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Console commands

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Console variables and commands XenoCore registers, and its Exec functions. Open the console in Play-In-Editor with the backtick key (`).

Development builds only

These are testing tools. Cheat-flagged variables and cheat-manager commands are not available in a Shipping build. Do not build gameplay on them.

Console variables

Variable Type Default Cheat only Description Source
XenoCore.Art.MaxStage int32 0 Yes 0 uncapped, 1 Break, 2 up to Topple, 3 up to Daze - cap enemy art escalation for testing. XenoCoreRuntime/Private/AI/XenoCoreCombatConditions.cpp
XenoCore.Arts.DrawArea int32 0 Yes Draw each art's area of effect and who it hit, at its impact frame. 0 = off (default), 1 = on. XenoCoreRuntime/Private/Arts/XenoCoreGameplayAbility_Art.cpp
XenoCore.Arts.DrawAreaSeconds float 2.0 Yes How long XenoCore.Arts.DrawArea keeps each drawing up, in seconds. XenoCoreRuntime/Private/Arts/XenoCoreGameplayAbility_Art.cpp
XenoCore.Boot.ForceShaderScreen int32 0 No 1 shows the shader card with a simulated 4 second compile, for previewing it where the queue is empty (the editor). XenoCoreRuntime/Private/UI/XenoCoreShaderBootScreenBase.cpp
XenoCore.Environment.Freeze int32 0 No 1 = the environment director stops writing lights (A/B against the map's authored look). XenoCoreRuntime/Private/World/XenoCoreEnvironmentDirector.cpp
XenoCore.Environment.NightFloor float -1000.0 No Overrides the sky profile's Night Exposure Floor (EV100) for tuning. -1000 = use the profile. XenoCoreRuntime/Private/World/XenoCoreEnvironmentDirector.cpp
XenoCore.Minimap.Hide int32 0 No 1 hides the minimap (the XC1 'show minimap' option, until it has a settings entry). XenoCoreRuntime/Private/Map/XenoCoreMinimap.cpp
XenoCore.Minimap.Rotate int32 -1 No Turn the minimap with the camera: 1 = yes, 0 = no (north up), -1 (the default) = use the widget's Rotate With Camera setting. XenoCoreRuntime/Private/Map/XenoCoreMinimap.cpp

Console commands

Command Description Source
XenoCore.Aggro.Describe Log every enemy's aggro ring: shown or not, on whom, and the threat/provoke/engage/death state behind it. XenoCoreRuntime/Private/Battle/XenoCoreAggroIndicatorComponent.cpp
XenoCore.Anim.Describe Print where every combat clip of a character resolves from - profile or default. Optional: 'enemy' or part of a pawn's name. XenoCoreRuntime/Private/Animation/XenoCoreAnimProfileStatics.cpp
XenoCore.Anim.Play Preview a reaction clip as a character would resolve it: <Topple|Daze|Flinch|Guard|Evade|Recoil> [front|back|left|right] [enemy|<name>]. Clip only - XenoCore.Reaction runs the real reaction. XenoCoreRuntime/Private/Animation/XenoCoreAnimProfileStatics.cpp
XenoCore.Battle.Victory Play the battle-won sequence now: fanfare, every party body sheathes, then its own victory emote. XenoCoreRuntime/Private/Battle/XenoCoreBattleVictorySubsystem.cpp
XenoCore.Enemies.Defeat XenoCore.Enemies.Defeat <name substring> - kill every living enemy whose actor name contains it. For tests. XenoCoreRuntime/Private/Enemies/XenoCoreEnemySpawner.cpp
XenoCore.Enemies.RespawnAll Respawn every fallen enemy of every XenoCore Enemy Spawner now, ignoring the timer and the out-of-sight rule. XenoCoreRuntime/Private/Enemies/XenoCoreEnemySpawner.cpp
XenoCore.Loot.Simulate XenoCore.Loot.Simulate <table name> [level=1] [chests=1000] - roll a drop table and print how often each tier and item lands. XenoCoreRuntime/Private/Loot/XenoCoreDropTable.cpp
XenoCore.ProjectSetup Lists the project settings XenoCore still needs. 'apply' writes them to Config/Default*.ini. XenoCoreEditor/Private/XenoCoreEditorModule.cpp
XenoCore.Reaction Apply one reaction, alone: 1 Break, 2 Topple, 3 Daze. 0 clears. XenoCoreRuntime/Private/AI/XenoCoreCombatConditions.cpp
XenoCore.Test.Run Runs the in-build test pass (development builds only): XenoCore.Test.Run [All | Suite ...] [quit]. A suite is one area of the game, such as Combat, Inventory, Quest, Party, Shop, Menus or Save; All runs every suite. Plays on the live session - use a throwaway save. XenoCoreRuntime/Private/Debug/XenoCoreTestRunner.cpp
XenoCore.Time.Describe XenoCore.Time.Describe - log the time, phase, hour block and weather. XenoCoreRuntime/Private/World/XenoCoreTimeOfDaySubsystem.cpp
XenoCore.Time.Scale XenoCore.Time.Scale <multiplier> - run the clock faster (60 = an hour a second). 1 restores XC1's pace. XenoCoreRuntime/Private/World/XenoCoreTimeOfDaySubsystem.cpp
XenoCore.Time.Set XenoCore.Time.Set <hour, 0-24> [fade] - set the clock (re-rolls the weather, as XC1 does). 'fade' runs the Change Time fade. XenoCoreRuntime/Private/World/XenoCoreTimeOfDaySubsystem.cpp
XenoCore.Tutorial.Reset Forget every seen tutorial card, so each shows again on its trigger. XenoCoreRuntime/Private/Tutorial/XenoCoreTutorialSubsystem.cpp
XenoCore.Tutorial.Show XenoCore.Tutorial.Show <RowName> - show one tutorial card now, seen or not. XenoCoreRuntime/Private/Tutorial/XenoCoreTutorialSubsystem.cpp
XenoCore.Tutorial.Tips XenoCore.Tutorial.Tips <0|1> - turn tutorial popups off or on (the Tutorials menu's switch). XenoCoreRuntime/Private/Tutorial/XenoCoreTutorialSubsystem.cpp
XenoCore.Tutorial.Trigger XenoCore.Tutorial.Trigger <Tag> - fire a tutorial trigger, as the Trigger Tutorial node does. XenoCoreRuntime/Private/Tutorial/XenoCoreTutorialSubsystem.cpp
XenoCore.Voice.Describe Print the voice config, every rule, and each active member's voice table. XenoCoreRuntime/Private/Voice/XenoCoreBattleVoiceSubsystem.cpp
XenoCore.Voice.Speak XenoCore.Voice.Speak <Member> <Category> [Art] - ask a party member for a line. Category may omit the 'XenoCore.Voice.' prefix; Art is an art definition's asset name. Logs why a line was not said. XenoCoreRuntime/Private/Voice/XenoCoreBattleVoiceSubsystem.cpp
XenoCore.Weapon.Describe Print each character's allowed weapon types, held weapon and its type, and how much of the bag their swap list shows. Optional: part of a pawn's name. XenoCoreRuntime/Private/Equipment/XenoCoreEquipmentComponent.cpp
XenoCore.Weather.Lightning XenoCore.Weather.Lightning - flash lightning now (with thunder, if the weather has some). XenoCoreRuntime/Private/World/XenoCoreEnvironmentDirector.cpp
XenoCore.Weather.Reroll XenoCore.Weather.Reroll - release any lock and roll the area's weather table. XenoCoreRuntime/Private/World/XenoCoreWeatherSubsystem.cpp
XenoCore.Weather.Set XenoCore.Weather.Set <Clear|Rain|Storm|full tag> [lock] [snap] - force the weather. 'lock' holds it until XenoCore.Weather.Reroll. XenoCoreRuntime/Private/World/XenoCoreWeatherSubsystem.cpp
XenoCore.Weather.Tune XenoCore.Weather.Tune [Field] [Value] - no args lists every float/bool field of the current weather and the director; with both, sets it live (e.g. XenoCore.Weather.Tune CloudCoverageOffset 1.5). Row edits mark DT_XenoCore_WeatherTypes unsaved - Save All keeps them. XenoCoreRuntime/Private/World/XenoCoreEnvironmentDirector.cpp

Exec functions

An Exec function is typed into the console by its name followed by its arguments. Unreal only routes console input to a fixed set of objects: the player controller, its cheat manager (and cheat-manager extensions), the possessed pawn, the HUD, the game mode and the game instance. An Exec function on a component or a subsystem is not on that list, so typing it is expected to print Command not recognized.

A row marked Yes is declared on a cheat-manager extension, which registers itself on every new cheat manager, so it is typed like any built-in cheat. Exec functions are compiled out of Shipping builds.

Command Arguments Declared on Reachable from the console Description
XenoArts UXenoCoreProgressionCheats Yes, in development builds XenoArts - the leader's learned arts and palette.
XenoAwardExp <Amount> UXenoCoreProgressionCheats Yes, in development builds XenoAwardExp 5000 - bank EXP without finding something to kill.
XenoAwardGold <Amount> UXenoCoreProgressionCheats Yes, in development builds XenoAwardGold 500 - bank gold without a quest to finish.
XenoCastArt <ArtName> UXenoCoreProgressionCheats Yes, in development builds XenoCastArt AirSlash - cast an equipped art by spec handle, the palette's own dispatch.
XenoCoreDumpInventory UXenoCoreSystemCheats Yes, in development builds XenoCoreDumpInventory - read-only dump of the bag, the leader's loadout and totals.
XenoCoreTestInventoryEvents UXenoCoreSystemCheats Yes, in development builds XenoCoreTestInventoryEvents - mutates: adds and removes one item, reports both messages.
XenoDownMember <ActiveSlot> UXenoCoreSystemCheats Yes, in development builds XenoDownMember 0 - kill an active member through the real damage path.
XenoGaugeAdd <Amount> UXenoCoreSystemCheats Yes, in development builds XenoGaugeAdd 100 - add Party Gauge points (negative removes).
XenoGaugeSpend <Bars> UXenoCoreSystemCheats Yes, in development builds XenoGaugeSpend 1 - spend whole Party Gauge bars through the real path.
XenoGiveAP <Amount> UXenoCoreProgressionCheats Yes, in development builds XenoGiveAP 1000 - Art Points for the leader.
XenoGiveSP <Amount> UXenoCoreProgressionCheats Yes, in development builds XenoGiveSP 500 - pour SP into the leader's selected skill branch.
XenoHurtParty <Fraction>=0.3f UXenoCoreSystemCheats Yes, in development builds XenoHurtParty 0.3 - set every standing member to that fraction of max HP, to watch out-of-battle recovery.
XenoLevelUpLeader UXenoCoreProgressionCheats Yes, in development builds XenoLevelUpLeader - award exactly the EXP the leader needs for their next level.
XenoLevelUpParty UXenoCoreProgressionCheats Yes, in development builds XenoLevelUpParty - award enough EXP that every active member levels at least once.
XenoLoad <SlotIndex>=1 UXenoCoreSystemCheats Yes, in development builds XenoLoad 1 - load a slot.
XenoQuestStatus UXenoCoreSystemCheats Yes, in development builds XenoQuestStatus - print every quest this party has touched.
XenoReviveMember <ActiveSlot> UXenoCoreSystemCheats Yes, in development builds XenoReviveMember 0 - bring that member back at full health.
XenoSave <SlotIndex>=1 UXenoCoreSystemCheats Yes, in development builds XenoSave 1 - save to a slot.
XenoSaveDump UXenoCoreSystemCheats Yes, in development builds XenoSaveDump - print every slot without loading it.
XenoSetArt <SlotIndex> <ArtName> UXenoCoreProgressionCheats Yes, in development builds XenoSetArt 2 AirSlash - put an art in a palette slot.
XenoSetLeader <ActiveSlot> UXenoCoreSystemCheats Yes, in development builds XenoSetLeader 0 - make an active slot the leader.
XenoSkills UXenoCoreProgressionCheats Yes, in development builds XenoSkills - the leader's branches and progress.
XenoWipeParty UXenoCoreSystemCheats Yes, in development builds XenoWipeParty - down every active member, which triggers the party-wipe flow.