Wikis / Unreal Wiki / Legacy:UnrealEd 2 Console

UnrealED 2.0 has a command line box at the bottom of the screen (for the latest version of UEd, see UnrealEd Console). Many of these commands are equivalent to mouse, menu or buttons of the GUI interface, but there are some which are not. Please also see UT Console for other console commands which might apply. The commands below correspond exactly to the #exec commands.

UnreaEd 2 console bar
I've made a start removing emphasis from commands which have interface equivalents.

Notes

The commands can be entered either upper case or lower case. The list of previously used commands (in the current session) are saved in a drop down list, that can be conveniently re-selected (Click >> Enter), so commonly used commands can be quickly re-activated. Be sure that the correct object is selected before entering command. Also, tool bar buttons can be user created for any of the commands listed here. Many of these commands are seldom used, but can be handy when making large scale systemic alterations to a level (numerous repeat operations).

Commands can be bound to custom toolbar buttons or keys. See binding editor commands. See also UnrealEd interface.

Look for lines in Editor.log that start with "Cmd:" to find out about more possibly interesing console commands.

Actor commands

ACTOR ADD CLASS=<CLASS> 
add actor of class <class> (eg: CLASS=ASMD). Same as
ACTOR ALIGN 
aligns the vertices of the selected brushes to the grid. Useful for brushes who do not automatically align such as cylinders or spheres
ACTOR APPLYTRANSFORM 
applies the transform permanently to selected brushes. (what's the difference between this and BRUSH APPLYTRANSFORM?)
ACTOR CLIP Z 
In wireframe view it culls brushes that are after a certain distance. The distance being determined by where the Active brush is when it's pressed. Press again to disable. Useful for complex maps.
ACTOR DELETE 
Deletes any and all currently selected actors.
ACTOR DUPLICATE 
duplicates currently selected actor
ACTOR HIDE SELECTED 
hides the currently selected actors / brushes
ACTOR HIDE UNSELECTED 
hides any actors / brushes that are not currently selected
ACTOR KEYFRAME NUM=# 
set the current actor to key frame number # (presumably only has an effect on movers?)
ACTOR MIRROR X 
mirrors the selected actor about the X axis
ACTOR MIRROR Y 
mirrors the selected actor about the Y axis
ACTOR MIRROR Z 
mirrors the selected actor about the Z axis
ACTOR REPLACE BRUSH 
replace selected brush with the builder brush (ie. If you select an added brush and issue this command it will be replaced with another added brush that is the shape of the current builder brush, same for all other brush types) (THIS DOESNT SEEM TO WORK)
ACTOR REPLACE CLASS=<CLASS> 
replace selected actor with actor of class type <class> (eg: CLASS=ASMD). Doesn't work on brushes and movers. See Brush Hacking for this.
ACTOR RESET ALL 
resets the Location, Pivot, Rotation and Scale of the selection. See Actor Context Menu.
ACTOR RESET LOCATION 
resets the selected brush's Location See Actor Context Menu.
ACTOR RESET PIVOT 
resets the selected brush's Pivot. See Actor Context Menu.
ACTOR RESET ROTATION 
resets the selected brush's Rotation. See Actor Context Menu.
ACTOR RESET SCALE 
resets the selected brush's Scale. See Actor Context Menu.
ACTOR UNHIDE ALL 
shows all actors / brushes that may have been hidden. See Toolbox.

Actor selection commands below...

Brush Commands

BRUSH ADD 
creates an additive brush
BRUSH ADDMOVER 
creates a mover brush from red builder brush
BRUSH APPLYTRANSFORM 
Transform the selected brush permanently. Reduces stack of previous brush operations to one configuration. (Equivalent to transform permanently.)
BRUSH FROM DEINTERSECTION 
creates new brush from the deintersection operation
BRUSH FROM INTERSECTION 
creates new brush from the intersection operation
BRUSH MORE 
 ???
BRUSH SET 
 ???
BRUSH SUBTRACT 
creates a subtractive brush
BRUSHCLIP 
performs the clipping operation on the selected brush
BRUSHCLIP DELETE 
deletes the verticies used to perform brush clipping operation
BRUSHCLIP FLIP 
flips selection arrow denoting what side of brush to clip
BRUSHCLIP SPLIT 
splits the selected brush along the clipping plane
MAP BRUSH GET 
copy selected brush to red builder brush.
MAP BRUSH PUT 
move selected brush to builder brush location and take on shape of builder brush. (how does this compare to ACTOR REPLACE BRUSH?)
MAP SENDTO FIRST 
send selected brush to the beginning of the bulding process
MAP SENDTO LAST 
send selected brush to the end of the building process
PIVOT HERE 
places a pivot a the previously selected grid point
PIVOT SNAPPED 
snaps pivot to grid

Camera commands

CAMERA ALIGN 
aligns the camera on the currently selected actors/ brushes
CAMERA CLOSE FREE 
closes all free viewports or FREE can be substituded for the name of a specific viewport
CAMERA HIDESTANDARD 
hides all standard viewports
CAMERA OPEN 
opens a new floating 3D viewport. This can be maximized: very handy if all you can see in a regular viewport is software mode.
CAMERA UPDATE 
updates viewport

Class Commands

CLASS LOAD FILE=<FILENAME> 
load class from file
CLASS NEW 
create new class
CLASS SPEW ALL 
exports all scripts to your UT folder, folders are created for each class. ALL can replaced with specific class (ie BOTPACK)
SETCURRENTCLASS CLASS=<CLASS> 
set the current class to <class>

General Commands

DELETE 
deletes selected actors / brushes
DUPLICATE 
duplicates selected actors / brushes
EDIT COPY 
copies selected actors / brushes
EDIT CUT 
cuts selected actors / brushes
EDIT PASTE 
pastes selected actors / brushes
JUMPTO X,Y,Z 
Puts all viewports centered on entered coordinates. Must update view to jump to entered x y z. Used with the Game Console Command -report, which records current player location coordinates to the log file.
LEVEL LINKS 
update teleporter links
LEVEL REDRAW 
redraws the level views updating any changes
LEVEL VALIDATE 
validate the level, find errors (works only for TaoPaiPai)
LSTATS 
displays lighting stats
MAP [LOAD/SAVE/IMPORT/EXPORT] FILE=<filename> 
executes the load, save and import commands with the given filename
MAP NEW 
start new map
SHOWINV 
toggle the showing of inventory spots
TRANSACTION REDO 
redo previous action
TRANSACTION UNDO 
undo previous action

Mode Commands

Note that a number of these modes are either experimental, have been removed from the toolbox interface due to being buggy.

MODE BRUSHCLIP 
puts editor in brush clipping mode
MODE BRUSHROTATE 
puts editor in brush rotate mode
MODE BRUSHSCALE 
puts editor in brush scaling mode
MODE BRUSHSHEER 
puts editor in brush sheer mode
MODE BRUSHSNAP 
scales a brush while snapping vertices to the grid.
MODE BRUSHSTRETCH 
puts editor in brush stretching mode. Seems to be the same as brush scaling but doesn't snap to the grid.
MODE CAMERAMOVE 
puts editor in camera moving mode
MODE CAMERAZOOM 
puts editor in camera zoom mode
MODE FACEDRAG 
puts editor in face drag mode (added with UT patch 432)
MODE GRID=[1,0] 
turns snap to grid on or off (1 = On, 0 = Off)
MODE MAPEXT=[1,0] 
No idea! Somebody: Redirects Play map to Autoplay.[1,0], try MODE MAPEXT=AS-Mazon.
MODE ROTGRID=[1,0] 
turns rotational grid on or off (1 = On, 0 = Off)
MODE SHOWVERTICES=[1,0] 
turns vertices on or off (1 = On, 0 = Off) (does absolutely nothing as far as I can make out)
MODE SNAPDIST=# 
distance of vertex to grid intersection before snapping to it
MODE SNAPVERTEX=[1,0] 
turns vertex snap on or off (1 = On, 0 = Off)
MODE SPEED=# 
movement speed 1,2, or 3
MODE TEXTURELOCK=[1,0] 
turns texture lock on or off (1 = On, 0 = Off) – If texture lock is on then textures will not be reset on brushes that are vetex manipulated
MODE TEXTUREPAN 
puts editor in texture pan mode
MODE TEXTUREROTATE 
puts editor in texture rotate mode
MODE TEXTURESCALE 
puts edtor in texture scaling mode (I can't get this to do anything!)

Pathing Commands

PATHS BUILD 
auto create pathnode network - opt=1
PATHS BUILD HIGHOPT 
auto create pathnode network - opt=2
PATHS BUILD LOWOPT 
auto create pathnode network - opt=0
PATHS DEFINE 
create reachspecs
PATHS HIDE 
hide pathnodes
PATHS REMOVE 
remove all pathnodes
PATHS SHOW 
show pathnodes
PATHS UNDEFINE 
remove all reachspecs

Polygon (surface) Commands

See Selecting Surfaces.

EDCALLBACK SURFPROPS 
bring up the surface properties of selected poly
POLY DEFAULT TEXTURE=<PACKAGE.GROUP.TEXTURE> 
sets the default texture in the texture browser
POLY SELECT ADJACENT ALL 
selects all adjacent polys
POLY SELECT ADJACENT CEILINGS 
selects all adjacent ceiling polys
POLY SELECT ADJACENT COPLANARS 
selects all adjacent coplaner polys
POLY SELECT ADJACENT FLOORS 
selects all adjacent floor polys
POLY SELECT ADJACENT SLANTS 
selects all adjacent polys on the same slant
POLY SELECT ADJACENT WALLS 
selects all adjacent wall polys
POLY SELECT ALL 
selects all polys in the map
POLY SELECT MATCHING TEXTURE 
selects all matching surfaces that share the same applied texture
POLY SELECT MEMORY 
selects any polys that have been remembered in memory
POLY SELECT NONE 
deselect any currently selected poly
POLY SELECT REVERSE 
inverts the state of selected to unselected or vise versa
POLY SELECT ZONE 
selects all polys in the current zone
POLY SET TEXTURE=<PACKAGE.GROUP.TEXTURE> 
sets the poly to the given texture
POLY SETTEXTURE 
sets the poly to the current selected texture
POLY TEXALIGN FLOOR 
aligns the textures to the floor plane
POLY TEXALIGN ONETILE 
aligns textures to one tile fitting
POLY TEXALIGN WALLCOLUMN 
aligns texture to Wallcolumn
POLY TEXALIGN WALLDIR 
aligns the textures to the wall plane
POLY TEXALIGN WALLPAN 
pans out the textures on the wall plane
POLY TEXINFO 
displays information about the texture like scaling multipliers
POLY TEXMULT U=# V=# 
 ???
POLY TEXPAN U=# V=# 
pans textures along the U and V axis by the supplied number of units
POLY TEXSCALE U=# V=# UV=# VU=# 
Scales the texture by numbers entered for U and V and skews the texture for numbers entered for UV and VU script MAKE compile scripts

Rebuild Commands

BSP REBUILD [LAME/GOOD/OPTIMAL] [BALANCE=0-100] [LIGHTS] [MAPS] [REJECT] 
rebuild BSP with default settings or custom settings in brackets
LIGHT APPLY 
applies lights in your level
MAP REBUILD 
rebuild map (geometry/bsp)

Select Commands

MAP SELECT ADDS 
selects all additive brushes in the map
MAP SELECT FIRST 
select the first created brush in the level
MAP SELECT LAST 
select the last created brush in the level
MAP SELECT NONSOLIDS 
selects all nonsolid brushes in the map
MAP SELECT SEMISOLIDS 
selects all semisolid brushes in the map
MAP SELECT SUBTRACTS 
selects all subtractive brushes in the map
SELECT NONE 
Deselect any and all selected actors (it is a common error to inadvertently select an actor when moving mouse across one of the view screens).
ACTOR SELECT ALL 
selects all brushes / actors within the map
ACTOR SELECT DELETED ??? 
ACTOR SELECT INSIDE 
selects all brushes / actors within the builder brush
ACTOR SELECT INVERT 
inverts the state of selected to unselected or vise versa
ACTOR SELECT NONE 
deselect the selected actors
ACTOR SELECT OFCLASS CLASS=<CLASS> 
selects all actors of a class
ACTOR SELECT OFSUBCLASS CLASS=<CLASS> 
selects all actors of a class or subclasses. Eg use with "TournamentWeapon" to select all weapons.

Texture Commands

TEXTURE APPLYDETAIL 
Apply the "current detail texture" to the texture selected in the texture browser
TEXTURE BATCHAPPLY DETAIL=[DetailTextureName | None] [PREFIX=TextureNameMatchingPrefix] [OVERRIDE=[TRUE | FALSE] 
Search through all texture packages optionally searching for matches against the "TextureNameMatchingPrefix" for all textures found, apply DetailTextureName as the new detail texture. If a detail texture already exists and OVERRIDE=FALSE, then skip the texture
TEXTURE CLEAR 
 ??? Flashman: I think you'll find this has the same effect as the clear button on the texture properties box, basically it removes all dynamic texture sources from it, i.e. drips, fire etc..
TEXTURE CLEARDETAIL 
Clear the current detail texture.
TEXTURE CULL 
Remove Textures references on all non-visible surfaces. See Texture Cull.
TEXTURE REPLACEDETAIL 
Search through all texture packages for occurrences of detail textures that match the texture currently selected in the texture browser. If a match is found, replace the texture's detail texture with the "current detail texture.
TEXTURE SCALE DELTA=# 
 ???
TEXTURE SETDETAIL 
Set the "current detail texture" to the current the texture browser selection

Object Commands

OBJ SAVEPACKAGE PACKAGE=<packagename> FILE=<packagefile> WARN=? 
saves a given package to a specified file.
OBJ LOAD PACKAGE=<packagename> FILE=<packagefile> 
loads a given package from a specified file. See Embedding Code.
OBJ EXPORT PACKAGE=? TYPE=<exporter> NAME="objectname" FILE="filepath" 
exports an object, TYPE=OBJECT exports to T3D
OBJ RENAME OLDPACKAGE= OLDGROUP= OLDNAME= NEWPACKAGE= NEWGROUP= NEWNAME= 
rename/move object

Other Stuff – Please categorize.

NEW STANDALONE <classname> PACKAGE= FILE= CONTEXTCLASS= CONTEXT= NAME= 
 ?
NEW PUBLIC <classname> PACKAGE= FILE= CONTEXTCLASS= CONTEXT= NAME= 
 ?
NEW PRIVATE <classname> PACKAGE= FILE= CONTEXTCLASS= CONTEXT= NAME= 
 ?
NEW <factoryclass> PACKAGE=<packagename> Name=<newobjectname> [Factory-specific parameters follow] 

Used to build objects using a Factory (Editor.ClassFactoryNew, Editor.ClassFactoryUC, Editor.LevelFactory, Editor.LevelFactoryNew, Editor.ModelFactory, Editor.MusicFactory, Editor.PolysFactory, Editor.SoundFactory, Core.TextBufferFactory, Editor.TextureFactory, Editor.FontFactory, Editor.TrueTypeFontFactory, Editor.TextureFactoryNew). This is how the editor imports objects.

Examples:

   new ClassFactoryUC Package=MyLevel Name=XXX File=XXX.uc

I don't know if it actually compiles the thing.

The following might be other properties:

  • ContextClass
  • Context
  • Package
  • Name
  • File
AUDIO IMPORT FILE=<filename> NAME=<name_of_sound_object> GROUP=<packagegroup> 

In fact, all import commands seem to rely on subclasses of "Factory".

HOOK ACTORPROPERTIES 
I think it does actor properties.
LSTAT 
LightMap stats.
MACRO ??? 
Another name for EXEC? Involves a TextBufferFactory.
TEXTURE IMPORT ALPHATRICK=? NEXT=? MTEX=? DETAIL=? TexFlags=? LODSet=? Mips=?
MODE VERTEXEDIT
MODE SELECTIONLOCK=...
MODE MAPEXT=...
MODE AFFECTREGION=...
CAMERA OPEN XR=x YR=y MISC1=? MISC2=? REN=? HWND=?

Mychaeel: Why are some of the commands put in italics?

Tarquin: I was making a start on marking the ones which are available as menus/toolbox buttons etc, as opposed to the ones which are unique here

Mychaeel: Hmmm... I think it'd be better if those commands' explanations simply included directions how to use them via a menu command.

who can say me how to turn off light coronas, cos i've see nothing while lamps in front of me. fanx in advance

Tarquin: probably under Advanced Options in UT

Dark Pulse: That's correct. You can also use a different renderer; I know the Software Renderer has them turned off by default. However, the Software Renderer really, really bites, so just stick with what he said. ;)

Anonymous: i couldn't find it on the polycount page or here, but what is the command for olde UEd2.0 that shows the polycount? it's showed in the log right? or maybe it's the same as the UEd3.0 command? i don't know... i'll go check that one

SabbathCat: The command is "Stat FPS", at least, in Ued 2.0 it is.

BlackHawk: The "NEW <factoryclass>..." seems to be a really powerful command. Only problem is that the exact syntax for the different factories cannot be found anywhere. Can anyone elaborate on this plz?

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2022-11-18T09:11:38.646659Z 2010-04-24T04:00:50Z 64.25.221.232 removed my old identity from the comments https://wiki.beyondunreal.com/Legacy:UnrealEd 2 Console Attribution-NonCommercial-ShareAlike 3.0