine to not cap client bandwidth when connecting to servers. Causes double the amount of server updates and can saturate client’s bandwidth.
•Limitclientticks: Force throttling of network updates.
•LIVEMACADDRESS: Specify a MAC address to use for Panorama connection.
•LIVEPORT: Specify a port to use for Panorama connection.
•LIVEREGKEY: Specify a registration key.
•MPGAMETYPE: Specify single gametype to be used for cooking.
•MULTIHOME: Tells the engine to use a multihome address for networking.
•NETWORKPROFILER: Enable network profiler tracking.
•NOLIVE: Disable Panorama.
•NOSTEAM: Set steamworks to not be used.
•PORT: tells the engine to use a specific port number.
•PRIMARYNET: affects how the engine handles network binding.
User
•NOHOMEDIR: Override use of My Documents folder as home directory.
•NOFORCEFEEDBACK: Disable force feedback in the engine.
•NOSOUND: Disable any sound output from the engine.
•NOSPLASH: Disable use of splash image when loading game.
•NOTEXTURESTREAMING: Disable texture streaming. Highest quality textures are always loaded.
•ONETHREAD: Run the engine using a single thread instead of multi-threading.
•PATHS: set what paths to use for testing wrangled content. Not used for shipping releases.
•PREFERREDPROCESSOR: Set the thread affinity for a specific processor.
•USEALLAVAILABLECORES: Force the use of all available cores on the target platform.
Server Switches
•LOGIN: set username to use when logging in.
•PASSWORD: set password to use when logging in.
Game Stats/Database
•CSVSTATS: Write stats to file using comma separated format.
•GAMESTATS: Use game stats visualization.
•NODATABASE: Do not use database. Ignore database connection errors.
•NOGADWARNING: Disable game asset database warning on editor startup.
•NOLIVETAGS: Skip loading unverified tag changes from SQL database. Only load for current user.
•STARTSTATSFILE: Begin writing to the stats file.
•STATFILE: Set the name of the file to output stats to.
•XMLSTATS: Write stats to file using XML format.
INI/Config Files
•ENGLISHCOALESCED: Revert to the default (English) coalesced .ini if the language-localized version cannot be found.
•NOAUTOINIUPDATE: Suppress prompts to update .ini files.
•NOINI: Do not update the .ini files.
•REGENERATEINIS: forces .ini files to be regenerated.
Exec的命令是基于字符串的命令,您可以在游戏或编辑器中运行。他们也被称为控制台命令 ,因为它们通常在一个控制台窗口中运行。
要在游戏中执行命令,或〜,弹出控制台,键入命令,然后按Enter。这些命令不区分大小写。
要在编辑器中执行命令,可在主编辑器窗口的左下方文本框中,或在通用浏览器的日志选项卡底部的文本框中输入命令。
在游戏中的按键设置
在某些情况下,EXEC命令可以绑定到配置文件里的输入键。
输入是通过不同的C++ exec() 实现的,通常用ULocalPlayer::Exec() 开始。
所以,出下列之外,我们还可以自定义自己的调试函数~
命令列表
通用
open mapname 打开指定名称的地图(不加地图扩展名)。
openmenu scenename 打开指定名称的场景并显示(UIScene'<PackageName.Group.SceneName>' ).
注意 :如果场景名不正确,请尝试用"<PackageName.Group.SceneName>"(包括引号)
setbind keyname command 将指定的按键名绑定到给定的控制台命令。
shot 根据屏幕的分辨率(或窗口分辨率,如果游戏在窗口模式下运行)截图。
tiledshot resolutionscale pixeloverlap A high resolution is screenshot is taken at the given scale of the current resolution, with a pixel overlap for each tile.
指定比例的高分辨率截图。
togglescreenshotmode 截屏时显示或隐藏用户界面。
渲染控制
FREEZERENDERING This will freeze/unfreeze the set of rendered actors.
当你第一次冻结,系统会记住当前渲染对象。然后,当你解冻时,只有这些对象将被渲染。所以,你可以跑来跑去,打开线框模式等,您将只能看到被冻结的对象。
注:在编辑器中,只会冻结透视图。
FREEZESTREAMING This will freeze/unfreeze the level streaming and visibility.
当您解冻,本应被加载的关卡将继续加载。
Note that this does nothing in the editor viewports, as it already has the Level Streaming Previs button (and simply turning off the Previs will leave the visible levels alone).
FREEZEALL 同时执行FREEZERENDERING和FREEZESTREAMING。
RECOMPILESHADERS 重新编译着色。
TOGGLEBPCF Switches between Uniform PCF and Branching PCF shadow projection implementations.
统计数据
MEMSTAT 显示Windows内存使用情况
STAT ALL 所有统计
STAT AUDIO 音频统计
STAT FPS FPS统计
STAT GAME 显示游戏情况
STAT HARDWARE 显示硬件情况
STAT NET 网络情况
STAT NONE 关掉统计
STAT RENDER 显示渲染情况
录象命令
DEMOPLAY [demoname] 播放录象
DEMOREC [demoname] 开始录象
STOPDEMO 停止录象
管理员命令
ADMIN SWITCHLEVEL [mapname?game=gametype?mutator=mutator] 更改当前游戏模式,地图和MOD
ADMIN [command] 执行管理员命令
ADMINLOGIN [password] 以管理员身份登陆服务器
ADMINLOGOUT 管理员登出
ADMIN SET UWeb.Webserver bEnabled True 启动服务器远程管理
(after level change)
ADMIN SET UWeb.Webserver bEnabled False 关闭服务器远程管理
(after level change)
KICK [playername] 将指定玩家踢出服务器
KICKBAN [playername] 将指定玩家踢出服务器,并且禁止该玩家的IP,如果准许玩家登陆,需要编辑server.ini或者在web admin界面中修改
其他命令
BRIGHTNESS [number] 修改游戏明亮度
CDTRACK [number] 播放指定CD音轨
CONFIGHASH 显示配置信息
CONTRAST [number] 修改游戏对比度
DEBUG CRASH 调试游戏崩溃错误
DEBUG EATMEM 调试内存分配
DEBUG GPF 调试游戏保护错误
DEBUG RECURSE 用无限递归调试游戏
DUMPCACHE 显示内存Cache内容
EXEC [filename] 以缺省方法执行UT2004/system/目录中的文件
FLUSH 清除缓存
FOV [number] 改变视点角度
GAMMA [number] 改变Gamma级别
GETCOLORDEPTHS 显示硬件支持的最大色深
GETCURRENTCOLORDEPTHS 显示当前色深
GETCURRENTRES 显示当前分辨率
GETCURRENTTICKRATE 显示当前时钟频率
GETMAXTICKRATE 显示最大允许时钟频率
MUSICORDER [number] Change to a certain track in the song
(0=ambient,1=action, 2=suspense)
NETSPEED 设置网络速度,默认为:10000
OBJ CLASSES 显示对象类的列表
OBJ GARBAGE 收集并且去掉不再使用着的对象
OBJ HASH 显示对象散列法统计数据
OBJ LINKERS 显示动态连接器的一张列表
PAUSESOUNDS 暂停所有的声音
PREFERENCES 打开游戏高级设置
RELAUNCH 重新启动引擎
REPORT 拷贝并报告当前游戏到剪贴板
SET [class variable value] 调整规定的类和规定的变量为指定的值
SETSENSITIVITY [number] 设置鼠标的灵敏度
SETRES [WxHxD] 设置显示器的分辨率和色深
SLOMO 1 设置游戏速度为正常速度
SLOMO 2 设置游戏速度为双倍速度
SLOMO 0.5 设置游戏速度为一半速度
SOCKETS 显示使用接口列表
TOGGLEFULLSCREEN Toggles全屏模式
TYPE [text] 在控制台上显示规定的文本
UNPAUSESOUNDS 关闭暂停声音
以下为启动参数:
Developer
•ABSLOG: Same as LOG= but without a filename length check.
•ALLUSERS: Add the game for all users when INSTALLGE is specified.
•AUTO: Assume yes on all questions (for example during compile).
•AUTOCHECKOUTPACKAGES: Automatically checkout packages that need to be saved.
•AUTODEBUG: Perform auto debugging. Attach the UnrealScript debugger and break at the first bytecode encountered.
•AutomatedMapBuild: Perform an automated build of a specified map. Automated Map Build
•BIASCOMPRESSIONFORSIZE: Override compression settings with respect to size.
•BUILDMACHINE: Set as build machine. Used for deciding if debug output is enabled.
•BULKIMPORTINGSOUNDS: Use when importing sounds in bulk (Generic Browser specific)
•CHECK_NATIVE_CLASS_SIZES: Enable checking of native class sizes. Note: Native classes on console platforms will cause native class size checks to fail even though they are assumed to be correct.
•CODERMODE: Enables Coder mode.
•COMPATSCALE: Set compatibility settings manually to override PCCompat tool settings.
•CONFORMDIR: Directory to use when conforming packages.
•COOKFORDEMO: Specify as cooking packages for the demo.
•COOKPACKAGES: tag to specify cooking packages.
•CRASHREPORTS: Always report crashes of the engine.
•D3DDEBUG: Use a d3d debug device.
•DEBUG: Tells the engine to send debug info to the debugger, or build debug packages during script compile.
•DEBUGFACEFX: Trace FaceFX animations.
•DEVCON: Disable secure connections for developers (uses unencrypted sockets).
•DUMPFILEIOSTATS: track and log File IO statistics.
•DUMPUDKSURVEY: Simply dump UDK hardware survey. No upload.
•FATASCRIPTWARNINGS: treat script warnings from debugging as fatal.
•FINAL_RELEASE: Set the FINAL_RELEASE macro for script compiling.
•FIXEDSEED: Initialize the random number generator with a fixed value, 0.
•FIXUPTANGENTS: Fix legacy tangents in distributions automatically.
•FORCELOGFLUSH: Force a log flush after each line.
•FORCEPVRTC: force pvrtc texture compression for mobile platform.
•FORCESOUNDRECOOK: Force a complete re-cook of all sounds.
•GENERICBROWSER: Use the Generic Browser.
•INCLUDEUTGAMECONTENT: Set UTGameContent packages to be loaded.
•INSTALLED: For development purposes, run the game as if installed.
•INSTALLFW / UNINSTALLFW: Set whether the handling of the firewall integration should be performed.
•INSTALLGE: Add the game to the Game Explorer
•LANGUAGEFORCOOKING: Set language to be used for cooking.
•LIGHTMASSDEBUG: Launch lightmass manually with –debug and allows lightmass to be executed multiple times.
•LIGHTMASSSTATS: Force all lightmass agents to report detailed stats to the log.
•LOG: When used as a switch (-log), opens a seperate window to display the contents of the log in real time. When used as a setting (LOG=filename.log), tells the engine to use the log filename of the string which immediately follows.
•LOGTIMES: Print time with log output. (Default, same as setting LogTimes=True in the [LogFiles] section of *Engine.ini)
•NOCONFORM: tells the engine not to conform packages as they are compiled.
•NOCONTENTBROWSER: Disable the Content Browser.
•NOINNEREXCEPTION: Disables the exception handler within native C++.
•NOLOADSTARTUPPACKAGES: Force startup packages not to be loaded. You can use this if objects in a startup package must be deleted from within the editor.
•NOLOGTIMES: Do not print time with log output. (Same as setting LogTimes=False in the [LogFiles] section of *Engine.ini)
•NOMODAUTOLOAD: Do not automatically load mod classes.
•NOPAUSE: Close the log window automatically on exit.
•NOPAUSEONSUCCESS: Close the log window automatically on exit as long as no errors were present.
•NOREMOTECONTROL: Disable the remote control. Used for dedicated servers.
•NORC: Disable the remote control. Used for dedicated servers.
•NOVERIFYGC: Do not verify garbage compiler assumptions.
•NOWRITE: Disable output to log.
•OUTPUTHEADERS: Force output of headers on script patch export.
•RC: Force remote control to be visible.
•REMOTECONTROL: Force remote control to be visible.
•REPAIR: Automatically fix any problems with game asset database.
•SCRIPTSTACKONWARNINGS: Display script stack for warnings during debugging
•SEEKFREELOADING: Only use cooked data.
•SEEKFREEPACKAGEMAP: Override the package map with the seekfree (cooked) version.
•SEEKFREELOADINGPCCONSOLE: only use cooked data for PC console mode.
•SEEKFREELOADINGSERVER: Only use cooked data for server.
•SETTHREADNAMES: (Xbox only) Force thread names to be set. This can mess up the XDK COM API which is why it must be explicitly set to be performed if desired.
•SHOWMISSINGLOC: if missing localized text, return error string instead of English text.
•SILENT: Disable output and feedback.
•TRACEANIMUSAGE: Trace animation usage.
•TREATLOADWARNINGSASERRORS: Force load warnings to be treated as errors.
•UNATTENDED: Set as unattended. Disable anything requiring feedback from user.
•UNINSTALLGE: Remove the game from the Game Explorer.
•USEUNPUBLISHED: Force packages in the Unpublished folder to be used (deprecated?)
•UTRACE: Enable script tracing features.
•VADEBUG: Use the Visual Studio debugger interface.
•VERBOSE: Set script compiler to use verbose output.
•VERIFYGC: Force garbage compiler assumptions to be verified.
•WARNINGSASERRORS: Treat warnings as errors
•WXWINDOWS: Must be passed to enable property windows and the remote control
Rendering
•ConsolePosX: Horizontal position for console output window.
•ConsolePosY: Vertical position for console output window.
•PosX: Set the horizontal position of the game window on the screen.
•PosY: Set the vertical position of the game window on the screen.
•WindowPosX: Set the horizontal position of the game window on the screen.
•WindowPosY: Set the vertical position of the game window on the screen.
•ResX: Set horizontal resolution for game window.
•ResY: Set vertical resolution for game window.
•VSync: Activate the VSYNC via command line (prevents tearing of the image but costs fps and causes input latency)
•NoVSync: Deactivate the VSYNC via command line
•BENCHMARK: Run game at fixed-step in order to process each frame without skipping any frames. This is useful in conjunction with DUMPMOVIE options.
•DUMPMOVIE: Dump rendered frames to files using current resolution of game.
•DUMPMOVIE_TILEDSHOT: Dump rendered frames to files using the specified resolution multiplier. Uses tiled shots for high resolution frames (e.g. DUMPMOVIE_TILEDSHOT=4).
•EXEC: executes the specified exec file.
•FORCESHADERMODEL2: Force shader model 2 rendering path even on shader model 3 hardware.
•FORCESHADERMODEL3: Force the use of shader model 3.
•FPS: set the frames per second for benchmarking.
•FULLSCREEN: Set game to run in fullscreen mode.
•PIXO: Use pixomatic software rendering.
•SECONDS: Set the maximum tick time.
•SM3: Force the use of shader model 3.
•SM4 / D3D10: Force use of DirectX 10 if available.
•WINDOWED: Set game to run in windowed mode.
Network
•LANPLAY: tells the engine to not cap client bandwidth when connecting to servers. Causes double the amount of server updates and can saturate client’s bandwidth.
•Limitclientticks: Force throttling of network updates.
•LIVEMACADDRESS: Specify a MAC address to use for Panorama connection.
•LIVEPORT: Specify a port to use for Panorama connection.
•LIVEREGKEY: Specify a registration key.
•MPGAMETYPE: Specify single gametype to be used for cooking.
•MULTIHOME: Tells the engine to use a multihome address for networking.
•NETWORKPROFILER: Enable network profiler tracking.
•NOLIVE: Disable Panorama.
•NOSTEAM: Set steamworks to not be used.
•PORT: tells the engine to use a specific port number.
•PRIMARYNET: affects how the engine handles network binding.
User
•NOHOMEDIR: Override use of My Documents folder as home directory.
•NOFORCEFEEDBACK: Disable force feedback in the engine.
•NOSOUND: Disable any sound output from the engine.
•NOSPLASH: Disable use of splash image when loading game.
•NOTEXTURESTREAMING: Disable texture streaming. Highest quality textures are always loaded.
•ONETHREAD: Run the engine using a single thread instead of multi-threading.
•PATHS: set what paths to use for testing wrangled content. Not used for shipping releases.
•PREFERREDPROCESSOR: Set the thread affinity for a specific processor.
•USEALLAVAILABLECORES: Force the use of all available cores on the target platform.
Server Switches
•LOGIN: set username to use when logging in.
•PASSWORD: set password to use when logging in.
Game Stats/Database
•CSVSTATS: Write stats to file using comma separated format.
•GAMESTATS: Use game stats visualization.
•NODATABASE: Do not use database. Ignore database connection errors.
•NOGADWARNING: Disable game asset database warning on editor startup.
•NOLIVETAGS: Skip loading unverified tag changes from SQL database. Only load for current user.
•STARTSTATSFILE: Begin writing to the stats file.
•STATFILE: Set the name of the file to output stats to.
•XMLSTATS: Write stats to file using XML format.
INI/Config Files
•ENGLISHCOALESCED: Revert to the default (English) coalesced .ini if the language-localized version cannot be found.
•NOAUTOINIUPDATE: Suppress prompts to update .ini files.
•NOINI: Do not update the .ini files.
•REGENERATEINIS: forces .ini files to be regenerated.