UDK命令
UDK命令行参数与控制台命令都是大小写不敏感的
全词大小写匹配,正则表达式,在c++代码中搜索减号开头的命令行参数(如:-BENCHMARK、-onethread等):ParseParam[ \t]*\(
全词大小写匹配,正则表达式,在c++代码中搜索KEY=的命令行参数(注:会搜索到解析ini中的key-value字符串,需挑选一下):Parse[ \t]*\(
全词大小写匹配,正则表达式,在c++代码中搜索KEY=的命令行参数(注:子集 -- 没有在Parse第1个参数里面使用appCmdLine则不会搜索到):Parse[ \t]*\([ \t]*appCmdLine[ \t]*\(
常规命令行
UDK.exe editor // 启动编辑器
UDK.exe server TestMap_Main.udk // 以Server模式启动TestMap_Main地图
UDK.exe 127.0.0.1 // 若IP为127.0.0.1的机器上已经启动了Server,则当前客户端将加入到Server中
UDK.exe 127.0.0.1?Name=Lee?Team=1 // 若IP为127.0.0.1的机器上已经启动了Server,则当前客户端以名称为Lee,小队ID为1将加入到Server中
注:Name和Team会被保存到生成出来的XXXGame.ini的[DefaultPlayer]下,也可以直接在DefaultGame.ini的[DefaultPlayer]下配置Name和Team的值
UDK.exe server TestMap_Main.udk?GameSpeed=5 // 以Server模式启动TestMap_Main地图,并设置游戏速度设置为5倍速
UDK.exe TestMap_Main.udk?Name=John?Team=0 // 以单机模式启动TestMap_Main地图,并名称为John,小队ID为0的玩家加入游戏中
注1:Name和Team会被保存到生成出来的XXXGame.ini的[DefaultPlayer]下,也可以直接在DefaultGame.ini的[DefaultPlayer]下配置Name和Team的值
注2:全词大小写匹配,正则表达式,在c++代码中搜索ParseOption[ \t]*\([ \t]*Options,即可搜索到所有参数(如上文中的Name、Team、GameSpeed等)相关的逻辑
UDK.exe TestMap_Main.udk?SpectatorOnly=1 // 以单机观看模式启动TestMap_Main地图(PlayControler进入AlwaysSpectating状态)
UDK.exe TestMap_Main.udk ResX=800 ResY=600 // 以分辨率为宽:800 高:600启动游戏 注:设置不会被序列化ini配置文件中
UDK.exe TestMap_Main.udk ResX=800 ResY=600 -WINDOWED // 以分辨率为宽:800 高:600窗口模式启动游戏 注:设置不会被序列化ini配置文件中
UDK.exe TestMap_Main.udk ResX=800 ResY=600 -FULLSCREEN // 以分辨率为宽:800 高:600全屏模式启动游戏 注:设置不会被序列化ini配置文件中
UDK.exe TestMap_Main.udk -log // 单机启动TestMap_Main地图,并打开命令行日志窗口
UDK.exe TestMap_Main.udk -SM3 // 使用DX9 加载Content\RefShaderCache-PC-D3D-SM3.upk
UDK.exe TestMap_Main.udk -FORCESHADERMODEL3 // 使用DX9 加载Content\RefShaderCache-PC-D3D-SM3.upk
UDK.exe TestMap_Main.udk -SM4 // 使用DX10 加载Content\RefShaderCache-PC-D3D-SM4.upk
UDK.exe TestMap_Main.udk -D3D10 // 使用DX10 加载Content\RefShaderCache-PC-D3D-SM4.upk
UDK.exe TestMap_Main.udk -VSync // 开启垂直同步 帧率将被限制到显示器刷新频率以下
UDK.exe TestMap_Main.udk -NoVSync // 关闭垂直同步
UDK.exe TestMap_Main.udk -NOTEXTURESTREAMING // 禁用TextureStreaming,最高精度的贴图始终被加载
UDK.exe TestMap_Main.udk -BENCHMARK // 以固定时间间隔(1/30s)运行每一帧,若游戏帧率为60帧,则游戏将以60*(1/30)=2倍的速度运行
UDK.exe TestMap_Main.udk -BENCHMARK FPS=50 // 以固定时间间隔(1/50s)运行每一帧,若游戏帧率为60帧,则游戏将以60*(1/50)=1.2倍的速度运行
UDK.exe TestMap_Main.udk -BENCHMARK -DUMPMOVIE // 以固定时间间隔(1/30s)运行每一帧,并用当前分辨率输出每帧图片到游戏的ScreenShots目录中
UDK.exe TestMap_Main.udk SECONDS=20 // 启动游戏后20s关闭
UDK.exe TestMap_Main.udk -onethread // 渲染放在主线程中,不单独创建线程
UDK.exe TestMap_Main.udk exec=cmd.txt // 启动游戏后,执行游戏Binaries目录下cmd.txt中的命令序列
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如cmd.txt的内容如下(每行一个命令):
god
viewmode wireframe
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UDK.exe TestMap_Main.udk -forcelogflush // 单机启动TestMap_Main地图,打印每句log都立即flush到文件中
UDK.exe TestMap_Main.udk LOG=test.log // 单机启动TestMap_Main地图,日志输出到游戏log目录下test.log文件中
UDK.exe TestMap_Main.udk ABSLOG=d:\test2.log // 单机启动TestMap_Main地图,日志输出d:\test2.log文件中
UDK.exe TestMap_Main.udk -nologtimes // 每行log开头不打印距离游戏启动逝去的秒数。等同DefaultEngine.ini的[LogFiles]标签下设置LogTimes=False
UDK.exe TestMap_Main.udk -SCRIPTSTACKONWARNINGS // 在执行脚本时,若出现ScriptWarning时(如:空对象访问成员函数或成员变量)则打印出脚本调用堆栈到log中
1. Actors标签页中,列出当前关卡中所有的Actors对象,双击某个Actor对象可以查看并修改其对应的属性
另外,将当前准心对准某个Actor后,可以点击工具栏上的叹号按钮,查看并修改该Actor的属性
2. Stats标签中,包含各种类型及子类型的统计命令,方便进行各个专项的性能优化
全词大写小匹配,在c++代码中搜索:Commandlet::Main
// 编辑器内置commandlet 如:UMakeCommandlet BEGIN_COMMANDLET(Make,UnrealEd) // ... ... END_COMMANDLET /** UMakeCommandlet.cpp */ IMPLEMENT_CLASS(UMakeCommandlet) INT UMakeCommandlet::Main( const FString& Params ) { // ... ... return 0; } ////////////////////////////////////////////////////////////////////// // 自定义commandlet /** XXXCommandlet.uc */ class XXXCommandlet extends Commandlet native; native event int Main(string Params); /** xxx.cpp */ IMPLEMENT_CLASS(UXXXCommandlet) INT UXXXCommandlet::Main( const FString& Params ) { // ... ... return 0; }
UDK.exe CookPackages -platform=pc entry TestMap_Main -LANGUAGEFORCOOKING=cht // 烘焙客户端:以中文本地化文件增量烘焙entry和TestMap_Main两张地图及相关引用资源
UDK.exe CookPackages -platform=pcserver entry TestMap_Main -full -LANGUAGEFORCOOKING=int // 烘焙服务端:以英文本地化文件重新烘焙entry和TestMap_Main两张地图及相关引用资源
输出到游戏屏幕命令
UDK输入框快捷键为Tab,TGame为F7,均通过按tab进行命令补全
注:该快捷键由BaseInput.ini文件[Engine.Console]标签TypeKey字段指定
APlayerController::ConsoleCommand ULocalPlayer::Exec ParseCommand UGameViewportClient::Exec ParseCommand UGFxInteraction::Exec ParseCommand ParseCommand UUIInteraction::Exec ParseCommand UUIInteraction::ScriptConsoleExec UGameUISceneClient::Exec UUISceneClient::Exec UUISceneClient::ScriptConsoleExec ParseCommand UGameViewportClient::ScriptConsoleExec +UGameEngine::Exec : UEngine::Exec | ParseCommand | UWorld* GWorld->Exec | AGameInfo::ScriptConsoleExec | UEngine::Exec +UEditorEngine::Exec : UEngine::Exec | ParseCommand | UWorld* GWorld->Exec | UEngine::Exec | ParseCommand UPlayer::Exec UWorld* GWorld->Exec APlayerInput::ScriptConsoleExec APlayerController::ScriptConsoleExec UPlayer::ScriptConsoleExec APawn::ScriptConsoleExec AInventoryManager::ScriptConsoleExec AWeapon::ScriptConsoleExec AHUD::ScriptConsoleExec AGameInfo::ScriptConsoleExec UCheatManager::ScriptConsoleExec UInteraction::ScriptConsoleExec // UWorld::Exec UWorld* GWorld->Exec UNetDriver::Exec UDemoRecDriver::Exec ParseCommand UNetDriver::Exec ParseCommand FPrimitiveOctree::Exec FPrimitiveGrid::Exec FNavigationOctree::Exec ExecRBCommands FIApexCommands *GApexCommands->ProcessCommand ParseCommand // UEngine::Exec UEngine::Exec USystem* GSys->Exec UObject::StaticExec UWindowsClient* Client->Exec UClient::Exec ParseCommand UXAudio2Device::Exec UAudioDevice::Exec ParseCommand ParseCommand FDebugToolExec* GDebugToolExec->Exec FStatChart* GStatChart->Exec FMalloc* GMalloc->Exec FObjectPropagator* GObjectPropagator->Exec FVideoSettingByLevelMap GVideoSettingByLevelMap.Exec FRemoteControlExec* RemoteControlExec->Exec
注1:在c++代码中,可以通过调用上面的Exec函数来执行命令完成功能
在uc脚本中,则可以调用ConsoleCommand函数(该函数还是会调用c++的Exec函数)
注2:脚本中可以通过在以下这些类及其派生类中编写自己的exec函数 形如:exec function ShowHUD()
Input、Controller、Pawn、InventoryManager、Weapon、HUD、GameInfo、CheatManager、GameViewportClient、Interaction 、UISceneClient
注3:在DefaultInput.ini的[Engine.PlayerInput]标签下将exec函数与某个快捷键绑定
如:Bindings=(Name="W",Command="MoveForward")
exec命令参数类型说明:
① 参数类型为string
cmd "test" // 解析为:test
cmd go // 解析为:go
cmd "" // 解析为:空串
② 参数类型为array<int>
cmd (20,12,30) // 解析为:20 12 30
cmd , // int数组为空
③ 参数类型为array<string>
cmd ("abc", "ef") // 解析为:abc ef
cmd , // string数组为空
④ 参数类型为vector
cmd (x=1.0, y=2.5, z=1.8)
setres 800x600 // 设置当前分辨率为宽:800 高:600(不改变窗口全屏模式)注:设置会被序列化ini配置文件中
setres 800x600 w // 设置当前分辨率为宽:800 高:600,并将设置成窗口模式。注:设置会被序列化ini配置文件中
setres 800x600 f // 设置当前分辨率为宽:800 高:600,并将设置成真全屏模式。注:设置会被序列化ini配置文件中
reconnect // 重新连接服务器
disconnect // 断开服务器连接
restartlevel // 重新启动关卡 注:对于在某些初始化期间的脚本函数(如:InitGame、PreBeginPlay、PostBeginPlay、Login等)无法触发断点,可使用restartlevel重启关卡来命中断点
// 无法触发断点的原因是:由于时机太早,在执行这些脚本函数时,调试器还没有在断点处插入中断指令,使得这些断点没有生效
// 1.1.34.193之后版本的nFringe + 2010-10及之后版本的UDK解决了该问题
showlog // 显示/隐藏日志命令行窗口(c++的debugf和脚本`log函数等打印的日志会及时显示到命令行窗口上) 注:若日志窗口始终隐藏,请删除所有从Default*.ini生成出来的ini配置文件
flushlog // flush日志到文件
pause // 暂停当前游戏进程 UDK也可以按Pause按键来暂停
FreezeFrame 5 // 5秒后暂停当前游戏进程
exit // 退出当前游戏进程
quit // 退出当前游戏进程
god // 无敌
suicide // 自杀
SuicideBy UTDmgType_Burning 100000 // 对当前玩家使用类型为UTDmgType_Burning的100000伤害进行自杀,用于测试伤害效果
PlayersOnly // 暂停除了自己外的任何东西
fly // 飞天
walk // 开启重力,正常行走
ghost // 关闭自身碰撞,可飞天穿墙
Amphibious // 水下无限憋气
jump // 让玩家跳起
duck // 让玩家蹲下
unduck // 让玩家恢复站立
BugItGo 0 0 100 0 0 0 // 将当前viewtarget设置到0,0,100的位置,朝向为0,0,0 并设置成ghost模式
addbots 1 // 增加1个机器人 ①不是组队模式时:机器人无阵营②组队模式时:机器人有阵营(阵营根据人数平衡性来确定)
addbots 2 // 增加2个机器人(阵营根据人数平衡性来确定)注:UTTeamGame类型的组队模式才有效
AddNamedBot john true 0 // 增加1个名为john的机器人 ①不是组队模式时:机器人无阵营②组队模式时:机器人为红队(TeamIndex=0)
addredbots 1 // 为红队(TeamIndex=0)增加1个机器人 注:UTTeamGame类型的组队模式才有效
addbluebots 1 // 为蓝队(TeamIndex=1)增加1个机器人 注:UTTeamGame类型的组队模式才有效
SwitchTeam // 切换阵营 注:UTTeamGame类型的组队模式才有效
ChangeTeam // 切换阵营 注:UTTeamGame类型的组队模式才有效
ChangeTeam red // 切换红队阵营(TeamIndex=0) 注:UTTeamGame类型的组队模式才有效
ChangeTeam blue // 切换蓝队阵营(TeamIndex=1) 注:UTTeamGame类型的组队模式才有效
killbots // 杀死所有机器人
killpawns // 杀死关卡中除玩家外所有pawn对象,若这些pawn对象存在controller,也顺带销毁其controller
KillAllPawns UTPawn // 杀死关卡中除玩家外所有UTPawn对象,若这些UTPawn对象存在controller,也顺带销毁其controller
killall UTBot // 杀死所有UTBot机器人
killall pveaipawn // 杀死左右怪物
killall Weapon // 销毁所有Weapon(Weapon从Actor派生)实例
KillBadGuys // 杀死非本队的玩家
viewself // 将viewtarget设置为自己
viewBot // 将viewtarget随机设置为某个Bot
ViewPlayer John // 将viewtarget设置在名为John的玩家或Bot上,名字可通过displayall PlayerReplicationInfo PlayerName命令来查询
ViewClass UTVehicle // 将viewtarget随机设置为某个载具上
ViewActor PlayerStart_0 // 将viewtarget设置在名为PlayerStart_0的出生点上
Avatar AIPawn_Roketman // 操控游戏中的某个AIPawn_Roketman
Teleport // 将自己传送到准心所在位置
ChangeSize 3.0f // 将自己3p角色放大到原来的3倍
SetGravity -350.0 // 将游戏世界的重力加速度设置为-350.0
SetJumpZ 280.0 // 将当前玩家pawn的向上跳跃的加速度设置为280.0
SpawnABloodDecal // 在当前玩家位置产生一个血迹贴花
slomo 0.1 // 将当前游戏速度降为正常速度的0.1倍
slomo 5 // 将当前游戏速度提高为正常速度的5倍
camera 1st // 第一人称相机
camera 3rd // 第三人称相机
camera freecam // 第三人称自由相机(镜头方向与角色行走方向不相关)
freecamera // 在第一人称与第三人称相机之间切换
ToggleDebugCamera // 在第一人称与场景自由相机之间切换
fixedview yes // 释放/固定第三人称相机
fixedview default // 释放/固定第一人称相机
fov 90 // fov设置为90度
say Hello // 对所有玩家发送Hello字符串
teamsay Hello // 对队友玩家发送Hello字符串
remotecontrol // 显示/隐藏远程控制对话框 注:当带-remotecontrol模式启动时有效
exec cmd.txt // 执行游戏Binaries目录下cmd.txt中的命令序列
CauseEvent Console1 // 触发已加载关卡中名为Console1的Console事件(Kismet中右键菜单:New Event -- Misc -- Console Event)
open TM-Ship_4_Main // 打开TM-Ship_4关卡地图
open e:\DM-Sanctuary.udk // 打开e:\DM-Sanctuary.udk关卡地图
open DM-Deck.udk?GameSpeed=5 // 打开DM-Deck关卡地图,并以5倍的速度进行游戏
start TM-Ship_4_Main // 与open功能一样
giveweapon UTGameContent.UTWeap_ShockRifle // 给当前角色一把ShockRifle武器
PhysicsGun // 给当前角色一把物理枪(可用于抓起场景中的物件)
ThrowWeapon // 扔掉当前武器
PrevWeapon // 前一把武器
NextWeapon // 后一把武器
StartFire 0 // 用当前武器的0模式开火
StopFire 0 // 停止当前武器的0模式开火
StartAltFire 0 // 用当前武器另外一种0模式开火
StopAltFire 0 // 停止当前武器的另外一种0模式开火
allammo // 装满所有弹夹
StreamLevelIn Capital_150_RoomF_Objects // 加载Capital_150_RoomF_Objects关卡并将其加入游戏世界中并渲染出来
StreamLevelIn All // 加载当前地图的所有Level并将其加入游戏世界中并渲染出来
StreamLevelOut Capital_150_RoomF_Objects // 从游戏世界中卸载Capital_150_RoomF_Objects关卡
StreamLevelOut All // 从游戏世界中卸载当前地图的所有Level(Main层不会卸载)
OnlyLoadLevel Capital_150_RoomF_Objects // 仅仅只是加载Capital_150_RoomF_Objects关卡,其中元素不会加入到游戏世界中,也不会显示出来
shot // 以当前分辨率截图,并保存在游戏的Screenshots目录中
screenshot // 功能与shot一样
tiledshot // 以宽高各2倍的当前分辨率截图(只会对场景生效,因此截图前请隐藏第一人称的玩家和hud),Offset为64、并保存在游戏的Screenshots目录中
tiledshot 8 // 以宽高各8倍当前分辨率截图(只会对场景生效,因此截图前请隐藏第一人称的玩家和hud),Offset为64、并保存在游戏的Screenshots目录中
tiledshot 2 128 // 以宽高各2倍当前分辨率截图(只会对场景生效),Offset为128、tile间相互重叠256来绘制第一人称的玩家和hud以及全屏特效(模糊、扭曲等效果)等前景,并保存在游戏的Screenshots目录中
show bsp // 隐藏/显示bsp
show skelmeshes // 隐藏/显示骨骼模型
show staticmeshes // 隐藏/显示镜头模型
show collision // 隐藏/显示碰撞
show missioncollision // 隐藏/显示启用了碰撞但是没有碰撞网格物体的静态网格物体
show volumes // 隐藏/显示volume
show decals // 隐藏/显示贴花
show decalinfo // 隐藏/显示贴花包围盒
show bounds // 显示/隐藏Actor对象的包围盒和包围球
show volumes // 隐藏/显示Volume(如:BlockVolume空气墙等)
show particles // 隐藏/显示特效
show terrain // 隐藏/显示地形
show terrainpatches // 隐藏/显示地形块包围盒
show foliage // 显示/隐藏植被
show postprocess // 关闭/打开后处理
show fog // 关闭/打开雾
show paths // 显示/隐藏导航网格
show navnodes // 显示/隐藏寻路相关的actors
ViewMode显示模式,UDK中可以按F7来切换
viewmode lit // 开启光照(默认模式)
viewmode unlit // 关闭光照
viewmode lightingonly // 只显示光照和阴影的灰色图
viewmode wireframe // 线框显示
viewmode brushwireframe // brush只显示边缘(不细分到三角形)线框显示
viewmode shadercomplexity // 材质复杂度模式
viewmode texturedensity // 漫反射通道贴图密度模式
viewmode lightcomplexity // 光照复杂度模式(以描述受非光照贴图光源影响的表面的数量)
viewmode lightmapdensity // 光照贴图密度模式
viewmode litlightmapdensity // 光照贴图像素密度灰度图
ShowDebug none // 显示/隐藏所有ShowDebug信息
ShowDebug NET // 显示/隐藏net相关信息
ShowDebug PHYSICS // 显示/隐藏physics相关信息
ShowDebug COLLISION // 显示/隐藏collision相关信息
ShowDebug AI // 显示/隐藏ai相关信息
ShowDebug CAMERA // 显示/隐藏camera相关信息
ShowDebug WEAPON // 显示/隐藏weapon相关信息
ShowDebug ANIMATION // 显示/隐藏animation相关信息
ShowDebug INPUT // 显示/隐藏input相关信息
stat none // 隐藏左上角的stat信息
stat d3d9rhi // 若使用D3D9渲染,则可通过该命令显示/隐藏 DrawCall数、三角形数、线段数等信息
stat fps // 显示/隐藏 帧率、当前帧耗时
stat unit // 显示/隐藏 当前帧耗时信息
stat unit // 显示/隐藏 当前帧耗时及最近几帧内最大耗时信息
displayclear // 清理游戏窗口左上角显示内容
displayall PlayStart TeamIndex // 打印场景中所有出生点的TeamIndex
displayall PlayerReplicationInfo PlayerName // 打印场景中所有PRI对象的PlayerName
displayall PlayerReplicationInfo Team // 打印场景中所有PRI对象的Team
displayall TeamInfo TeamIndex // 打印场景中所有TeamInfo对象的TeamIndex
displayall TeamInfo TeamName // 打印场景中所有TeamInfo对象的TeamName
displayall gameinfo bTeamGame // 查看当前模式是否支持分队
displayall gameinfo class // 查看当前模式的类型
displayall swfmovie name // 查看所有的swfmovie对象的name
displayall PlayerController ViewTarget // 查看所有PlayerController所看着的对象
displayall UTPawn location // 打印场景中所有UTPawn对象的位置信息
displayall Pawn name // 打印场景中所有Pawn对象的name
diaplay TPawn_6 location // 显示name为TPawn_6对象的位置信息
displayall AIController Pawn // 打印场景中所有AIController对象的所控制的Pawn
dispalyall WorldInfo name // 查看当前加载的关卡 注:每个关卡都是一个WorldInfo 主main层是WorldInfo_0,动态创建的Actor都会放在该层中
displayallstate UTPawn // 打印场景中所有UTPawn对象的状态(如:Dying)
displayallstate UTPlayerController // 打印场景中所有UTPlayerController对象的状态(如:PlayerWalking、Dead)
set TPawn Health 15 // 设置场景中所有TPawn类型的对象的血量为15
set UTGame.TPawn Health 12 // 设置场景中所有UTGame.TPawn类型的对象的血量为12
set TPawn_15 Health 10 // 设置场景中name为TPawn_15对象的血量为10
set GameInfo MaxPlayers 16 // 将当前游戏模式最大玩家数修改为16
set TPawn_15 nTestArray (1,2,3) // 设置场景中name为TPawn_15对象的nTestArray动态数组为1,2,3
set TPawn_15 location (x=0) // 设置场景中name为TPawn_15对象的位置的x坐标为0
set TPawn_15 location (x=0,y=-100,z=200) // 设置场景中name为TPawn_15对象的位置的x坐标为0,y坐标为-100,z坐标为200
showhud // 显示/隐藏hud
togglescreenshotmode // 显示/隐藏hud
showscores // 显示/隐藏得分hud
openmovie gfxmovie_skill // 打开gfxmovie_skill的Scaleform面板
closemovie gfxmovie_skill // 关闭gfxmovie_skill的Scaleform面板
DumpsfTextures // 输出Gfx Texture Usage到log文件中
------------------------------------------------------------------------------------------
GFx Texture Usage
-----------------------
zuotj5 - 6 Mips - 1 Kb
zuotj4 - 6 Mips - 1 Kb
... ...
BoxAward_I71 - 10 Mips - 170 Kb
BoxAward_I76 - 9 Mips - 10 Kb
1320 textures, total of 15552 Kb used
------------------------------------------------------------------------------------------
ListDynamicActors // 打印当前游戏中所有的DynamicActor到日志文件中
DumpOnlineSessionState // 打印当前游戏的GameInfo、玩家等信息到日志文件中
GetPlayerLoc // 打印当前Controller的位置和朝向信息到日志文件中
logloc // 打印当前viewtarget的位置和朝向信息到日志文件中
BugIt // 截图(放在UDKGame\ScreenShots目录中)并打印当前玩家的位置和朝向信息
ShowPlayerState // 显示当前玩家的状态
ShowGameState // 显示Game的状态
obj gc // 执行gc 调用UObject::CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS );
DevGarbage: Collecting garbage
DevGarbage: 447.604736 ms for realtime GC
DevGarbage: GC Statis -- -1.#IND00, statis/ignore count: 0/43
DevGarbage: 9.128831 ms for unhashing unreachable objects
DevGarbage: GC purged 22 objects (447201 -> 447179)
FlushPersistentDebugLines // 清除DrawDebugLine、DrawDebugPoint、DrawDebugBox、DrawDebugSphere、DrawDebugFrustrum等Actor函数绘制出来的线框物体
输出到控制台窗口命令
UDK带控制台输入框快捷键为~(按tab进行命令补全),TGame为F8(按F7进行命令补全)
注:该快捷键由BaseInput.ini文件[Engine.Console]标签ConsoleKey字段指定
控制台中滚动鼠标进行内容查看,这些内容也会保存到日志文件中
cls // 清理控制台中的内容
namehash // 显示Name表中的个数,占用大小等信息
listloadedpackages // 列出加载的包
listTextures // 以分辨率降序列出当前加载的所有贴图
Listing all textures.
,Authored Width,Authored Height,Cooked Width,Cooked Height,Current Width,Current Height,Max Size,Current Size,LODBias,LODGroup,Name,Streaming,Usage Count
,2048,2048,2048,2048,2048,2048,2730,2730,0,TEXTUREGROUP_Cinematic,FoliageDemo.Materials.T_RockMesa_06_N,YES,1
,2048,2048,2048,2048,2048,2048,2730,2730,0,TEXTUREGROUP_Cinematic,FoliageDemo.Materials.T_CliffRockTile_01_D,YES,1
,2048,2048,2048,2048,2048,2048,2730,2730,0,TEXTUREGROUP_Cinematic,FoliageDemo.Materials.T_RockMesa_06_D,YES,1
,2048,2048,2048,2048,2048,2048,2730,2730,0,TEXTUREGROUP_Cinematic,FoliageDemo.Materials.T_CliffRockTile_01_N,YES,1
,2048,1024,2048,1024,2048,1024,2048,2048,0,TEXTUREGROUP_UI,UDKFrontEnd.blood_bg2_png,NO,0
,1024,1024,1024,1024,64,64,1365,5,0,TEXTUREGROUP_Effects,Envy_Effects.Explosion.T_Explo_HIGH_Sub_UV,YES,0
,1024,1024,1024,1024,64,64,1365,5,0,TEXTUREGROUP_Effects,Envy_Effects.Explosion.T_Explo__Shadow_HIGH_Sub_UV,YES,0
,512,512,512,512,64,64,1365,21,0,TEXTUREGROUP_World,UDK_LUT.FilmGrain.T_FilmGrain,YES,0
,1024,1024,1024,1024,64,64,1365,5,0,TEXTUREGROUP_Effects,Envy_Effects.Tests.Materials.T_EFX_Particles_Distortion01_D,YES,0
,1024,1024,1024,1024,64,64,1365,5,0,TEXTUREGROUP_Effects,Envy_Effects.Explosion.Materials.T_EFX_Explo_PaintOver,YES,0
,1024,1024,1024,1024,1024,1024,1024,1024,0,TEXTUREGROUP_UI,UI_HUD.UI.UI_BG_VertStripe,NO,0
,1024,1024,1024,1024,1024,1024,1024,1024,0,TEXTUREGROUP_UI,UI_HUD.UI.UI_BG_HorizStripe,NO,0
,1024,1024,1024,1024,1024,1024,1024,1024,0,TEXTUREGROUP_World,Transient.Texture2D_0,NO,0
, ... ...
Total size: Current= 37783 Max= 85165
ListSounds // 列出当前加载的声音资源的内存占用信息
obj linkers // 列出当前打开的包
obj classes // 按继承关系列出所有加载到内存的Object类型
obj hash // 查看Name表信息
obj hashobj // 查看UObject* GObjHash[OBJECT_HASH_BINS] hash表各散列元素冲突的情况,并打印冲突最严重元素前30个object的列表(OBJECT_HASH_BINS=8192)
obj hashouter // 查看UObject* GObjHashOuterOBJECT_HASH_BINS] hash表各散列元素冲突的情况,并打印冲突最严重元素前30个object的列表(OBJECT_HASH_BINS=8192)
obj IntrinsicClasses // 按继承关系列出所有加载到内存的只有c++无uc脚本的Object类型(带有CLASS_Native & CLASS_Intrinsic flag)
obj list class=pawn // 查看所有pawn类型的对象(不包括CDO对象)
obj list class=swfmovie // 查看所有swfmovie类型的对象(不包括CDO对象)
obj list class=TObject1 outer=TPlayerController_0 // 查看所有outer为TPlayerController_0的TObject1类型的对象(不包括CDO对象)
obj list class="StaticMesh" -Alphasort -DetailedInfo // 详细模式以字母排序查看所有StaticMesh类型的对象(不包括CDO对象)
obj list class="Level" -ALPHASORT -DetailedInfo // 详细模式以字母排序查看所有关卡类型的对象(不包括CDO对象)
obj refs name=PlayerController // 查看PlayerController CDO对象的引用树
obj refs class=TActor1 name=TActor1_0 // 查看类型为TActor1,名称为TActor1_0对象的引用树
getallstate TPlayerController // 查看所有TPlayerController对象的状态
getall TPlayerController bFreeCamera // 查看所有TPlayerController对象bFreeCamera变量的值
getall Controller name showpendingkills // 查看所有Controller对象的name变量的值(包括等待被gc回收)
getall Controller name detailed // 看所有Controller对象的name变量的值(会显示有关通过GetDetailedInfoInternal函数的实例的详细信息)
getall Controller name name=UTBot_0 // 查看类型为Controller名为UTBot_0的name变量的值
getall Controller name showdefaults // 查看加载到内存各Controller缺省对象的name变量的值
obj componets TPawn_4 // 列出名为TPawn_4对象的所有组件
Components for 'TPawn TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4':
Begin Object class="DynamicLightEnvironmentComponent" Name=DynamicLightEnvironmentComponent_4 Archetype=DynamicLightEnvironmentComponent'UTGame.Default__TPawn:MyLightEnvironment'
End Object
LightEnvironment=DynamicLightEnvironmentComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.DynamicLightEnvironmentComponent_4'
Begin Object class="UTAmbientSoundComponent" Name=UTAmbientSoundComponent_8 Archetype=UTAmbientSoundComponent'UTGame.Default__TPawn:AmbientSoundComponent'
End Object
PawnAmbientSound=UTAmbientSoundComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UTAmbientSoundComponent_8'
Begin Object class="UTAmbientSoundComponent" Name=UTAmbientSoundComponent_9 Archetype=UTAmbientSoundComponent'UTGame.Default__TPawn:AmbientSoundComponent2'
End Object
WeaponAmbientSound=UTAmbientSoundComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UTAmbientSoundComponent_9'
Begin Object class="SkeletalMeshComponent" Name=SkeletalMeshComponent_20 Archetype=SkeletalMeshComponent'UTGame.Default__TPawn:OverlayMeshComponent0'
ParentAnimComponent=SkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21'
ReplacementPrimitive=None
End Object
OverlayMesh=SkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_20'
Begin Object class="UDKSkeletalMeshComponent" Name=UDKSkeletalMeshComponent_24 Archetype=UDKSkeletalMeshComponent'UTGame.Default__TPawn:FirstPersonArms'
Begin Object class="AnimNodeSequence" Name=AnimNodeSequence_68 Archetype=AnimNodeSequence'UTGame.Default__TPawn:FirstPersonArms.MeshSequenceA'
End Object
ReplacementPrimitive=None
End Object
ArmsMesh(0)=UDKSkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UDKSkeletalMeshComponent_24'
Begin Object class="UDKSkeletalMeshComponent" Name=UDKSkeletalMeshComponent_25 Archetype=UDKSkeletalMeshComponent'UTGame.Default__TPawn:FirstPersonArms2'
Begin Object class="AnimNodeSequence" Name=AnimNodeSequence_69 Archetype=AnimNodeSequence'UTGame.Default__TPawn:FirstPersonArms2.MeshSequenceB'
End Object
ReplacementPrimitive=None
End Object
ArmsMesh(1)=UDKSkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UDKSkeletalMeshComponent_25'
ArmsOverlay(0)=UDKSkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.UDKSkeletalMeshComponent_26'
ArmsOverlay(1)=UDKSkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.UDKSkeletalMeshComponent_27'
Begin Object class="SkeletalMeshComponent" Name=SkeletalMeshComponent_21 Archetype=SkeletalMeshComponent'UTGame.Default__TPawn:WPawnSkeletalMeshComponent'
Begin Object class="MaterialInstanceConstant" Name=MaterialInstanceConstant_18
End Object
Begin Object class="MaterialInstanceConstant" Name=MaterialInstanceConstant_17
End Object
Begin Object class="AnimTree" Name=AnimTree_4 Archetype=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
Begin Object class="SkelControlSingleBone" Name=SkelControlSingleBone_19
End Object
Begin Object class="GameSkelCtrl_Recoil" Name=GameSkelCtrl_Recoil_14
End Object
... ...
Begin Object class="UTAnimBlendByIdle" Name=UTAnimBlendByIdle_13
End Object
Begin Object class="UTAnimNodeSeqWeap" Name=UTAnimNodeSeqWeap_49
End Object
Begin Object class="UTAnimNodeSequence" Name=UTAnimNodeSequence_135
End Object
Begin Object class="UTAnimNodeSequence" Name=UTAnimNodeSequence_134
End Object
obj dump name=TPawn_4 // dump名为TPawn_4对象各属性数据
*** Property dump for object 'TPawn TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4' ***
=== TPawn properties ===
=== UTPawn properties ===
bFixedView=False
... ...
CurrentWeaponAttachmentClass=Class'UTGame.UTAttachment_LinkGun'
UnfeignFailedCount=0
LightEnvironment=DynamicLightEnvironmentComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.DynamicLightEnvironmentComponent_4'
... ...
=== UDKPawn properties ===
... ...
=== GamePawn properties ===
... ...
=== Pawn properties ===
... ...
=== Actor properties ===
Components(0)=CylinderComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.CylinderComponent_9'
Components(1)=None
Components(2)=DynamicLightEnvironmentComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.DynamicLightEnvironmentComponent_4'
Components(3)=SkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21'
Components(4)=UTAmbientSoundComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UTAmbientSoundComponent_8'
Components(5)=UTAmbientSoundComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UTAmbientSoundComponent_9'
Components(6)=UDKSkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UDKSkeletalMeshComponent_24'
AllComponents(0)=CylinderComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.CylinderComponent_9'
AllComponents(1)=DynamicLightEnvironmentComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.DynamicLightEnvironmentComponent_4'
AllComponents(2)=UTAmbientSoundComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UTAmbientSoundComponent_8'
AllComponents(3)=UTAmbientSoundComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UTAmbientSoundComponent_9'
AllComponents(4)=SkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21'
AllComponents(5)=UDKSkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UDKSkeletalMeshComponent_24'
AllComponents(6)=SkeletalMeshComponent'TM-TestMap_Main.TheWorld:PersistentLevel.UTAttachment_LinkGun_5.SkeletalMeshComponent_25'
AllComponents(7)=ParticleSystemComponent'TM-TestMap_Main.TheWorld:PersistentLevel.UTAttachment_LinkGun_5.ParticleSystemComponent_24'
AllComponents(8)=UTParticleSystemComponent'TM-TestMap_Main.TheWorld:PersistentLevel.UTAttachment_LinkGun_5.UTParticleSystemComponent_10'
AllComponents(9)=UTParticleSystemComponent'TM-TestMap_Main.TheWorld:PersistentLevel.UTAttachment_LinkGun_5.UTParticleSystemComponent_11'
... ...
=== Object properties ===
VfTableObject=
ObjectInternalInteger=78676
ObjectFlags=
HashNext=
HashOuterNext=
StateFrame=
Linker=None
LinkerIndex=
NetIndex=-1
Outer=Level'TM-TestMap_Main.TheWorld:PersistentLevel'
Name=TPawn_4
class="Class"'UTGame.TPawn'
ObjectArchetype=TPawn'UTGame.Default__TPawn'
obj flags TPawn_4 // 输出名为TPawn_4对象引用到所有Object的Flags信息
TPawn TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4: Transactional HasStack Marked
Class UTGame.UTAttachment_LinkGun: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
DynamicLightEnvironmentComponent TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.DynamicLightEnvironmentComponent_4: Transactional Marked
AnimNodeBlend TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.AnimNodeBlend_4: Marked
AnimNodeSlot TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.AnimNodeSlot_8: Marked
AnimNodeSlot TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.AnimNodeSlot_9: Marked
Class UTGame.UTPawnSoundGroup_Liandri: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Class UTGame.UTFamilyInfo_Liandri_Male: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
ForceFeedbackWaveform UTGame.Default__TPawn:ForceFeedbackWaveformFall: DebugPostLoad DebugSerialize Public LoadForClient LoadForServer LoadForEdit RootSet Marked
UTAnimBlendByDriving TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.UTAnimBlendByDriving_4: Marked
UTAnimBlendByVehicle TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.UTAnimBlendByVehicle_4: Marked
UTAnimBlendByHoverboarding TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.UTAnimBlendByHoverboarding_4: Marked
UTAttachment_LinkGun TM-TestMap_Main.TheWorld:PersistentLevel.UTAttachment_LinkGun_5: StateChanged Transactional HasStack Marked
Class UTGame.UTEmit_TransLocateOutRed: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Class UTGame.UTEmit_TransLocateOut: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
CameraAnim Envy_Effects.Camera_Shakes.C_Res_IN_Red: DebugPostLoad DebugSerialize Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
CameraAnim Envy_Effects.Camera_Shakes.C_Res_IN_Blue: DebugPostLoad DebugSerialize Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
CameraAnim Envy_Effects.Camera_Shakes.C_Res_IN: DebugPostLoad DebugSerialize Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
SoundCue A_Gameplay.Gameplay.A_Gameplay_ArmorHitCue: DebugPostLoad DebugSerialize Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
SoundCue A_Gameplay.A_Gameplay_PlayerSpawn01Cue: DebugPostLoad DebugSerialize Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
SoundCue A_Weapon_Translocator.Translocator.A_Weapon_Translocator_Teleport_Cue: DebugPostLoad DebugSerialize Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Class UTGame.UTVehicle_Hoverboard: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Material Pickups.Armor_ShieldBelt.M_ShieldBelt_Overlay: DebugPostLoad DebugSerialize Transactional Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Material Pickups.Armor_ShieldBelt.M_ShieldBelt_Red: DebugPostLoad DebugSerialize Transactional Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Material Pickups.Armor_ShieldBelt.M_ShieldBelt_Blue: DebugPostLoad DebugSerialize Transactional Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Material Pickups.Armor_ShieldBelt.M_ShieldBelt_Red: DebugPostLoad DebugSerialize Transactional Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Material Pickups.Armor_ShieldBelt.M_ShieldBelt_Blue: DebugPostLoad DebugSerialize Transactional Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Class UTGame.UTDmgType_LinkBeam: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
UTAmbientSoundComponent TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UTAmbientSoundComponent_8: Transactional Marked
UTAmbientSoundComponent TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UTAmbientSoundComponent_9: Transactional Marked
SkelControlSingleBone TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.SkelControlSingleBone_18: Marked
AnimNodeAimOffset TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.AnimNodeAimOffset_8: Marked
GameSkelCtrl_Recoil TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.GameSkelCtrl_Recoil_12: Marked
GameSkelCtrl_Recoil TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.GameSkelCtrl_Recoil_13: Marked
GameSkelCtrl_Recoil TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.GameSkelCtrl_Recoil_14: Marked
SoundCue A_Character_BodyImpacts.BodyImpacts.A_Character_BodyImpact_BodyFall_Cue: DebugPostLoad DebugSerialize Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
SkeletalMeshComponent TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_20: Transactional Marked
SkelControlFootPlacement TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.SkelControlFootPlacement_8: Marked
SkelControlFootPlacement TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.SkelControlFootPlacement_9: Marked
SkelControlLimb TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.SkelControlLimb_8: Marked
SkelControlLimb TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.SkelControlLimb_9: Marked
AnimNodeAimOffset TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21.AnimTree_4.AnimNodeAimOffset_9: Marked
UDKSkeletalMeshComponent TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UDKSkeletalMeshComponent_24: Transactional Marked
UDKSkeletalMeshComponent TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.UDKSkeletalMeshComponent_25: Transactional Marked
UDKSkeletalMeshComponent TM-TestMap_Main.TheWorld:PersistentLevel.UDKSkeletalMeshComponent_26: Marked
UDKSkeletalMeshComponent TM-TestMap_Main.TheWorld:PersistentLevel.UDKSkeletalMeshComponent_27: Marked
TPlayerController TM-TestMap_Main.TheWorld:PersistentLevel.TPlayerController_8: StateChanged DebugSerialize Transactional HasStack Marked
PlayerStart TM-TestMap_Main.TheWorld:PersistentLevel.PlayerStart_0: DebugPostLoad DebugSerialize Transactional LoadForClient LoadForServer LoadForEdit HasStack Marked
PlayerStart TM-TestMap_Main.TheWorld:PersistentLevel.PlayerStart_0: DebugPostLoad DebugSerialize Transactional LoadForClient LoadForServer LoadForEdit HasStack Marked
DefaultPhysicsVolume TM-TestMap_Main.TheWorld:PersistentLevel.DefaultPhysicsVolume_8: Transactional Transient HasStack Marked
Class UTGame.UTBot: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
UTPlayerReplicationInfo TM-TestMap_Main.TheWorld:PersistentLevel.UTPlayerReplicationInfo_12: Transactional HasStack Marked
PlayerStart TM-TestMap_Main.TheWorld:PersistentLevel.PlayerStart_0: DebugPostLoad DebugSerialize Transactional LoadForClient LoadForServer LoadForEdit HasStack Marked
SkeletalMeshComponent TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.SkeletalMeshComponent_21: Transactional Marked
CylinderComponent TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.CylinderComponent_9: Transactional Marked
Class UTGame.UTInventoryManager: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
UTInventoryManager TM-TestMap_Main.TheWorld:PersistentLevel.UTInventoryManager_4: Transactional HasStack Marked
UTWeap_LinkGun TM-TestMap_Main.TheWorld:PersistentLevel.UTWeap_LinkGun_4: StateChanged Transactional HasStack Marked
TPlayerController TM-TestMap_Main.TheWorld:PersistentLevel.TPlayerController_8: StateChanged DebugSerialize Transactional HasStack Marked
WorldInfo TM-TestMap_Main.TheWorld:PersistentLevel.WorldInfo_2: DebugPostLoad DebugSerialize Transactional LoadForClient LoadForServer LoadForEdit HasStack Marked
TPawn TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4: Transactional HasStack Marked
WorldInfo TM-TestMap_Main.TheWorld:PersistentLevel.WorldInfo_2: DebugPostLoad DebugSerialize Transactional LoadForClient LoadForServer LoadForEdit HasStack Marked
DefaultPhysicsVolume TM-TestMap_Main.TheWorld:PersistentLevel.DefaultPhysicsVolume_8: Transactional Transient HasStack Marked
CylinderComponent TM-TestMap_Main.TheWorld:PersistentLevel.TPawn_4.CylinderComponent_9: Transactional Marked
Class Engine.LocalMessage: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
Level TM-TestMap_Main.TheWorld:PersistentLevel: DebugPostLoad DebugSerialize Transactional LoadForClient LoadForServer LoadForEdit Marked
Class UTGame.TPawn: DebugPostLoad DebugSerialize TokenStreamAssembled Public LoadForClient LoadForServer LoadForEdit Standalone RootSet Marked
TPawn UTGame.Default__TPawn: DebugSerialize ClassDefaultObject Public LoadForClient LoadForServer LoadForEdit RootSet Marked
obj listcontentrefs class=TPawn // 列出TPawn类型引用的所有资源
Dumping references for Class UTGame.TPawn
AnimNodeAimOffset CH_AnimHuman_Tree.AT_CH_Human:AnimNodeAimOffset_1
AnimNodeSlot CH_AnimHuman_Tree.AT_CH_Human:AnimNodeSlot_0
AnimNotify_Footstep CH_AnimHuman.Anims.K_AnimHuman_BaseMale:AnimSequence_121.AnimNotify_Footstep_2
... ...
Material Envy_Effects.Explosion.Materials.M_EFX_Explo_PaintOver
Package UN_Rock.SM
SoundNodeWave A_Character_Footsteps.FootSteps.A_Character_Footstep_Energy01
StaticMesh GamePlaceholders.S_Willow_Wisp_Lead
SwfMovie UDKHUD.udk_hud
Texture2D Envy_Effects.Misc.T_Warp_Smoke
UTUIScene_TeamScoreboard UI_Scenes_Scoreboards.sbTeamDM
obj listcontentrefs class="TPawn" listclass=StaticMesh // 列出TPawn类型引用的StaicMesh资源
Dumping references for Class UTGame.TPawn
StaticMesh GamePlaceholders.S_Willow_Wisp_Lead
StaticMesh WP_LinkGun.Mesh.S_WP_LinkGun_ProjectileTrail
StaticMesh Envy_Effects.VH_Deaths.S_Envy_Rocks
StaticMesh WP_LinkGun.Mesh.S_Link_Tube2
StaticMesh WP_LinkGun.Mesh.S_Link_Tube4_Dup
obj listcontentrefs class="TPawn" listclass=Package // 列出TPawn类型引用的Package资源
Dumping references for Class UTGame.TPawn
Package UI_HUD.ScoreBoard
Package WP_Enforcers.Materials
Package UI_InGameHud.menus
Package Envy_Effects.Explosion
Package UN_CubeMaps
Package FX_HitEffects
Package Pickups.Health_Large.Materials
Package UI_Scenes_Common
Package A_Vehicle_Hellbender
Package T_FX
Package EngineResources.Cursors
Package UI_HUD.UI
Package Envy_Effects.Explosion.Materials
Package UI_HUD
Package WP_LinkGun.Mesh
资源类型包括:
AnimNodeAimOffset、AnimNodeBlend、AnimNodeBlendDirectional、AnimNodeBlendPerBone、AnimNodeSequence、AnimNodeSlot、
AnimNotify_Footstep、AnimSequence、AnimSet、AnimTree、CameraAnim、DecalMaterial、DistributionFloatConstant、
DistributionFloatConstantCurve、DistributionFloatParticleParameter、DistributionFloatUniform、DistributionVectorConstantCurve、
DistributionVectorParticleParameter、Font、GameSkelCtrl_Recoil、InterpGroup、InterpTrackFloatProp、InterpTrackMove、
InterpTrackVectorProp、Material、MaterialEffect、MaterialExpressionAdd、MaterialExpressionAppendVector、MaterialExpressionBumpOffset、
MaterialExpressionCameraVector、MaterialExpressionCeil、MaterialExpressionClamp、MaterialExpressionComment、
MaterialExpressionComponentMask、MaterialExpressionConstant、MaterialExpressionConstant2Vector、MaterialExpressionConstant3Vector、
MaterialExpressionConstantBiasScale、MaterialExpressionConstantClamp、MaterialExpressionCosine、MaterialExpressionDepthBiasBlend、
MaterialExpressionDepthBiasedAlpha、MaterialExpressionDepthBiasedBlend、MaterialExpressionDesaturation、MaterialExpressionDestColor、
MaterialExpressionDivide、MaterialExpressionDotProduct、MaterialExpressionFrac、MaterialExpressionFresnel、MaterialExpressionLinearInterpolate、
MaterialExpressionMeshEmitterVertexColor、MaterialExpressionMeshSubUV、MaterialExpressionMultiply、MaterialExpressionNormalize、
MaterialExpressionOneMinus、MaterialExpressionPanner、MaterialExpressionParticleSubUV、MaterialExpressionPixelDepth、MaterialExpressionPower、
MaterialExpressionReflectionVector、MaterialExpressionRotator、MaterialExpressionScalarParameter、MaterialExpressionSceneTexture、
MaterialExpressionScreenPosition、MaterialExpressionSine、MaterialExpressionStaticSwitchParameter、MaterialExpressionSubtract、
MaterialExpressionTextureCoordinate、MaterialExpressionTextureSample、MaterialExpressionTextureSampleParameter2D、
MaterialExpressionTextureSampleParameterCube、MaterialExpressionTime、MaterialExpressionTransform、MaterialExpressionVectorParameter、
MaterialExpressionVertexColor、MaterialInstanceConstant、MaterialInstanceTimeVarying、MultiFont、Package、ParticleLODLevel、
ParticleModuleAcceleration、ParticleModuleBeamNoise、ParticleModuleBeamSource、ParticleModuleBeamTarget、ParticleModuleCollision、
ParticleModuleColor、ParticleModuleColorByParameter、ParticleModuleColorOverLife、ParticleModuleColorScaleOverLife、ParticleModuleLifetime、
ParticleModuleLocation、ParticleModuleLocationEmitter、ParticleModuleLocationPrimitiveCylinder、ParticleModuleLocationPrimitiveSphere、
ParticleModuleMeshMaterial、ParticleModuleMeshRotation、ParticleModuleMeshRotationRate、ParticleModuleOrientationAxisLock、ParticleModuleRequired、
ParticleModuleRotation、ParticleModuleRotationRate、ParticleModuleSize、ParticleModuleSizeMultiplyLife、ParticleModuleSizeScale、
ParticleModuleSpawn、ParticleModuleSpawnPerUnit、ParticleModuleSubUV、ParticleModuleTypeDataBeam2、ParticleModuleTypeDataMesh、ParticleModuleVelocity、
ParticleModuleVelocityInheritParent、ParticleSpriteEmitter、ParticleSystem、PhysicalMaterial、PhysicsAsset、PhysicsAssetInstance、PostProcessChain、
RB_BodyInstance、RB_BodySetup、RB_ConstraintInstance、RB_ConstraintSetup、SceneDataStore、Scoreboard_CTF、Scoreboard_DM、SkelControlFootPlacement、
SkelControlLimb、SkelControlLookAt、SkelControlSingleBone、SkeletalMesh、SkeletalMeshSocket、SoundCue、SoundNodeAttenuation、SoundNodeLooping、
SoundNodeMixer、SoundNodeModulator、SoundNodeRandom、SoundNodeWave、SoundNodeWaveParam、SpeechRecognition、StaticMesh、SwfMovie、Texture2D、TextureCube、
UberPostProcessEffect、UIComp_DrawImage、UIComp_DrawString、UIComp_DrawStringEditbox、UIComp_Event、UIDynamicFieldProvider、UIImage、UILabel、
UIPanel、UISafeRegionPanel、UIScrollbar、UIScrollbarButton、UIScrollbarMarkerButton、UIScrollFrame、UISequence、UISkin、UIState_Active、
UIState_Disabled、UIState_Enabled、UIState_Focused、UIState_Pressed、UIState_TargetedTab、UIStyle、UIStyle_Combo、UIStyle_Image、UIStyle_Text、
UITabButton、UITexture、UTAnimBlendBase、UTAnimBlendByDriving、UTAnimBlendByFall、UTAnimBlendByFlying、UTAnimBlendByHoverboarding、UTAnimBlendByHoverboardTilt、
UTAnimBlendByHoverboardTurn、UTAnimBlendByIdle、UTAnimBlendByPhysics、UTAnimBlendByPhysicsVolume、UTAnimBlendByPosture、UTAnimBlendBySlotActive、
UTAnimBlendBySpeed、UTAnimBlendByTurnInPlace、UTAnimBlendByVehicle、UTAnimBlendByWeapType、UTAnimNodeCopyBoneTranslation、UTAnimNodeJumpLeanOffset、
UTAnimNodeSequence、UTAnimNodeSequenceByBoneRotation、UTAnimNodeSeqWeap、UTCTFScoreboardPanel、UTPhysicalMaterialProperty、UTScoreboardClockPanel、
UTScoreboardPanel、UTScoreInfoPanel、UTSimpleMenu、UTTDMScoreboardPanel、UTUIButtonBar、UTUIButtonBarButton、UTUIEditBox、UTUIScene_CommandMenu、
UTUIScene_InputBox、UTUIScene_MessageBox、UTUIScene_MidGameMenu、UTUIScene_SaveProfile、UTUIScene_TeamScoreboard、UTUITabControl、UTUITabPage_InGame、UTUITabPage_Scoreboard
obj dependencies package=WP_ShockRifle // 显示直接或间接引用到WP_ShockRifle包的对象(没有去重)
Dependencies of WP_ShockRifle:
Package WP_ShockRifle references:
Package WP_ShockRifle
Class Core.Package
LinkerLoad Transient.LinkerLoad_59
Package Core.Default__Package
obj dependencies package=WP_ShockRifle recurse=1 // 递归显示直接或间接引用到WP_ShockRifle包的对象(没有去重)
Dependencies of WP_ShockRifle:
Package WP_ShockRifle references:
Package WP_ShockRifle
Class Core.Package
LinkerLoad Transient.LinkerLoad_59
Package Core.Default__Package
Package WP_ShockRifle.Particles references:
Package WP_ShockRifle.Particles
Class Engine.ParticleSystem
LinkerLoad Transient.LinkerLoad_59
ParticleSystem Engine.Default__ParticleSystem
ParticleSpriteEmitter WP_ShockRifle.Particles.P_WP_ShockRifle_Explo:ParticleSpriteEmitter_2
ParticleSpriteEmitter WP_ShockRifle.Particles.P_WP_ShockRifle_Explo:ParticleSpriteEmitter_4
... ...
camera align // 将所有视口相机聚焦在选中的 actor
mode geometry // 进入几何体编辑模式
select none // 取消选择
PIE(Play In Editor) udn中文 udn英文
1. 在启动Play In Editor时,按住Ctrl键,启动URL会带上?SpectatorOnly=1,强制播放器以观看模式启动(PlayController进入AlwaysSpectating状态)
2. 通过DefaultEngine.ini的[UnrealEd.EditorEngine]标签设置InEditorGameURLOptions指定的字符串将会被附加到PIE游戏的URL上
3. 当在PIE运行游戏时,可以通过执行以下控制台命令放置Note来帮助记住一些区域,以便返回编辑器中在进行工作
dn // 在当前位置所在朝向放置一个Note
dn Monster Spawn point // 在当前位置所在朝向放置一个Note,并将该Note的Tag设置为Monster Spawn point字符串(属性框中可以查看)
扩展阅读
unrealtexture Console Commands