Console Commands For Network Debugging

An Overview for Using Network Emulation in Unreal.

Console Commands for Network Debugging

Unreal Engine (UE) includes several console variables and commands that are useful for debugging networked games.

General Commands and Variables

The following are commands and variables that apply to all networked games using the server-client model.

Command

Description

net.DebugDraw

Can be enabled to draw debug information for a replicated Actor's dormancy and relevancy.

net.ListActorChannels

Prints a list of all Actor channels to the log.

net.ListNetGUIDs

Prints a list of all NetGUIDs to the log.

net.Reliable.Debug

Can be enabled to print a log message every time a reliable bunch is sent.

net.PackageMap.DebugAll

Debugs the PackageMap serialization of all Objects.

net.PackageMap.DebugObject <Object Name>

Debugs the PackageMap serialization of a specific Object.

net.Replication.DebugProperty <Property Name>

Debugs replication of the specified property.

net.RPC.Debug

Can be enabled to print all RPCs sent.

net.UseGranularNetworkTracking

Can be enabled to have the Object list print information on network memory usage.

net.RepMovement.DrawDebug

Can be enabled to draw debug information on Replicated Movement.

p.NetShowCorrections

Can be enabled to draw color-coded client position corrections.

Demorec <ReplayName>, Demostop, and Demoplay <ReplayName>

Can be used to record and playback a replay from the console.

Replication Graph Commands and Variables

The list below provides useful commands for issues concerning the Replication Graph. You can find the full list of debugging commands in ReplicationGraphDebugging.cpp.

Command

Description

Net.RepGraph.PrintGraph

prints the full contents of your Replication Graph

Net.RepGraph.PrintAllActorInfo <MatchString>

For information on specific Actors within the Replication Graph can be used to print global connection-specific information about Actors whose path name contains <MatchString>

Net.RepGraph.SetDebugActor <ClassName>

Sets a specific Actor as the Debug Actor providing you with a breakpoint on a specific Actor when debugging the graph.

This page was written for a previous version of Unreal Engine and has not been updated for the current Unreal Engine 5.0 release.
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