The Black Sheep Wiki
The Black Sheep Wiki
UT | Console Commands (Extended)

Unreal Tournament Console Commands

Jack Porter
Epic Games, Inc.
Based on the Unreal 1 console commands document.

Audience: Advanced Users, Server Administrators, Programmers.
Last Updated: 08/21/00


This is a list of console commands and command line options, most of which are valid for the current version of the UT demo. The upcoming version of the demo will add a few of the new ones. The cheat codes will be changed for the full version of UT.
UnrealTournament.exe Command Line Parameters

-changevideoBring up the video card selection menu
-conflictsShow objects of different classes whose names conflict.
-logRuns with the log window initially visible.
-noddrawDisables DirectDraw support.
-nodsoundDisables DirectSound support.
-nogcDisables garbage collection.
-nohardDisables 3d hardware support.
-nok6Disable AMD K6–3D support.
-nologDon’t show log window.
-nokniDisables KNI (Pentium III) support
-nommxDisables MMX support.
-nosoundDisables sound.
-nowarnDisables warning message boxes on the screen.
-profileWhen C++ is compiled with DO_SLOW_GUARD=1, generates an UnrealScript function profile using the timings in the most recently played level only.
-safeRuns Unreal in “safe mode”, avoiding loading any device drivers which could crash if there are hardware/driver problems.
-serverRuns as a dedicated server. See ucc server
-silentRun silently, with no log window, and no display of error messages. Critical errors just cause the engine to exit silently.
INI=inifilenameSpecify the .ini file to use for configuration. Normally UnrealTournament.ini.
USERINI=userinifilenameSpecify the .ini file to use for user-specific configuration. Normally User.ini
LOG=logfilenameUses the specified log file instead of UnrealTournament.log. Useful when running multiple copies on the same machine.
MULTIHOME= the “home” ip address (in numerical format) which Unreal Tournament will bind to, for a machine with multiple IP addresses.
PORT=numSets the UDP port number for the Internet server.
READINI=inifilenameSets the .ini file for reading only (not for writing); overrides the INI= option.

Ucc.exe Command Line Parameters

UCC.exe is the command line UnrealTournament launcher. It launches a number of “commandlets”. ucc help will give you a list of available commandlets.

Ucc make

-hRebuilds all .u files from their source .uc files and generate a C++ header for each package.
-nobindDon’t treat UnrealScript/C++ binding errors as critical, for rebuilding scripts and avoiding the chicken-and-egg binding problem.
-strictTreat all script warnings as critical errors; useful for tracking down the call stack when debugging scripts.

Ucc server

Usage: ucc server URL [parameters]
Most of the parameters valid for unrealtournament.exe are valid for ucc server.
The URL parameter is usually just a map name, but can include a number of options:

  • ?alladmin - give all players administration access
  • ?game= -specify the game class
  • ?mutator= - specify a list of mutator classes (comma separated)

UnrealScript Console Commands

General console commands

MENUCMD <menu> <menuitem>Perform an UnrealTournament menu item. For example, MENUCMD 1 0 brings up the Unreal Tournament server browser
SAY <message string>Broadcast a message to other players in the game.
SETNAME <newname>Change your name (works in network play too).
SUICIDECommit Suicide
TEAMSAY <message string>Broadcast a message to your teammates.

Practice session console commands/cheats. Most of these will change.

ADDBOTS <number>Adds more bots to the game.
ALLAMMOGives you all the ammo for your current weapons.
FLYFly around (instead of walking). See WALK.
GHOSTFly around and go through walls (see WALK).
GODMakes you invincible.
KILLALL <class name>Kills all actors of a certain class, for example “KILLALL WARHEADLAUNCHER”.
KILLPAWNSKills all bots
PLAYERSONLYPauses all non-player actors in the game. Cool for debugging scripts, taking screenshots.
SLOMO <number>Sets the game speed, 1.0 is normal.
SUMMON <class name>Spawns an actor of the specified class (for example, SUMMON BOTPACK.WARHEADLAUNCHER) in front of the player.
VIEWCLASS <class name>Cycle through actors of this class, viewing from their locaton. eg VIEWCLASS BOT
WALKWalk around normally (see FLY, GHOST).

Admin console commands. Some of the above practice session cheats are available in network play when you’re logged in as an administrator.

ADMIN <command>Perform a console command on the server’s console
ADMIN SERVERTRAVEL <new level URL>Causes the server to switch to a new level.
ADMIN SET UWeb.Webserver bEnabled TrueEnable the remote admin webserver (requires a level change to take effect)
ADMIN SET UWeb.Webserver bEnabled FalseDisable the remote admin webserver (requires a level change to take effect)
ADMINLOGIN passwordLogin as an administrator
ADMINLOGOUTDrop administrator access
KICK <playername>Kick a player
KICKBAN <playername>Kick a player and ban his/her IP. You’ll need to edit your ini file or use the WWW remote admin to unban their IP

C++ Console Commands

These only work on the local machine.

BRIGHTNESSCycle through 10 screen brightness values.
CANCELCancels an “open” command in progress that is trying to connect to a network server.
CDTRACK numPlay the specified CD track.
CPUSPEED=#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. 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. eg demoplay mydemo?3rdperson?timebased
DEMOREC <filename>Record a demo to <filename>
DISCONNECTDisconnect from the current server
ENDFULLSCREENGo back to playing in a window.
EXEC filenameExecute the console commands in the filename, default is in the System directory.
EXITExit the game..
FLUSHFlush all caches. Regenerates all lighting, 3d hardware textures, etc. Can be useful to clear texture corruption due to 3D hardware driver bugs
FOV angleSet the field of view, for example “FOV 90″ for 90 degrees.
GETCOLORDEPTHSGet a list of color depths supported by your 3D hardware
GETCURRENTCOLORDEPTHGet the current color depth (16 or 32)
GETCURRENTRESGet the current resolution
GETRESGet a list of available resolutions
HIDEACTORSHide actors during game play.
JUMPTO x y zIn UnrealEd, move the viewport to a certain X,Y,Z location, useful in conjunction with tester reports generated with the REPORT command.
MUSICORDER numChange to a certain track in the song (0=ambient, 1=action, 2=suspense).
NETSPEED numberChange your desired network data rate. Use 2600 for modem, 5000 for ISDN, 20000 for Cable/ADSL/LAN
OPEN urlOpens a local map (eg “dm-turbine.unr”) or an Internet server (eg “″ or “”).
s_occfactorA3D 2.0 occlusion factor
s_maxnodedistA3D 2.0 maximum node distance
s_reflect 0 or 1A3D 2.0 reflections
s_occlude 0 or 1A3D 2.0 occlusions
s_wavetracing 0 or 1A3D 2.0 Wavetracing
s_refgainA3D 2.0 reflection gain
s_refdelayA3D 2.0 reflection delay
s_maxpolyA3D 2.0 maximum number of polygons
s_maxreflectpolyA3D 2.0 maximum number of reflection polygons
s_polysmallA3D 2.0 smallest polygon size
s_polylargeA3D 2.0 large polygon size
s_a3dsourcesA3D 2.0 Sources
SETRES WxHxDSet the resolution and color depth. eg SetRes 800×600×32
SERVERTRAVEL urlChange levels from the UnrealTournament Server console window.
STOPDEMOStop recording or playing back a demo.
PREFERENCESDisplays the Advanced Options window.
RECONNECTReconnect to the current/previous server
SHOTTake a screenshot and save it in the System directory with a consecutive name like Shot0001.bmp.
TOGGLEFULLSCREENToggles fullscreen mode on and off.
TYPETypes text on the console.

Also see the Mesh LOD document for Mesh LOD console commands.


STAT ACTORShows various statistics.
STAT FPSShow frame time in milliseconds
STAT GLOBALShows useful performance timings in milliseconds
STAT NETShow network performance statistics including ping, packet loss, bytes/second


DEBUG CRASHTest crashing the game by appError.
DEBUG EATMEMTest allocating memory until it fills up.
DEBUG GPFTest a general protection fault.
DEBUG RECURSETest crash by infinite recursion.
DUMPCACHEDisplay the contents of the memory cache GCache.
DUMPNATIVESDisplay a list of unused native function ids.
EDITACTOR CLASS=classnameDuring game play, edits the properties of the nearest actor belonging to that class. Cool for debugging.
GET <classname> <variable>Gets the default value for a variable in a class
MARKMark all objects that are in memory (for garbage collection debugging in conjunction with MARKCHECK).
MARKCHECKDisplay a list of all unmarked objects that are in memory (for garbage collection debugging in conjunction with MARK).
MEMList memory usage; only works when Unreal is compiled with the memory-tracking option (it’s usually not).
MEMSTATShow Windows overall memory statistics.
OBJ CLASSESPrints a list of all loaded classes.
OBJ DEPENDENCIES PACKAGE=pkgname EXCLUDE1=otherpackage EXCLUDE2=otherpackage…Show package dependencies
OBJ GARBAGECollect and purge garbage (“garbage” means objects which are no longer in use).
OBJ HASHShow object hashing statistics.
OBJ LINKERSShow a list of active linkers (each linker is responsible for loading objects from a package file).
OBJ LIST CLASS=objectclass INSIDE=insideclassList all objects belonging to the class and residing inside the specified object. If the class isn’t specified, lists ALL objects. If the inside object isn’t specified, shows all objects. Gives a summary of memory usage. This is very useful during game play for figuring out how much memory is being used. In UnrealEd, this statistic isn’t useful because a huge amount of extra stuff is loaded which might not be used by your map.
OBJ REFS CLASS=objectclass NAME=objectnameShow a list of objects which reference the object you specify. When trimming memory usage, this is useful for figuring out why some object is being loaded.
REPORTCopies a report of the current gameplay situation to the clipboard. You can then paste the resulting text into an email program, Notepad, etc. Extremely useful for beta testers, because it dumps the player’s X,Y,Z location, the difficulty level, etc.
RMODESet the rendering mode. 0–9.
SET <class> <variable> <value>Sets the specified property of the specified class with the specified value
SHOWACTORSShows actors during gameplay.
SOCKETSIn network play, shows a list of network sockets (UNetConnection’s) in use.
URL urlnameIn network play, parses a URL and displays its components.

Unreal Tournament Key Bindings

In the Unreal Tournament key bindings (type PREFERENCES to bring up Advanced Options / Advanced / Raw Key Bindings), you can associate console commands and other special input commands with key presses and releases. In the text box next to a key name, you can type in one or more console commands, separated by the “|” character. For example, to bind the “S” key to the “Jump” alias, type this:


That causes the “Jump” alias to be executed when th user presses the “S” key. For another example, if you want to bind a chat message to a key, use this:

    Say “Come get some!”

In addition, you can bind multiple actions to a keypress like this, to make the “S” key both jump and say a message.

    Jump | Say “Come get some!”

You can also bind an action to the release of a key by using the OnRelease keyword. For example, you can make the “S” key fire when it’s released:

    OnRelease Fire

Or you can make the key jump when pressed, and fire when released:

    Jump | OnRelease Fire

Keys can be bound to any of the following kinds of things:

  • Any console command in the above lists.
  • Any key alias (explained below).
  • Any special input command.

“Special input command” refers to console commands which only make sense in conjunction with the press or release of a key, or the movement of the mouse or joystick along an axis. The special input commands are:

  • BUTTON <UnrealScript boolean variable name>, for example “BUTTON bFire”: Maps a button to an UnrealScript variable stored in the Pawn class or any subclass. This tells the input system to automatically set the variable to True when the key is held down, and False when it’s not pressed. For example, the Pawn script looks at bFire to tell whether the fire button is being held. The setting of bFire is not some hardcoded behavior of the engine, rather it is propagated into UnrealScript code by the input system, as a result of binding a key to “BUTTON bFire”.
  • TOGGLE <UnrealScript boolean variable name>, for example “TOGGLE bLook”: Like the BUTTON command, but simply tells the input system to toggle the boolean variable’s value when the key is pressed.
  • AXIS <UnrealScript floating point variable name> <SPEED=some number>, for example “Axis aStrafe Speed=−300.0″. Maps an analog input axis movement to an UnrealScript variable, scaling it by some factor. The current axis keys listed in the Advanced Options menu are: MouseX, MouseY, MouseW (Intellimouse wheel), JoyX, JoyY, JoyZ, JoyR (joystick rudder), JoyU, JoyV (joystick alternate axis for example the Panther XL trackball). Supported PlayerPawn axes are aBaseX, aBaseY (base movements which are translated to rotating, strafing, looking, and forward movement based on context), aMouseX, aMouseY, aForward, aTurn, aStrafe, aUp (not used), aLookUp, aExtra0-aExtra4 (not used). To see how the game code processes movement, see the PlayerPawn class’s PlayerInput and PlayerTick functions.

In addition to the Advance Options menu, you can also bind keys from the console using the following command:

	SET INPUT <keyname> <binding>

For example:

	SET INPUT Enter Fire

Unreal Tournament Key Aliases

Key aliases are listed in Advanced Options / Advanced / Input Aliases. Aliases provide a convenient way to map one word (for example, “Jump”) to a complex series of console commands that carry out a particular action. For example, the “Fire” alias is defined as: “Fire | Button bFire”. This has the effect of calling the UnrealScript “PlayerPawn.Fire” function (aliases are not recursive), and then causing the input button bJump to be set to True as long as the key is held.

Page last modified on June 07, 2011, at 05:44 AM