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# 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 if `timedemo 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.

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