[/Script/Engine.InputSettings] -AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) -AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) -AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) -AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) -AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) -AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) -AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Touch",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Left_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton1",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_FaceButton2",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_IndexPointing",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbUp",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusTouch_Right_ThumbRest",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Left_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Left_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Left_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Left_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Left_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Right_ThumbPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Right_IndexPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Right_MiddlePinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Right_RingPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="OculusHand_Right_PinkPinchStrength",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Cosmos_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Cosmos_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Cosmos_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Cosmos_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Cosmos_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Cosmos_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Cosmos_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +AxisConfig=(AxisKeyName="Cosmos_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) bAltEnterTogglesFullscreen=True bF11TogglesFullscreen=True bUseMouseForTouch=False bEnableMouseSmoothing=True bEnableFOVScaling=True bCaptureMouseOnLaunch=True bEnableLegacyInputScales=True bEnableMotionControls=True bFilterInputByPlatformUser=False bShouldFlushPressedKeysOnViewportFocusLost=True bAlwaysShowTouchInterface=False bShowConsoleOnFourFingerTap=True bEnableGestureRecognizer=False bUseAutocorrect=False DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown DefaultViewportMouseLockMode=LockOnCapture FOVScale=0.011110 DoubleClickTime=0.200000 DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent DefaultTouchInterface=/Game/FirstPerson/Input/MobileControls.MobileControls -ConsoleKeys=Tilde +ConsoleKeys=Tilde [/Script/EngineSettings.ConsoleSettings] MaxScrollbackSize=1024 -ManualAutoCompleteList=(Command="Exit",Desc="Exits the game") -ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=) -ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools") -ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot") -ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files") -ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files") -ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it's source files have changed") -ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files") -ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information") -ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information") -ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information") -ManualAutoCompleteList=(Command="DumpShaderCompileStats",Desc="Dump shader compilation information") -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=" Opens the specified map, doesn't pass previously set options") -ManualAutoCompleteList=(Command="Travel",Desc=" Travels to the specified map, passes along previously set options") -ManualAutoCompleteList=(Command="ServerTravel",Desc=" Travels to the specified map and brings clients along, passes along previously set options") -ManualAutoCompleteList=(Command="DisplayAll",Desc=" Display property values for instances of classname") -ManualAutoCompleteList=(Command="DisplayAllLocation",Desc=" Display location for all instances of classname") -ManualAutoCompleteList=(Command="DisplayAllRotation",Desc=" Display rotation for all instances of classname") -ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries") -ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache") -ManualAutoCompleteList=(Command="GetAll ",Desc=" Log property values of all instances of classname") -ManualAutoCompleteList=(Command="GetAllLocation",Desc=" Log location for all instances of classname") -ManualAutoCompleteList=(Command="GetAllRotation",Desc=" Log rotation for all instances of classname") -ManualAutoCompleteList=(Command="Obj List ",Desc=" ") -ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc=" ") -ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes") -ManualAutoCompleteList=(Command="Obj Refs",Desc="Name= Class= Lists referencers of the specified object") -ManualAutoCompleteList=(Command="EditActor",Desc=" or or TRACE") -ManualAutoCompleteList=(Command="EditDefault",Desc="") -ManualAutoCompleteList=(Command="EditObject",Desc=" or or ") -ManualAutoCompleteList=(Command="ReloadCfg ",Desc=" Reloads config variables for the specified object/class") -ManualAutoCompleteList=(Command="ReloadLoc ",Desc=" Reloads localized variables for the specified object/class") -ManualAutoCompleteList=(Command="Set ",Desc=" Sets property to value on objectname") -ManualAutoCompleteList=(Command="SetNoPEC",Desc=" Sets property to value on objectname without Pre/Post Edit Change notifications") -ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter") -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="Stat D3D11RHI",Desc="Shows Direct3D 11 stats") -ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info") -ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats") -ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats") -ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats") -ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats") -ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats") -ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame") -ManualAutoCompleteList=(Command="Stat COLLISION",Desc=) -ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=) -ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=) -ManualAutoCompleteList=(Command="Stat AUDIO",Desc=) -ManualAutoCompleteList=(Command="Stat ANIM",Desc=) -ManualAutoCompleteList=(Command="Stat NET",Desc=) -ManualAutoCompleteList=(Command="Stat LIST",Desc=" List groups of stats, saved sets, or specific stats within a specified group") -ManualAutoCompleteList=(Command="Stat splitscreen",Desc=) -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=" Attempts to recompile a UObject DLL and reload it on the fly") -ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc=" 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=" 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= Type= Vol= Sets volume for given sound type ('Class', 'Cue' or 'Wave') with provided name") -ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc=" [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist") -ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc=" [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist") -ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc=" [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist") -ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo'ed object") -ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter") -ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ") -ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect") -ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log") -ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect") -ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio") -ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb") -ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects") -ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class") -ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes") -ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds") -ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source") -ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio") -ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue") -ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc=" Plays the given soundwave") -ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters") -ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc=" Sets the base sound mix") -ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="") -ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world") -ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated") -ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources") -ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources") -ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers") -ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all") -ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension") -ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages") -ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages") -ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages") -ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it") -ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it") -ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages") -ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection") -ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection") -ManualAutoCompleteList=(Command="ShowDebug NET",Desc=) -ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=) -ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=) -ManualAutoCompleteList=(Command="ShowDebug AI",Desc=) -ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=) -ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=) -ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data") -ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones") -ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc=) -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=" Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass ) 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): <-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="StartMovieCapture",Desc=) -ManualAutoCompleteList=(Command="StopMovieCapture",Desc=) -ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag") -ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag") -ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool") -ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time") -ManualAutoCompleteList=(Command="Log ",Desc=" Change verbosity level for a log category") -ManualAutoCompleteList=(Command="Log list",Desc=" 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=") -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=") -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="CsvProfile Start",Desc="Start CSV profiling.") -ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.") -ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.") -ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.") +ManualAutoCompleteList=(Command="Exit",Desc="Exits the game") +ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc="") +ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools") +ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot") +ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files") +ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile global shaders that have any changes on their source files") +ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material if it\'s source files have changed") +ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Recompile all shaders that have any changes on their source files") +ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information") +ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information") +ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information") +ManualAutoCompleteList=(Command="DumpShaderCompileStats",Desc="Dump shader compilation information") +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=" Opens the specified map, doesn\'t pass previously set options") +ManualAutoCompleteList=(Command="Travel",Desc=" Travels to the specified map, passes along previously set options") +ManualAutoCompleteList=(Command="ServerTravel",Desc=" Travels to the specified map and brings clients along, passes along previously set options") +ManualAutoCompleteList=(Command="DisplayAll",Desc=" Display property values for instances of classname") +ManualAutoCompleteList=(Command="DisplayAllLocation",Desc=" Display location for all instances of classname") +ManualAutoCompleteList=(Command="DisplayAllRotation",Desc=" Display rotation for all instances of classname") +ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries") +ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache") +ManualAutoCompleteList=(Command="GetAll ",Desc=" Log property values of all instances of classname") +ManualAutoCompleteList=(Command="GetAllLocation",Desc=" Log location for all instances of classname") +ManualAutoCompleteList=(Command="GetAllRotation",Desc=" Log rotation for all instances of classname") +ManualAutoCompleteList=(Command="Obj List ",Desc=" ") +ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc=" ") +ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes") +ManualAutoCompleteList=(Command="Obj Refs",Desc="Name= Class= Lists referencers of the specified object") +ManualAutoCompleteList=(Command="EditActor",Desc=" or or TRACE") +ManualAutoCompleteList=(Command="EditDefault",Desc="") +ManualAutoCompleteList=(Command="EditObject",Desc=" or or ") +ManualAutoCompleteList=(Command="ReloadCfg ",Desc=" Reloads config variables for the specified object/class") +ManualAutoCompleteList=(Command="ReloadLoc ",Desc=" Reloads localized variables for the specified object/class") +ManualAutoCompleteList=(Command="Set ",Desc=" Sets property to value on objectname") +ManualAutoCompleteList=(Command="SetNoPEC",Desc=" Sets property to value on objectname without Pre/Post Edit Change notifications") +ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter") +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="Stat D3D11RHI",Desc="Shows Direct3D 11 stats") +ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info") +ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats") +ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats") +ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats") +ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats") +ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats") +ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame") +ManualAutoCompleteList=(Command="Stat COLLISION",Desc="") +ManualAutoCompleteList=(Command="Stat PARTICLES",Desc="") +ManualAutoCompleteList=(Command="Stat SCRIPT",Desc="") +ManualAutoCompleteList=(Command="Stat AUDIO",Desc="") +ManualAutoCompleteList=(Command="Stat ANIM",Desc="") +ManualAutoCompleteList=(Command="Stat NET",Desc="") +ManualAutoCompleteList=(Command="Stat LIST",Desc=" List groups of stats, saved sets, or specific stats within a specified group") +ManualAutoCompleteList=(Command="Stat splitscreen",Desc="") +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=" Attempts to recompile a UObject DLL and reload it on the fly") +ManualAutoCompleteList=(Command="au.debug.AudioDebugSound",Desc=" 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=" 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= Type= Vol= Sets volume for given sound type (\'Class\', \'Cue\' or \'Wave\') with provided name") +ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundClass",Desc=" [nonexclusive] Solos sounds using this USoundClass. If nonexclusive, existing solos will persist") +ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundCue",Desc=" [nonexclusive] Solos any type of USoundBase. If nonexclusive, existing solos will persist") +ManualAutoCompleteList=(Command="au.debug.AudioSoloSoundWave",Desc=" [nonexclusive] Solos USoundWave. If nonexclusive, existing solos will persist") +ManualAutoCompleteList=(Command="au.debug.ClearSoloAudio",Desc="Clears solo\'ed object") +ManualAutoCompleteList=(Command="au.debug.DisableLPF",Desc="Disables low-pass filter") +ManualAutoCompleteList=(Command="au.debug.DisableEQFilter",Desc="Disables EQ") +ManualAutoCompleteList=(Command="au.debug.DisableRadio",Desc="Disables radio effect") +ManualAutoCompleteList=(Command="au.debug.DumpSoundInfo",Desc="Dumps sound information to log") +ManualAutoCompleteList=(Command="au.debug.EnableRadio",Desc="Enables radio effect") +ManualAutoCompleteList=(Command="au.debug.IsolateDryAudio",Desc="Isolates dry audio") +ManualAutoCompleteList=(Command="au.debug.IsolateReverb",Desc="Isolates reverb") +ManualAutoCompleteList=(Command="au.debug.ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects") +ManualAutoCompleteList=(Command="au.debug.ListSoundClasses",Desc="Lists a summary of loaded sound collated by class") +ManualAutoCompleteList=(Command="au.debug.ListSoundClassVolumes",Desc="Lists all sound class volumes") +ManualAutoCompleteList=(Command="au.debug.ListSoundDurations",Desc="Lists durations of all active sounds") +ManualAutoCompleteList=(Command="au.debug.ListWaves",Desc="List the WaveInstances and whether they have a source") +ManualAutoCompleteList=(Command="au.debug.PlayAllPIEAudio",Desc="Toggls whether or not all devices should play their audio") +ManualAutoCompleteList=(Command="au.debug.PlaySoundCue",Desc="Plays the given soundcue") +ManualAutoCompleteList=(Command="au.debug.PlaySoundWave",Desc=" Plays the given soundwave") +ManualAutoCompleteList=(Command="au.debug.ResetSoundState",Desc="Resets volumes to default and removes test filters") +ManualAutoCompleteList=(Command="au.debug.SetBaseSoundMix",Desc=" Sets the base sound mix") +ManualAutoCompleteList=(Command="au.debug.ShowSoundClassHierarchy",Desc="") +ManualAutoCompleteList=(Command="au.debug.SoloAudio",Desc="Solos the audio device associated with the parent world") +ManualAutoCompleteList=(Command="au.debug.SoundClassFixup",Desc="Deprecated") +ManualAutoCompleteList=(Command="au.debug.TestLFEBleed",Desc="Sets LPF to max for all sources") +ManualAutoCompleteList=(Command="au.debug.TestLPF",Desc="Sets LPF to max for all sources") +ManualAutoCompleteList=(Command="au.debug.TestStereoBleed",Desc="Test bleeding stereo sounds fully to the rear speakers") +ManualAutoCompleteList=(Command="au.debug.ToggleHRTFForAll",Desc="Toggles whether or not HRTF spatialization is enabled for all") +ManualAutoCompleteList=(Command="au.debug.ToggleSpatExt",Desc="Toggles enablement of the Spatial Audio Extension") +ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages") +ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages") +ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages") +ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it") +ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it") +ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages") +ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection") +ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection") +ManualAutoCompleteList=(Command="ShowDebug NET",Desc="") +ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc="") +ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc="") +ManualAutoCompleteList=(Command="ShowDebug AI",Desc="") +ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc="") +ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc="") +ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data") +ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones") +ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc="") +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=" Toggles \'ShowDebug\' from showing debug info between reticle target actor (of subclass ) 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): <-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="StartMovieCapture",Desc="") +ManualAutoCompleteList=(Command="StopMovieCapture",Desc="") +ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag") +ManualAutoCompleteList=(Command="TraceTagAll",Desc="Draw all scene queries regardless of the trace tag") +ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool") +ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time") +ManualAutoCompleteList=(Command="Log ",Desc=" Change verbosity level for a log category") +ManualAutoCompleteList=(Command="Log list",Desc=" 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=") +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=") +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="CsvProfile Start",Desc="Start CSV profiling.") +ManualAutoCompleteList=(Command="CsvProfile Stop",Desc="Stop CSV profiling.") +ManualAutoCompleteList=(Command="NetProfile Enable",Desc="Start network profiling.") +ManualAutoCompleteList=(Command="NetProfile Disable",Desc="Stop network profiling.") +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.") -AutoCompleteMapPaths=Content/Maps BackgroundOpacityPercentage=85.000000 bOrderTopToBottom=False bDisplayHelpInAutoComplete=True InputColor=(B=230,G=230,R=230,A=255) HistoryColor=(B=180,G=180,R=180,A=255) AutoCompleteCommandColor=(B=185,G=109,R=144,A=255) AutoCompleteCVarColor=(B=86,G=158,R=86,A=255) AutoCompleteFadedColor=(B=100,G=100,R=100,A=255)