Unreal 入门-UE4 Console Command

Hey Rifters,

Its time to get Unreal, again. Unreal Engine 4 now has an absurdly awesome subscription plan, 20 bucks a month for full access to the engine – including source code. So far, VR compatibility is built in, the Rift is detected automatically when the game is full screen. Nuts.

A couple of useful things about UE4 in my short term playing around with it:

Are you having issues packaging your project for Windows? Perhaps getting an error like

MainFrameActions: Packaging (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Windows): BUILD FAILED

Looks like you need to install Visual Studio first:

Download and install Visual Studio Express 2013 from here

Close and restart UE4

Open and Build Project

Package Project for Windows

Also, support has not yet listed all the console commands for UE4. You can get them by making your Output Log visible (Window>Output Log) and entering the command “DumpConsoleCommands”. Support will have documentation on the commands soon. In the mean time, here are some useful ones for VR development:

stereo show

Print list of settings to log.

stereo on/off

Enabled/disable stereo rendering for HMD device.

stereo reset

Resets IPD & clears IPD/stereo overrides.

stereo HEADX=, HEADY= or HEADZ=<value>

Sets X, Y or Z component of head model.

stereo e=<value>

Override and set IPD.

hmd enable/disable

Enable/disable HMD device.

hmd vsync on/off/reset

Control or reset vsync.

showlog 

Brings up the log window, so you can check if the Rift is recognized with OVRversion.

ovrversion

Print LibOVR version build date to log.

OPEN [level name]

Opens a level. Once you type open, the levels available within the project will pop up in the auto complete.

And how about I list them all here for those folks ready to Ctrl-F:

ACTOR

ADDSELECTED

AllowAsyncComponentTicks

AllowAsyncRenderThreadUpdates

AllowCachedOverlaps

AllowCachedUniformExpressions

AllowConcurrentTickQueue

AllowParallelGC

ANIM

ANIMSEQSTATS

APEXVIS

AssetRegistry.Debug.FindInvalidUAssets

AssetRegistry.GetByClass

AssetRegistry.GetByName

AssetRegistry.GetByPath

AssetRegistry.GetByTag

AssetRegistry.GetDependencies

AssetRegistry.GetReferencers

AUDIO

automation

AUTOMERGESM

AvoidanceDisplayAll

AvoidanceSystemToggle

BAKEANIMSETS

BLUEPRINTIFY

BRUSH

BSP

BugItGo

BUILDLIGHTING

BUILDPATHS

CAMERA

CANALYZER

CancelTextureStreaming

CAPTUREMODE

CauseHitches

CDODump

CE

CHECKSOUNDS

CLEANBSPMATERIALS

CLEANMATINEEANIMSETS

CLOSE_SLATE_MAINFRAME

CollectionManager.Add

CollectionManager.Create

CollectionManager.Destroy

CollectionManager.Remove

Compat.MAX_GPUSKIN_BONES

Compat.UseDXT5NormalMaps

con.MinLogVerbosity

CONFIGHASH

CONFIGMEM

CONTENTCOMPARISON

CONVERTMATINEES

CountDisabledParticleItems

CPUTime.Dump

CRACKURL

CREATESMFROMBSP

DDC.MountPak

DDC.UnmountPak

DEBUG

DebugTrackedTextures

DEFER

DELETE

DIR

DISABLEALLSCREENMESSAGES

DisableLPF

DisableRadio

DISABLESCREENMESSAGES

DISASMSCRIPT

DISCONNECT

DUMPALLOCS

DUMPAVAILABLERESOLUTIONS

DumpBPClasses

DumpConsoleCommands

DumpCopyPropertiesForUnrelatedObjects

DumpLevelScriptActors

DumpLightmapSizeOnDisk

DUMPMATERIALSTATS

DUMPMODELGUIDS

DUMPPARTICLECOUNTS

DUMPPARTICLEFRAMERENDERINGSTATS

DUMPPARTICLEMEM

DUMPPARTICLERENDERINGSTATS

DUMPPUBLIC

DUMPSELECTION

DUMPSHADERSTATS

DumpSoundInfo

DumpStatPackets

DumpThumbnailStats

dumpticks

DumpUnbuiltLightInteractions

DumpVisibleActors

DUPLICATE

EDCALLBACK

EDIT

EDITACTOR

EDITARCHETYPE

EDITDEFAULT

EDITOBJECT

ENABLEALLSCREENMESSAGES

EnableRadio

ENABLESCREENMESSAGES

EXEC

EXECFILE

EXIT

ExportNavigation

FindBadBlueprintReferences

FindOutdatedInstances

FIXUPBADANIMNOTIFIERS

FLUSHIOMANAGER

FLUSHLOG

FLUSHPERSISTENTDEBUGLINES

FNAME

ForceBuildStreamingData

FREEZEALL

FreezeAtPosition

FREEZERENDERING

FREEZESTREAMING

ftest

FX.AllowAsyncTick

FX.AllowCulling

FX.AllowGPUSorting

FX.FreezeGPUSimulation

FX.FreezeParticleSimulation

FX.GPUCollisionDepthBounds

FX.GPUSpawnWarningThreshold

FX.MaxCPUParticlesPerEmitter

FX.MaxGPUParticlesSpawnedPerFrame

FX.MaxParticleTilePreAllocation

FX.ParticleSlackGPU

fx.RestartAll

FX.TestGPUSort

FX.VisualizeGPUSimulation

g.DebugCameraTraceComplex

g.TimeToBlockOnRenderFence

GAMEVER

GAMEVERSION

GAMMA

GET

GETALL

GETALLSTATE

GPUSort.DebugOffsets

GPUSort.DebugSort

GROUPS

HEAPCHECK

HighResShot

HotReload

HTTP

InvestigateTexture

IsolateDryAudio

IsolateReverb

JUMPTO

KE

Kismet.ExpertMode

KISMETEVENT

Landscape.Combine

Landscape.Patches

Landscape.Static

LEVEL

LevelEditor.ToggleImmersive

LIGHT

LightmapStreamingFactor

LIGHTMASSDEBUG

LIGHTMASSSTATS

ListAudioComponents

LISTFUNC

LISTFUNCS

ListLoadedPackages

LISTMAPPKGDEPENDENCIES

ListOrphanClasses

ListPackageContents

LISTPARTICLESYSTEMS

ListPrecacheMapPackages

LISTPROPS

ListRootSetObjects

ListSoundClasses

ListSoundClassVolumes

ListSoundDurations

ListSounds

LISTSPAWNEDACTORS

ListStreamingTextures

ListStreamingTexturesCollect

ListStreamingTexturesReport

ListStreamingTexturesReportReady

LISTTEXTURES

ListTrackedTextures

ListWaves

LMDEBUGMAT

LMDEBUGPAD

LMIMM

LMIMMEDIATE

LMIMP

LMPADDING

LMPROFILE

LMSORT

LOAD

LOG

LOGACTORCOUNTS

LOGOUTSTATLEVELS

LogTicks

ls.PrintNumLandscapeShadows

MACRO

MainFrame.ToggleFullscreen

MAP

MEM

MemReport

MemReportDeferred

MERGEMESH

MESH

MESHMAP

MESSAGING

Metadata.Dump

ModalTest

MODE

ModifySoundClass

Module

NAMEHASH

NET

net.AllowConnectionSkipping

net.AllowPropertySkipping

net.ContextDebug

net.DeleteDormantActor

net.DoPropertyChecksum

net.DormancyDraw

net.DormancyDrawCullDistance

net.DormancyEnable

net.DormancyValidate

net.DumpRelevantActors

net.ListActorChannels

net.ListNetGUIDExports

net.ListNetGUIDs

net.Montage.Debug

net.PackageMap.DebugObject

net.Packagemap.FindNetGUID

net.Reliable.Debug

net.Replication.DebugProperty

net.RPC.Debug

net.TestObjRefSerialize

NETPROFILE

NEW

NEWANIM

NumStreamedMips

OBJ

ONLINE

OPEN

OPEN_VS

OpenGL.SkipCompute

OpenGL.UseMapBuffer

p.APEXMaxDestructibleDynamicChunkCount

p.APEXMaxDestructibleDynamicChunkIslandCount

p.bAPEXSortDynamicChunksByBenefit

p.BounceThresholdVelocity

p.ConstraintDampingScale

p.ConstraintStiffnessScale

p.ContactOffsetFactor

p.EnableAsyncScene

p.EncroachEpsilon

p.InitialOverlapTolerance

p.MaxContactOffset

p.NetCorrectionLifetime

p.NetEnableMoveCombining

p.NetProxyShrinkHalfHeight

p.NetProxyShrinkRadius

p.NetShowCorrections

p.PenetrationPullbackDistance

p.ShowInitialOverlaps

p.ToleranceScale_Length

p.ToleranceScale_Mass

p.ToleranceScale_Speed

PARTICLE

PARTICLEMESHUSAGE

PauseTextureStreaming

PHYSXSHARED

PIVOT

PlaySoundCue

PlaySoundWave

POLY

PREFAB

PROFILE

PROFILEGPU

PROFILEGPUHITCHES

PRUNEANIMSETS

PurgeOldLightmaps

PVD

PXVIS

QUIT

QUIT_EDITOR

r.AllowLandscapeShadows

r.AllowOcclusionQueries

r.AllowPointLightCubemapShadows

r.AllowPrecomputedVisibility

r.AllowStaticLighting

r.AmbientOcclusionLevels

r.AmbientOcclusionRadiusScale

r.AmbientOcclusionStaticFraction

r.Atmosphere

r.AtmosphereRender

r.BlackBorders

r.BloomQuality

r.BokehDOFIndexStyle

r.BufferVisualizationDumpFrames

r.BufferVisualizationOverviewTargets

r.BufferVisualizationTarget

r.Cache.DrawDirectionalShadowing

r.Cache.DrawInterpolationPoints

r.Cache.DrawLightingSamples

r.Cache.LightingCacheDimension

r.Cache.LightingCacheMovableObjectAllocationSize

r.Cache.LightingCacheUnbuiltPreviewAllocationSize

r.Cache.LimitQuerySize

r.Cache.QueryNodeLevel

r.Cache.ReduceSHRinging

r.Cache.SampleTransitionSpeed

r.Cache.UpdateEveryFrame

r.ClearSceneMethod

r.ClearWithExcludeRects

r.Color.Max

r.Color.Mid

r.Color.Min

r.CompileShadersForDevelopment

r.CompositionGraphDebug

r.CreateShadersOnLoad

r.CustomDepth

r.D3DCompilerPath

r.DBuffer

r.Decal.StencilSizeThreshold

r.DemosaicVposOffset

r.DepthOfFieldNearBlurSizeThreshold

r.DepthOfFieldQuality

r.DetailMode

r.DisableLODFade

r.DistanceFadeMaxTravel

r.DownsampledOcclusionQueries

r.DrawRectangleOptimization

R.DumpDrawListStats

r.DumpingMovie

r.DumpRenderTargetPoolMemory

r.DumpShaderDebugInfo

r.EarlyZPass

r.EarlyZPassMovable

r.Editor.2DGridFade

r.Editor.2DSnapFade

r.Editor.2DSnapMin

r.Editor.2DSnapScale

r.Editor.3DGridFade

r.Editor.3DSnapFade

r.Editor.AlignedOrthoZoom

r.Editor.MovingPattern

r.Editor.NewLevelGrid

r.Editor.OpaqueGizmo

r.EmitMeshDrawEvents

r.ExposureOffset

r.EyeAdaptationQuality

r.FastBlurThreshold

R.FinishCurrentFrame

r.FogDensity

r.FogStartDistance

r.ForceLOD

r.ForwardBasePassSort

r.FreeSkeletalMeshBuffers

r.FullScreenMode

r.GBufferFormat

r.GeneralPurposeTweak

r.GPUBusyWait

r.HighQualityLightMaps

r.HZBOcclusion

r.IndirectLightingCache

r.IndirectLightingCacheInLightingVolume

r.InvalidateCachedShaders

r.LensFlareQuality

r.LightFunctionQuality

r.LightPropagationVolume

r.LightShaftBlurPasses

r.LightShaftDownSampleFactor

r.LightShaftFirstPassDistance

r.LightShaftNumSamples

r.LightShaftQuality

r.LightShafts

r.LimitRenderingFeatures

r.ListSceneColorMaterials

r.LODFadeTime

r.MaterialQualityLevel

r.MaxAnisotropy

r.MaxCSMRadiusToAllowPerObjectShadows

r.MaxForwardBasePassDraws

r.MaxGPUSkinCacheElementsPerFrame

r.MaxQualityMode

r.MinScreenRadiusForCSMDepth

r.MinScreenRadiusForDepthPrepass

r.MinScreenRadiusForLights

r.MipMapLODBias

r.MobileContentScaleFactor

r.MobileHDR

r.MobileHDR32bpp

r.MotionBlurFiltering

r.MotionBlurQuality

r.MotionBlurSoftEdgeSize

r.MSAA.CompositingSampleCount

r.OneFrameThreadLag

r.OnlyStreamInTextures

r.ParticleLODBias

r.PostProcessAAQuality

r.PrecomputedVisibilityWarning

r.PreTileTextures

r.PreViewTranslation

r.RecompileRenderer

r.ReflectionCapture

r.ReflectionEnvironment

r.RefractionQuality

r.RenderTargetPoolMin

r.RenderTargetPoolTest

r.RenderTargetSwitchWorkaround

r.RenderTimeFrozen

r.SceneColorFormat

r.SceneColorFringeQuality

r.SceneRenderTargetResizeMethod

r.ScreenPercentage

r.ScreenPercentageSoftness

r.SeparateTranslucency

r.SetNearClipPlane

r.SetRes

r.ShaderDevelopmentMode

r.Shadow.CachePreshadow

r.Shadow.ConservativeBounds

r.Shadow.CSM.MaxCascades

r.Shadow.CSM.TransitionScale

r.Shadow.CSMDepthBias

r.Shadow.CSMSplitPenumbraScale

r.Shadow.DistanceFieldPenumbraSize

r.Shadow.DistanceScale

r.Shadow.DrawPreshadowFrustums

r.Shadow.FadeExponent

r.Shadow.FadeResolution

r.Shadow.FreezeCamera

r.Shadow.MaxResolution

r.Shadow.MinPreShadowResolution

r.Shadow.MinResolution

r.Shadow.PerObject

r.Shadow.PointLightDepthBias

r.Shadow.PreshadowExpand

r.Shadow.PreShadowFadeResolution

r.Shadow.PreShadowResolutionFactor

r.Shadow.Preshadows

r.Shadow.RadiusThreshold

r.Shadow.RadiusThresholdRSM

r.Shadow.SpotLightDepthBias

r.Shadow.SpotLightTransitionScale

r.Shadow.TexelsPerPixel

r.Shadow.TransitionScale

r.Shadow.UnbuiltNumWholeSceneDynamicShadowCascades

r.Shadow.UnbuiltWholeSceneDynamicShadowRadius

r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold

r.ShadowQuality

r.ShowPrecomputedVisibilityCells

r.ShowRelevantPrecomputedVisibilityCells

r.SimpleDynamicLighting

r.SkeletalMeshLODBias

r.SkeletalMeshLODRadiusScale

r.SkinCaching

r.SSR.MaxRoughness

r.SSR.Quality

r.SSR.RoughnessScale

r.SSR.Temporal

r.SSSSS

r.StaticMeshLODDistanceScale

r.Streaming.Boost

r.Streaming.MipBias

r.Streaming.PoolSize

r.Streaming.UseFixedPoolSize

r.SubsurfaceQuality

r.TemporalAASamples

r.TemporalAASharpness

r.TessellationAdaptivePixelsPerTriangle

r.TextureStreaming

r.TiledDeferredShading

r.TiledDeferredShading.MinimumCount

r.TonemapperQuality

r.TranslucencyLightingVolumeDim

r.TranslucencyLightingVolumeInnerDistance

r.TranslucencyLightingVolumeOuterDistance

r.TranslucencyVolumeBlur

r.TranslucentLightingVolume

r.TranslucentVolumeFOVSnapFactor

r.TranslucentVolumeMinFOV

r.TriangleOrderOptimization

r.UniformBufferPooling

r.UpsampleQuality

r.UseDiffuseSpecularMaterialInputs

r.ViewDistanceScale

r.ViewportTest

r.VirtualTexture

r.VirtualTextureReducedMemory

r.VisualizeOccludedPrimitives

r.VisualizeTexturePool

r.VSync

r.WireframeCullThreshold

Radio_ChebyshevCubedMultiplier

Radio_ChebyshevMultiplier

Radio_ChebyshevPower

Radio_ChebyshevPowerMultiplier

REBUILDVOLUMES

RecompileGlobalShaders

RecompileShaders

RECONNECT

ReferenceInfo

RELOADCFG

RELOADCONFIG

REMOTETEXTURESTATS

REMOVEARCHETYPEFLAG

RepairBlueprint

ResetSoundState

RestoreLandscapeLayerInfos

rhi.DumpMemory

RHI.FeatureSetLimit

RHI.ForceThirtyHz

RHI.GPUHitchThreshold

RHI.MaxSyncCounter

RHI.RefreshPercentageBeforePresent

RHI.SaveScreenshotAfterProfilingGPU

RHI.ShowProfilerAfterProfilingGPU

RHI.SyncInterval

RHI.SyncIntervalOgl

RHI.SyncRefreshThreshold

RHI.SyncThreshold

RHI.SyncWithDWM

SAY

SCALABILITY

SCALE

SCALELEVEL

ScaleMeshes

SELECT

SELECTNAME

SERVERTRAVEL

SET

SetBaseSoundMix

SETDETAILMODE

SETDETAILMODEVIEW

SETNOPEC

SETREPLACEMENT

sg.AntiAliasingQuality

sg.EffectsQuality

sg.PostProcessQuality

sg.ResolutionQuality

sg.ShadowQuality

sg.TextureQuality

sg.ViewDistanceQuality

SHADERCOMPLEXITY

ShadowmapStreamingFactor

ShowFlag.AmbientCubemap

ShowFlag.AmbientOcclusion

ShowFlag.AntiAliasing

ShowFlag.Atmosphere

ShowFlag.AudioRadius

ShowFlag.BillboardSprites

ShowFlag.Bloom

ShowFlag.Bounds

ShowFlag.Brushes

ShowFlag.BSP

ShowFlag.BSPSplit

ShowFlag.BSPTriangles

ShowFlag.BuilderBrush

ShowFlag.CameraFrustums

ShowFlag.CameraImperfections

ShowFlag.CameraInterpolation

ShowFlag.Collision

ShowFlag.CollisionPawn

ShowFlag.CollisionVisibility

ShowFlag.ColorGrading

ShowFlag.CompositeEditorPrimitives

ShowFlag.Constraints

ShowFlag.Cover

ShowFlag.DebugAI

ShowFlag.Decals

ShowFlag.DeferredLighting

ShowFlag.DepthOfField

ShowFlag.Diffuse

ShowFlag.DirectLighting

ShowFlag.DistanceCulledPrimitives

ShowFlag.DynamicShadows

ShowFlag.Editor

ShowFlag.EyeAdaptation

ShowFlag.Fog

ShowFlag.Game

ShowFlag.GameplayDebug

ShowFlag.GBufferHints

ShowFlag.GlobalIllumination

ShowFlag.Grain

ShowFlag.Grid

ShowFlag.HighResScreenshotMask

ShowFlag.HitProxies

ShowFlag.HMDDistortion

ShowFlag.IndirectLightingCache

ShowFlag.InstancedStaticMeshes

ShowFlag.Landscape

ShowFlag.LargeVertices

ShowFlag.LensFlares

ShowFlag.LevelColoration

ShowFlag.LightComplexity

ShowFlag.LightFunctions

ShowFlag.LightInfluences

ShowFlag.Lighting

ShowFlag.LightMapDensity

ShowFlag.LightRadius

ShowFlag.LightShafts

ShowFlag.LOD

ShowFlag.LpvLightingOnly

ShowFlag.Materials

ShowFlag.MeshEdges

ShowFlag.ModeWidgets

ShowFlag.MotionBlur

ShowFlag.Navigation

ShowFlag.OnScreenDebug

ShowFlag.OverrideDiffuseAndSpecular

ShowFlag.Particles

ShowFlag.Pivot

ShowFlag.PostProcessing

ShowFlag.PostProcessMaterial

ShowFlag.PrecomputedVisibility

ShowFlag.PrecomputedVisibilityCells

ShowFlag.PreviewShadowsIndicator

ShowFlag.PropertyColoration

ShowFlag.ReflectionEnvironment

ShowFlag.ReflectionEnvironmentLightmapMixing

ShowFlag.ReflectionOverride

ShowFlag.Refraction

ShowFlag.Rendering

ShowFlag.SafeFrames

ShowFlag.SceneColorFringe

ShowFlag.ScreenPercentage

ShowFlag.ScreenSpaceReflections

ShowFlag.Selection

ShowFlag.SelectionOutline

ShowFlag.SeparateTranslucency

ShowFlag.ShaderComplexity

ShowFlag.ShadowFrustums

ShowFlag.ShadowsFromEditorHiddenActors

ShowFlag.SkeletalMeshes

ShowFlag.SkyLighting

ShowFlag.Snap

ShowFlag.Specular

ShowFlag.Splines

ShowFlag.StaticMeshes

ShowFlag.StationaryLightOverlap

ShowFlag.StreamingBounds

ShowFlag.TemporalAA

ShowFlag.Tessellation

ShowFlag.TestImage

ShowFlag.TextRender

ShowFlag.TexturedLightProfiles

ShowFlag.Tonemapper

ShowFlag.Translucency

ShowFlag.VectorFields

ShowFlag.VertexColors

ShowFlag.Vignette

ShowFlag.VisLog

ShowFlag.VisualizeAdaptiveDOF

ShowFlag.VisualizeBuffer

ShowFlag.VisualizeDOF

ShowFlag.VisualizeHDR

ShowFlag.VisualizeLightCulling

ShowFlag.VisualizeLPV

ShowFlag.VisualizeMotionBlur

ShowFlag.VisualizeOutOfBoundsPixels

ShowFlag.VolumeLightingSamples

ShowFlag.Volumes

ShowFlag.Wireframe

SHOWLOG

SHOWMATERIALDRAWEVENTS

ShowMipLevels

ShowSelectedLightmap

ShowSoundClassHierarchy

SKELETALMESH

Slate.AllowToolTips

Slate.bAllowThrottling

Slate.DeferWindowsMessageProcessing

Slate.TargetFrameRateForResponsiveness

Slate.ThrottleWhenMouseIsMoving

Slate.ToolTipDelay

Slate.ToolTipFadeInDuration

Slate.ToolTipWrapWidth

sm.DerivedDataTimings

SoundTemplateInfo

STARTFPSCHART

STARTMOVIECAPTURE

STAT

STATICMESH

STOPFPSCHART

STOPMOVIECAPTURE

StreamingManagerMemory

STREAMMAP

StreamOut

SWARMDISTRIBUTION

SynthBenchmark

t.HitchThreshold

t.IdleWhenNotForeground

t.MaxFPS

t.OverrideFPS

t.UnsteadyFPS

TAGSOUNDS

TestLFEBleed

TestLPF

TESTPROPS

TESTSLATEGAMEUI

TestStereoBleed

TestVorbisDecompressionSpeed

Tex.AsyncDXTBlocksPerBatch

Tex.DerivedDataTimings

TextureGroups

TOGGLEALLSCREENMESSAGES

ToggleForceDefaultMaterial

TOGGLEGTPSYSLOD

ToggleLight

TOGGLEONSCREENDEBUGMESSAGEDISPLAY

TOGGLEONSCREENDEBUGMESSAGESYSTEM

ToggleRenderingThread

TOGGLESCREENMESSAGES

ToggleShadowIndexBuffers

TOGGLESOCKETGMODE

TRACETAG

TRACKPARTICLERENDERINGSTATS

TrackTexture

TRANSACTION

TRAVEL

UI.BlurRadius

UI.TestUIBlur

UntrackTexture

UpdateLandscapeEditorData

UpdateLandscapeHoleCollision

UpdateLandscapeMIC

VIEWNAMES

Vis

VISLOG

VISLOG exit

VISLOG record

VISLOG stop

VisRT

VisualizeTexture

 

Until the Next VR Experiment,

–Bruce

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