Console commands¶
Programmer · reference · C++
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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. |