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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Commandlets > Commandlet List
Commandlet List
- Commandlet List
- Overview
- Running Commandlets
- Help Commandlet
- FixupRedirects Commandlet
- ContentAudit Commandlet
- FindDuplicateTextures Commandlet
- FindAssetReferencers Commandlet
- SetTextureLODGroup Commandlet
- ContentComparison Commandlet
- DeleteQuarantinedContent Commandlet
- SmokeTest Commandlet
- BatchExport Commandlet
- Make Commandlet
- StripSource Commandlet
- Conform Commandlet
- PkgInfo Commandlet
- WrangleContent Commandlet
- AnalyzeReferencedContent Commandlet
- ResavePackages Commandlet
- ExportLoc Commandlet
- MergePackages Commandlet
- DiffPackages Commandlet
- CookPackages Commandlet
- ShowTaggedProps Commandlet
- ListPackagesReferencing Commandlet
- SetMaterialUsage Commandlet
- DumpShaders Commandlet
- CheckpointGameAssetDatabase Commandlet
- CheckLightMapUVs Commandlet
- FindUniqueSpecularTextureMaterials Commandlet
- FindDarkDiffuseTextures Commandlet
- ReplaceMaterial Commandlet
- How to Make a Commandlet
Overview
Running Commandlets
FixupRedirects
commandlet can be run from the command line using the following:
UDK.exe fixupredirects
Help Commandlet
Syntax
gamename.exe help <list | commandletname | webhelp commandletname>
Parameters
-
list
- Lists all commandlets that are available. -
commandlet name
- Displays help information for the specified commandlet. -
webhelp
- Launches a browser with the URL of the web page that documents the specified commandlet.
FixupRedirects Commandlet
- Before attempting to save a package, it will attempt to check it out from Source Control (using the same method as the SCC in UnrealEd).
- You have to manually check in the packages, however.
- Only saves packages that are necessary (packages with redirectors and the packages that point to them)
- If a package that can't be checked out points to a redirector, that redirector will not be cleaned up
- You can give it a single package name, and it will fixup just the redirectors in the package (ie that package and all other packages that point to that redirector). This is useful if you want to clean up a redirector so that you import on top of it, or so that you can delete an object a redirector is pointing to.
- If it fails to open a package, it brings up a warning letting you continue or stop. If you continue, it's possible that you will lose some object references, because the packages it can't open could contain references to redirectors, but the commandlet assumes it doesn't, because there's no way to know since it can't open the package. If you choose to stop at that point, so other packages have been saved. (Of course, if it crashes opening a package, it will obviously abort the process, leaving all packages untouched)
- You can give it the
-nowarn
option, which will simply quit if it can't open a package (this would be for scripting or something, but it chooses the safe path if its unattended, which is to stop if it can't open a file).
Syntax
game.exe fixupredirects <package.ext>
Parameters
-
package.ext
- Name of the package to test for redirectors. (Optional)
ContentAudit Commandlet
FindDuplicateTextures Commandlet
FindAssetReferencers Commandlet
Syntax
game.exe FindAssetReferencers <ASSET OR PACKAGE NAME> [-SCRIPT] [-MAPPREFIXES=<CSV list of map prefixes to look in>] [-VERBOSE]
Parameters
-
ASSET OR PACKAGE NAME
- Name of the asset (full name as seen in editor) or package to find referencers for -
-SCRIPT
- Search non-native script packages -
-MAPPREFIXES
- CSV list of map prefixes to search in -
-VERBOSE
- Show maximum output information
SetTextureLODGroup Commandlet
ContentComparison Commandlet
DeleteQuarantinedContent Commandlet
SmokeTest Commandlet
BatchExport Commandlet
Syntax
gamename.exe gamename.exe BatchExport <package.ext> <classname> <export_ext> [dest_path_name]
Parameters
-
package.ext
- Name of the package to export resources from. Path name is optional. -
classname
- The class of object to export, such as "Class", "Texture", etc. -
export_ext
- Extension for the output file. This determines which type of factory is used for exporting the resource. -
dest_path_name
- The path to save the output files to. The directory will be created if it doesn't exist.
Make Commandlet
Syntax
gamename.exe make <-switch>
Parameters
-
full
- Forces all packages to be recompiled, even if they are not out of date. -
nodelete
- Do not delete dependent packages which are not out of date. The default behavior is to rebuild any packages which occur after a package that is out of date in the EditPackages list. -
debug
- Includes debugging information in the compiled binaries. This is required in order to use the UnrealScript debugger. -
auto
- Automatically checks out any autogenerated headers that need to be updated, without prompting. Suppresses all prompts generated by the script compiler which are related to exporting autogenerated header files. -
unattended
- Suppresses all prompts generated during the build by automatically answering "Yes." -
silent
- Similar to unattended, except that all build output (logging, etc.) is also suppressed. -
silentbuild
- Suppresses all script compiler status messages from being displayed in the console output window. -
noconform
- Script packages are normally automatically conformed (see the ConformCommandlet) if a package with the same name exists in the auto-conform directory (which can be different for each game). -
WarningsAsErrors
- Treats all script compilation warnings as errors, causing the build to fail. -
intermediate
- Script preprocessor: outputs the post-processed versions of all unrealscript files to the preprocessor's intermediate directory, as specified by the ProcessedFileDirectory value in the preprocessor. Useful for debugging UnrealScript macros. -
nopreprocess
- Script Preprocessor: prevents the preprocessor from processing any UnrealScript macros. This is useful only for debugging, as it will generally cause your script to fail to compile at all. -
stripsource
- Strips script source code and cpptext blocks before saving freshly-compiled .u packages. It might be worth noting that it appears comments do not get stripped.
StripSource Commandlet
Syntax
gamename.exe stripsource <package.u, ...>
Parameters
Conform Commandlet
Syntax
gamename.exe conform to_package from_package
Parameters
PkgInfo Commandlet
Syntax
gamename.exe pkginfo <package.ext> <-switch>
Parameters
-
package.ext
- The name of the package/s to display resource information for. -
names
- Displays information about the name table for the specified package(s). -
imports
- Displays the external resources which are referenced by the objects contained in the specified package(s) (ImportTable). -
exports
- Displays the resources which are contained in the specified package(s) (ExportTable). -
simple
- Only relevant when used in combination with the -exports flag. Causes only the name and size to be displayed, rather the full information for each export. -
depends
- Shows dependencies for imports or exports, ie what that object references and recursively what its references reference. -
all
- Displays all data contained by the packge - essentially the same as specifying all three types on the command-line (-imports -exports -names). -
chunks
- Displays information about the compression chunks within the package -
paths
- Displays full path names for all the external resources which are referenced (ie. the imports) -
hideoffsets
- Does not display serialized offsets to the beginning of the UObjects contained within the package (ie. the exports) -
platform=<ps3,xenon>
- Used to specify the platform the package was cooked for
WrangleContent Commandlet
Syntax
gamename.exe wranglecontent <-switch>
Parameters
-
reportunreferenced
- dump out the unused content. -
restore
- Pick up from after the analyze step. This is useful if the commandlet runs out of memory, or if you ran in one mode but now want to run in another. -
nosave
- This just analyzes and can dump out a report, but won't actually do the save. -
nosaveunreferenced
- By default, the commandlet will save out unreferenced content into the NFSContent directory (Not For Ship) into NFS_ packages, renaming objects to keep internal pointers intact. This will skip this step (useful if you know you just don't ever want the content again). -
reportunreferenced
- Dump out a .csv file with a list of unreferenced content. -
removeeditoronly
- While removing unused content, this can also strip out editor only data to make the resulting packages smaller, but not very usable anymore for full content creation. -
stripmips
- Removes unused MIP levels from textures, based on texture group detail settings in engine.ini. -
allmaps
- Wrangle using all maps rather than just the ones listed in the WrangleContent.ini.
AnalyzeReferencedContent Commandlet
Syntax
gamename.exe analyzereferencedcontent <-switch>
Parameters
-
mapsonly
- use only level packages. -
excludescript
- excludes script packages. -
excludenonnativescript
- excludes non native script. -
loadsublevels
- load sub levels. You can pass only persistent maps. -
ignorestaticmesh
- Do not include StaticMesh -
ignoresmc
- Do not include StaticMeshComponent -
ignorestaticmeshactor
- Do not include StaticMeshActor -
ignoretexture
- Do not include Texture -
ignorematerial
- Do not include Material -
ignoreparticle
- Do not include ParticleComponent and ParticleSystem -
ignoreanim
- Do not include AnimSets/AnimSequences -
ignorelevel
- Do not include Levels -
ignoresoundcue
- Do not include SoundCue -
ignorebrush
- Do not include Brush -
ignoreshadowmap
- Do not include ShadowMap
ResavePackages Commandlet
Syntax
gamename.exe resavepackages
Parameters
ExportLoc Commandlet
Syntax
gamename.exe exportloc
Parameters
MergePackages Commandlet
Syntax
gamename.exe mergepackages <package> <targetpackage>
Parameters
DiffPackages Commandlet
Syntax
gamename.exe diffpackages <package> <package>
Parameters
CookPackages Commandlet
Syntax
gamename.exe CookPackages [map1 [map2] ... ] -platform=<Platform> [options]
Parameters
-
platform=PLATFORM
- Sets the platform to cook for. PLATFORM can be one of: pc, ps3, xbox360 or xenon -
full
- Forces all of the existing packages to be resaved. If this option is specified, the contents of the CookedYYY folder is deleted first. -
recookseekfree
- Forces all of seekfree packages to be recooked (startup, standalone seekfree, maps on commandline or .ini). Useful when the default dependency checking doesn't work (standalone seekfree packages in particular, because it won't recook all standalone seekfree packages when any non-seekfree packages change, unlike maps). -
cookallmaps
- Cooks all maps in the game. -
mapsonly
- Only cooks maps, will not attempt to cook anything else. -
inisonly
- Only cook the .ini and localization files (into the Coalesced.ini and Coalesced.int, etc files). -
sha
- Generate SHA hashes for the startup and coalesced files, and output to Hashes.sha. -
skipsavingmaps
- Cooks, but doesn't save, maps. Useful for cooking LOC data used by maps. -
skipnotrequiredpackages
- Skip loading & saving packages not required for cooking process to speed up LOC cooking. -
languageforcooking=LANG
- Sets LANG as the language for localized cooking. Defaults to int (English).
ShowTaggedProps Commandlet
OBJ DUMP ObjectName
console command at runtime to see the object's values). You use this commandlet when tracking down anything related to serialization, as it makes it easy to see whether the problem is in the loading or the saving.
Syntax
gamename.exe showtaggedprops <PackageName[.ext]> <ClassPackage.ClassName> [PropertyA[,PropertyB...]]
Parameters
ListPackagesReferencing Commandlet
Syntax
gamename.exe listpackagesreferencing <package.missingresource>
Parameters
SetMaterialUsage Commandlet
Syntax
gamename.exe setmaterialusage <package>
Parameters
DumpShaders Commandlet
Syntax
gamename.exe DumpShaders platform=<platform> [globalshader=<shadertype>] [material=<materialname>]
Parameters
CheckpointGameAssetDatabase Commandlet
CheckLightMapUVs Commandlet
- Missing light map texture coordinate sets
- Light map texture coordinates outside the 0.0 - 1.0 range
- Light map texture coordinates that overlap each other
- Missing LightMap UVs: Contains assets that are missing a light map texture coordinate set
- Bad LightMap UVs: Contains assets with light map texture coordinates outside the 0.0 - 1.0 range or with overlapping UVs
Syntax
gamename.exe CheckLightMapUVs [package1] [package2] ...
Parameters
NoneFindUniqueSpecularTextureMaterials Commandlet
Syntax
gamename.exe FindUniqueSpecularTextureMaterials <-ALLMATERIALS>
Parameters
-ALLMATERIALS This will check all materials, not just environmental, for unique specular textures.FindDarkDiffuseTextures Commandlet
Syntax
gamename.exe FindDarkDiffuseTextures <MINBRIGHT=###> <-ALLOWBLACK> <-GRAYSCALE> <UPDATE=##>
Parameters
MINBRIGHT=### Floating point number giving the percentage value of brightness which indicates 'not dark'. This value is assumed to be in GammaSpace and is expected to be [0.0 .. 100.0]. Default value is specified in the editor ini file as well: [DarkTextures],MinimalBrightness. -ALLOWBLACK If true, then pure black texels will be taken into account when calculating brightness. Default value is false, and can be specified in the ini file as well: [DarkTextures],bIgnoreBlack (false == allow). -GRAYSCALE If true, the brightness calculation will convert each pixel to grayscale using the following formula: GS = R * 0.30 + G * 0.58 + B * 0.11 If false, the brightness calculation will be Max(R, Max(G,B)). The default value is specified in the editor ini file as well: [DarkTextures],bUseGraySCale. UPDATE=## Integer indicating that the collection should be updated every ## packages processed.ReplaceMaterial Commandlet
Syntax
gamename.exe replacematerial <Package.OldMaterial> <Package.NewMaterial> <file/wildcard> <-flags>