-ManualAutoCompleteList=(Command="DumpGPU -upload",Desc="Dump the GPU's intermediary resources and upload to network")
-ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart")
-ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats")
-ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
-ManualAutoCompleteList=(Command="Open",Desc="<MapName> Opens the specified map, doesn't pass previously set options")
-ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
-ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
-ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
-ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
-ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> Display rotation for all instances of classname")
-ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
-ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
-ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
-ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
-ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname without Pre/Post Edit Change notifications")
-ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate")
-ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category")
-ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph")
-ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)")
-ManualAutoCompleteList=(Command="Stat VerboseNamedEvents",Desc="Stat VerboseNamedEvents (Enables verbose named events for external profilers)")
-ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)")
-ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)")
-ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)")
-ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log")
-ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log")
-ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint")
-ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures")
-ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations")
-ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes")
-ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes")
-ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture")
-ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log")
-ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level")
-ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules")
-ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name")
-ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name")
-ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed")
-ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed")
-ManualAutoCompleteList=(Command="HotReload",Desc="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
-ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc="<filter> Rejects new USoundBase requests where the sound name does not contain the provided filter")
-ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name")
-ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory")
-ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc="<filter> With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter")
-ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity")
-ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name to unity")
-ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name=<name> Type=<type> Vol=<vol> Sets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name")
-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc="<name> [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist")
-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc="<name> [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist")
-ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc="<name> [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist")
-ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes")
-ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces")
-ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc="<DesiredClass> Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target")
-ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues")
-ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes")
-ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin")
-ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin")
-ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb")
-ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves")
-ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <?> <sort=class|distance|name|priority|time|volume|waves> <-debug> Shows all active sounds. Displays value sorted by when sort is set")
-ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list")
-ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list")
-ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list")
-ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions")
-ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.")
-ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
-ManualAutoCompleteList=(Command="Log ",Desc="<category> <level> Change verbosity level for a log category")
-ManualAutoCompleteList=(Command="Log list",Desc="<search string> Search for log categories")
-ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity")
-ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file")
-ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations")
-ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
-ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
-ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
-ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
-ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working")
-ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU")
-ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.")
-ManualAutoCompleteList=(Command="DumpGPU",Desc="Dump one frame of rendering intermediary resources to disk.")
-ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)")
+ManualAutoCompleteList=(Command="DumpGPU -upload",Desc="Dump the GPU\'s intermediary resources and upload to network")
+ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart")
+ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats")
+ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
+ManualAutoCompleteList=(Command="Open",Desc="<MapName> Opens the specified map, doesn\'t pass previously set options")
+ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
+ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
+ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> Display rotation for all instances of classname")
+ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
+ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
+ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
+ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
+ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname without Pre/Post Edit Change notifications")
+ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate")
+ManualAutoCompleteList=(Command="Stat DrawCount",Desc="Shows draw counts broken down by category")
+ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph")
+ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)")
+ManualAutoCompleteList=(Command="Stat VerboseNamedEvents",Desc="Stat VerboseNamedEvents (Enables verbose named events for external profilers)")
+ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)")
+ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)")
+ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)")
+ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log")
+ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log")
+ManualAutoCompleteList=(Command="ListTextures",Desc="[Streaming|NonStreaming|Forced] [-Alphasort] [-csv] Lists all loaded textures and their current memory footprint")
+ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info for all streaming textures")
+ManualAutoCompleteList=(Command="ListAnims",Desc="Lists info for all animations")
+ManualAutoCompleteList=(Command="ListSkeletalMeshes",Desc="Lists info for all skeletal meshes")
+ManualAutoCompleteList=(Command="ListStaticMeshes",Desc="Lists info for all static meshes")
+ManualAutoCompleteList=(Command="InvestigateTexture",Desc="Shows streaming info about the specified texture")
+ManualAutoCompleteList=(Command="DumpTextureStreamingStats",Desc="Dump current streaming stats (e.g. pool capacity) to the log")
+ManualAutoCompleteList=(Command="RestartLevel",Desc="Restarts the level")
+ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules")
+ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name")
+ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name")
+ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed")
+ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed")
+ManualAutoCompleteList=(Command="HotReload",Desc="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
+ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc="<filter> Rejects new USoundBase requests where the sound name does not contain the provided filter")
+ManualAutoCompleteList=(Command="au.debug.AudioGetDynamicSoundVolume",Desc="Gets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name")
+ManualAutoCompleteList=(Command="au.debug.AudioMemReport",Desc="Lists info for audio memory")
+ManualAutoCompleteList=(Command="au.debug.AudioMixerDebugSound",Desc="<filter> With new mixer enabled, rejects new USoundBase requests where the sound name does not contain the provided filter")
+ManualAutoCompleteList=(Command="au.debug.AudioResetAllDynamicSoundVolumes",Desc="Resets all dynamic volumes to unity")
+ManualAutoCompleteList=(Command="au.debug.AudioResetDynamicSoundVolume",Desc="Resets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name to unity")
+ManualAutoCompleteList=(Command="au.debug.AudioSetDynamicSoundVolume",Desc="Name=<name> Type=<type> Vol=<vol> Sets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name")
+ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc="<name> [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist")
+ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc="<name> [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist")
+ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc="<name> [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist")
+ManualAutoCompleteList=(Command="ShowDebug FORCEFEEDBACK",Desc="Toggles display of current force feedback values and what is contributing to that calculation")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces")
+ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc="<DesiredClass> Toggles \'ShowDebug\' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target")
+ManualAutoCompleteList=(Command="Stat SoundCues",Desc="Deprecated (Use au.debug.SoundCues): Shows active SoundCues")
+ManualAutoCompleteList=(Command="Stat SoundMixes",Desc="Deprecated (Use au.debug.SoundMixes): Shows active SoundMixes")
+ManualAutoCompleteList=(Command="Stat SoundModulators",Desc="Deprecated (Use au.debug.SoundModulators): Shows modulator debug info as provided by active audio modulation plugin")
+ManualAutoCompleteList=(Command="Stat SoundModulatorsHelp",Desc="Deprecated (Use au.debug.SoundModulatorsHelp):Shows modulator debug help provided by active audio modulation plugin")
+ManualAutoCompleteList=(Command="Stat SoundReverb",Desc="Deprecated (Use au.debug.SoundReverb): Shows active SoundReverb")
+ManualAutoCompleteList=(Command="Stat SoundWaves",Desc="Deprecated (Use au.debug.SoundWaves): Shows active SoundWaves")
+ManualAutoCompleteList=(Command="Stat Sounds",Desc="Deprecated (Use au.debug.Sounds): <?> <sort=class|distance|name|priority|time|volume|waves> <-debug> Shows all active sounds. Displays value sorted by when sort is set")
+ManualAutoCompleteList=(Command="ScriptAudit LongestFunctions",Desc="List functions that contain the most bytecode - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit FrequentFunctionsCalled",Desc="List functions that are most frequently called from bytecode - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit FrequentInstructions",Desc="List most frequently used instructions - optionally include # of entries to list")
+ManualAutoCompleteList=(Command="ScriptAudit TotalBytecodeSize",Desc="Gather total size of bytecode in bytes of currently loaded functions")
+ManualAutoCompleteList=(Command="Audio3dVisualize",Desc="Shows locations of sound sources playing (white text) and their left and right channel locations respectively (red and green). Virtualized loops (if enabled) display in blue.")
+ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
+ManualAutoCompleteList=(Command="Log ",Desc="<category> <level> Change verbosity level for a log category")
+ManualAutoCompleteList=(Command="Log list",Desc="<search string> Search for log categories")
+ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity")
+ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file")
+ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations")
+ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
+ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
+ManualAutoCompleteList=(Command="RecordTake Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
+ManualAutoCompleteList=(Command="StopRecordingTake",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
+ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working")
+ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU")
+ManualAutoCompleteList=(Command="ProfileGPUHitches",Desc="Toggle profiling of GPU hitches.")
+ManualAutoCompleteList=(Command="DumpGPU",Desc="Dump one frame of rendering intermediary resources to disk.")
+ManualAutoCompleteList=(Command="Automation",Desc="Run an automation command (e.g., Automation RunTests TestName)")
+ManualAutoCompleteList=(Command="ShowDebug EnhancedInput",Desc="Displays debug information about the current state of any Enhanced Input Mapping Contexts")
+ManualAutoCompleteList=(Command="ShowDebug WorldSubsystemInput",Desc="Displays debug information about the current state of any Enhanced Input Mapping Contexts applied to the Enhanced Input world subsystem.")
+ManualAutoCompleteList=(Command="ShowDebug InputSettings",Desc="Displays debug information any user input settings, such as player mappable keys.")
+ManualAutoCompleteList=(Command="ShowDebug DeviceProperty",Desc="Display debug information about currently active Input Device Properties")
+ManualAutoCompleteList=(Command="ShowDebug Devices",Desc="Displays all current Platform Users and their Input Devices.")