Appendix C. Console variables and commands
Generated from the console manager: every variable and command whose name starts with RSE.. 356 entries. Type the name in the editor or game console; a variable without a value shows its current value.
| Name | Type | Default | Description |
|---|---|---|---|
RSE.Action.Face | command | RSE.Action.Face <unit|lock|soft>: the commanded character and the camera turn to a unit. | |
RSE.Action.FinisherLibrary | command | RSE.Action.FinisherLibrary <library asset>: adds a paired animation library for this session (dev). | |
RSE.Action.Finishers | command | RSE.Action.Finishers <Off|Sometimes|Always>: the player's finisher option. | |
RSE.Action.Input | command | RSE.Action.Input <input> [0|1]: presses (1) or releases (0) an action battle input of the first local player. | |
RSE.Action.Lock | command | RSE.Action.Lock [unit|soft|off]: hard lock on a unit (none: the best target unless one is held). | |
RSE.Action.Look | command | RSE.Action.Look <yaw> <pitch>: turns the action camera (degrees). | |
RSE.Action.Pull | command | RSE.Action.Pull <unit|lock|soft> [cm]: a unit steps in front of the commanded character (dev). | |
RSE.Action.SetHP | command | RSE.Action.SetHP <unit|lock|soft> <hp>: sets a unit's HP (dev). | |
RSE.Action.Start | command | RSE.Action.Start <encounter>: starts an action encounter where the party stands (D-171). | |
RSE.Action.Status | command | RSE.Action.Status: logs the running action battle's units. | |
RSE.Action.Weapon | command | RSE.Action.Weapon <unit> <weapon asset>: gives a unit an action weapon for this battle. | |
RSE.Action.Win | command | RSE.Action.Win: every enemy of the running action battle falls (dev). | |
RSE.ActionCommand.PlayerMode | command | Player option for action command prompts: RSE.ActionCommand.PlayerMode [All|OffenseOnly|Off]. Without an argument, prints the current mode. | |
RSE.AI.Debug | int | 0 | AI debugger (D-056): 0 = off, 1 = record every AI decision (top options with their score breakdown) for the in-game debugger and log it, 2 = also log every score term. |
RSE.AIInterop.CreateExampleBossBT | command | Creates (or rebuilds) the boss example Behavior Tree and Blackboard of the RPG Saga Engine AI interop (action battles). | |
RSE.AIInterop.CreateExampleBT | command | Creates (or rebuilds) the example Behavior Tree and Blackboard of the RPG Saga Engine AI interop. | |
RSE.Anim.Warping | int | -1 | Locomotion orientation and stride warping: -1 = Project Settings (Character Visuals), 0 = off, 1 = on. |
RSE.Appearance.WeaponTip | bool | true | Whether the WeaponTip presentation anchor resolves to the tip of the held weapon (0 = use the anchor fallbacks, e.g. the hand). |
RSE.ATB.Grant | command | Teaches a running classic battle's units an ability. Args: <AbilityName> [party | enemies | UnitId] [timed] (timed: with a timing prompt, this session only) | |
RSE.ATB.Input | command | Classic battle input without a keyboard. Args: select | cancel | up | down | left | right | next | prev | toggle | block | aim <UnitId> | choose <UnitId> | entry <Index> | pick <Index> | unit <UnitId> | state | |
RSE.ATB.Mode | command | Sets ATB time mode for the running battle. Args: Wait|Active | |
RSE.Audio.Debug | bool | false | Logs every music change and sound effect the game plays or would play (D-036). |
RSE.Audio.Dump | command | Prints the music layers, what plays, the volumes and the sound catalog. | |
RSE.Audio.PlayContext | command | Plays a music context over the current music (story layer): RSE.Audio.PlayContext <MainMenu|Exploration|BattleATB|BattleTactics|Boss|Victory|GameOver|Dialog>. RSE.Audio.PlayContext None restores the music below. | |
RSE.Audio.SetVolume | command | Sets a player volume (saved in GameUserSettings.ini): RSE.Audio.SetVolume <Master|Music|SFX|Voice|UI> <0..1>. Without a value, prints it. | |
RSE.Authority.Mode | command | RSE.Authority.Mode [Standalone|Authority|Proxy] [Slot]: shows or forces the authority mode (debug). | |
RSE.Battle.AutoPlay | bool | false | When true, the AI also commands player units (demos, AI-vs-AI observation, soak tests). |
RSE.Battle.ModeOverride | command | D-182: fights every encounter that allows it in this mode: Tactics | Live | ATB | Turn | Action | None. No argument: shows the override. | |
RSE.Battle.Presentation.ReduceEffects | int | -1 | -1 = use Project Settings, 0 = full effects, 1 = reduced effects (shake, flash... per settings). |
RSE.Battle.Presentation.Speed | float | 1 | Extra multiplier of the battle presentation speed (testing). |
RSE.Battle.PreviewTransition | command | Plays battle intro transitions in the running game, without a battle (D-096). Args: Style[+Style...] | All, [ShotAt=0.5] (effect progress of the saved frame), [ShotDir=<folder>] (saves <Style>_<DrawnStyle>.png there), [Quit]. | |
RSE.Battle.Restart | command | Restarts the encounter from deployment. | |
RSE.Battle.Start | command | Fills the free deployment slots, ends deployment and starts the battle. | |
RSE.Battle.StartATB | command | Starts the ATB test battle on the ATB stage. Args: [DirectorNameFilter] (default: the first classic director) | |
RSE.Battle.StartEncounter | command | Starts an encounter asset on this map without a trigger (classic: the battle stage; Tactics: its battle site, else the first one). Args: <EncounterAssetName> | |
RSE.Battle.StartTurn | command | Starts a turn-based battle on the map's classic stage (D-050). Args: [EncounterAssetName] (default: the first Battle.Mode.Turn encounter) | |
RSE.Battle.Transition | int | 1 | Screen transitions between exploration and battles (D-083): 1 = per Battle Transition settings, 0 = off. |
RSE.BattleFlow.Confirm | command | RSE.BattleFlow.Confirm: confirms the open results or game over screen (Continue / the selected choice), as Select does. | |
RSE.BattleFlow.ShowGameOver | command | Shows the game over screen (Load last save / main menu work; Retry is disabled outside battles). | |
RSE.BattleFlow.ShowResults | command | RSE.BattleFlow.ShowResults [Experience=120] [Money=250] [MaxItems=6]: shows the victory results with sample rewards from the party (really given). | |
RSE.BattleMenu | command | Battle menus (D-122, D-147). Args: style [Id] | open <CategoryId> | close | pick <NodeId> | picki <N> | hli <N> | skipto <CategoryId> | expand <0|1> | highlight <Id> | page <N> | activate <EntryId> | input <confirm|cancel|left|right|up|down|page+|page-|aim X Y|key Name> | hotbar <From> <To> | state | |
RSE.BattleMenu.Style | string | Debug: the battle menu style in use (a Style Id: List, Radial, Hotbar...), over the player's option and the project's default. Empty = normal. | |
RSE.Bestiary.List | command | Lists the bestiary entries (encountered / defeated / highest level). | |
RSE.Bestiary.Scan | command | RSE.Bestiary.Scan [0]: marks every bestiary entry scanned (D-147: enemy HP shows in battle HUDs); 0 clears the marks. | |
RSE.Bestiary.Unlock | command | RSE.Bestiary.Unlock [defeats]: records every enemy character of the Asset Manager as met and defeated (default 1). | |
RSE.BlueprintAPI.Export | command | Writes the Blueprint API manifest (the plugin's Config/BlueprintAPI/Manifest.json) and the reference (docs/product/blueprint-api.md) from reflection (D-052). | |
RSE.Buildings | command | D-150 building entrances: enter <label> [instant] | exit [instant] | door <label> | floor <level> | check | state | |
RSE.Camera | command | The party RPG camera (D-113). Args: zoom <cm|in|out|min|max> [instant] | yaw <deg> | turn <deg> | tilt <deg|up|down|reset> [instant] | pan <X> <Y> | style <tactical|thirdperson|clear> | prop <wall|tree|bigtree|pillar|mesh|forest> [fade] [meters] [/Mesh/Path] [x<scale>] | clearprops | overlay <subtle|filled> | jitter <seconds> | faceturn <deg> [seconds] | absolute <0|1> | state | |
RSE.Camera.AddOcclusionFade | command | Adds the camera occlusion fade (MF_RSE_CameraOcclusion) to materials (D-113, D-116; an instance changes its parent; project materials only; backups and a report in Saved/RSE). Args: <MaterialPath> [...] | |
RSE.Camera.CinematicBattle | int | -1 | D-183: the cinematic battle camera (1 = on, 0 = off, -1 = Camera Framing -> Cinematic Battle Camera -> Enabled). |
RSE.Camera.Framing | int | 1 | D-183: obstruction-aware cameras (1 = on, 0 = every camera keeps its own pose). |
RSE.Camera.FramingDebug | int | 0 | D-183: draws the obstruction-aware cameras' probes (1 = on). |
RSE.Camera.RemoveOcclusionFade | command | Takes the camera occlusion fade out of materials again (D-116). Args: <MaterialPath> [...] | |
RSE.Cards.Album | command | Opens the card album and deck editor. | |
RSE.Cards.Challenge | command | Requests a card match, as a Start Card Match effect would. Args: <OpponentAssetName> | |
RSE.Cards.Dump | command | Logs the card collection, deck size and records per opponent. | |
RSE.Cards.ForceSeed | int | -1 | Fixed seed for every card match (shuffle and stake). -1 = off. |
RSE.Cards.Give | command | Adds copies of a card to the collection. Args: <CardAssetName> [Count] | |
RSE.Cards.Log | bool | false | Logs every event of every card match played. |
RSE.CharacterActions.AddToStartingParty | command | Adds a character to Party -> Starting Members (D-084). Args: <CharacterPath> [Config=<file>] | |
RSE.CharacterActions.MakeEnemy | command | Encounter of a character + spawner or battle zone in the editor's level (D-084). Args: <CharacterPath> [Folder=/Game/X] [Location=X,Y,Z] [Count=N] [Mode=Battle.Mode.ATB] [-NoPlace] [-NoSave] | |
RSE.CharacterActions.MakeRecruitable | command | Recruit dialog + story flag + NPC in the editor's level (D-084). Args: <CharacterPath> [Folder=/Game/X] [Location=X,Y,Z] [Flag=Narrative.Flag.X] [-NoPlace] [-NoSave] | |
RSE.Cinematic.Generate | command | Cinematic from Screenplay in the open level (D-078). Args: Dialog=<path> [Screenplay=<file>] [Anchor=Auto|SelectedActor|CameraFocus|Marker|Location] [Marker=<label>] [Location=x,y,z] [Yaw=deg] [Staging=...] [Player=<path>] [Output=/Game/...] [Name=...] [SceneFolder=...] [Seed=n] [CastBinding=...] [-DryRun] [-Trigger] [-SequenceActor] [-AutoAdvance] [-NoSave] [-NoPlayer] | |
RSE.Commands.Log | int | 0 | Logs commands on the bus: 0 = only refused ones (Commands -> Log Refused Commands), 1 = every command. |
RSE.Coop.Dev.Advance | command | Advances the running dialog as this machine's player (the dialog command; co-op rules apply). | |
RSE.Coop.Dev.CancelTravel | command | Cancels the group travel countdown (host). | |
RSE.Coop.Dev.Choose | command | RSE.Coop.Dev.Choose <OptionId>: picks (or votes for) an option of the running dialog as this machine's player. | |
RSE.Coop.Dev.Leash | command | Measures the leash now (host). | |
RSE.Coop.Dev.Notify | command | RSE.Coop.Dev.Notify [Text]: shows a notice to every player. | |
RSE.Coop.Dev.Prompt | command | Starts a test dialog made at run time: a line, then a choice (Left / Right) decided by [Host|Speaker|Vote] (default Host). | |
RSE.Coop.Dev.Status | command | Logs the co-op rules' state on this machine: the dialog (authority or mirror), the scene, the leash, the travel countdown. | |
RSE.Debug.CameraLog | bool | false | Logs the player's view (location, rotation, view target) every frame, to check camera moves for jitter. |
RSE.Debug.EllipsisProbe | command | Shows ellipsis texts squeezed to 2..40 px (UI robustness check). Args: [clip | off] | |
RSE.Debug.TacticsInput | command | Logs why the Tactics controller may ignore battle input (mode, menus, screens, ATB, presentation). | |
RSE.Dev.Inventory | command | Grid inventory (D-123): open | member N | tab N | cursor X Y | slot N | focus Item | tooltip Item | actions | hold | move Item X Y | equip Item [Slot] | unequip Slot [X Y] | sort | rotate Degrees | zoom Delta | preview | style Classic|Grid|Default | dump. D-143: mode Shared|PerCharacter | bagsize W H | loot Item [Count] | stashpoint -1|0|1 | give Item Member | tostash Item | take Item | distribute [now] | |
RSE.Dev.Mark | command | A thin coloured post in the world (door captures). Args: <X> <Y> <Z> [HeightCm] [R G B] | clear | |
RSE.Dev.Script | command | Runs a playtest script: console commands, 'wait <seconds>', 'waituntil <battle|exploration|results|gameover|dialog|nodialog|scene|noscene>[|<another>] [timeout]', 'shot <name>', 'cleanshot <name>' (no UI). Args: <ScriptFile> [ShotFolder] | |
RSE.Dev.View | command | Views the world from a fixed camera (captures). Args: <X> <Y> <Z> <Pitch> <Yaw> [FOV] [BlendSeconds] | off | |
RSE.Dialog.Abort | command | RSE.Dialog.Abort: ends the running dialog. | |
RSE.Dialog.Advance | command | RSE.Dialog.Advance: the dialog box's Confirm (reveals the line, skips a clip the line waits for, or goes on). | |
RSE.Dialog.AnchorFallbackToPlayer | bool | false | Lines whose speaker has no actor in the world follow the player's pawn (world-anchored dialog layouts such as Bubble). |
RSE.Dialog.Auto | command | RSE.Dialog.Auto [0|1]: prints or sets dialog auto-advance. | |
RSE.Dialog.Choose | command | RSE.Dialog.Choose <OptionId>: picks an option of the choice on screen. | |
RSE.Dialog.Demo | command | RSE.Dialog.Demo [box|cinematic|bark]: a built-in demo dialog (no content needed). | |
RSE.Dialog.Dump | command | RSE.Dialog.Dump <asset>: logs a dialog as a screenplay. | |
RSE.Dialog.Explore | command | RSE.Dialog.Explore <asset>: walks every branch and reports dead ends, missing speakers, unreachable nodes and loops. | |
RSE.Dialog.ExploreMaxPaths | int | 10000 | Routes the dialog explorer counts before it stops counting (the other checks always cover every node). |
RSE.Dialog.History | command | Logs the dialog history of the running game. | |
RSE.Dialog.InstantText | bool | false | Dialog lines appear at once (ignores the text speed). |
RSE.Dialog.LivePortraits | int | 1 | 1 = live 3D dialog portraits may render (Portraits settings); 0 = they show the image (the Steam Deck device profile sets 0). |
RSE.Dialog.LogConditions | bool | false | Logs how dialog Branch nodes chose their output. |
RSE.Dialog.PortraitDemo | command | RSE.Dialog.PortraitDemo <image|video|live|both> [ClipFile]: the party leader speaking with a portrait mode (D-075). | |
RSE.Dialog.Present | command | RSE.Dialog.Present <asset> [NodeId]: starts a dialog with its presentation. | |
RSE.Dialog.Print | command | Alias of RSE.Dialog.Dump. | |
RSE.Dialog.ShowNodeIds | bool | false | Shows the NodeId of the current line in the dialog box. |
RSE.Dialog.SpeedTest | command | RSE.Dialog.SpeedTest: one line with every markup feature at the current text speed. | |
RSE.Dialog.Start | command | RSE.Dialog.Start <asset> [NodeId]: starts a dialog in the running game. | |
RSE.Dialog.TextSpeed | command | RSE.Dialog.TextSpeed [step]: prints or sets the text speed step. | |
RSE.Dialog.VideoPortraits | int | 1 | 1 = video dialog portraits may play (Portraits settings); 0 = they show the image. |
RSE.Difficulty.Log | bool | false | Logs every battle recorded by adaptive difficulty (metrics, score, change) and every intelligence resolved. |
RSE.Difficulty.Override | float | -1 | Fixed enemy intelligence (0-1) for every battle, ignoring adaptive difficulty and encounter bounds. -1 = off. |
RSE.Docs.ExportReference | command | Writes nodes.json, settings.json, cvars.json and assets.json (reflection of the RSE* modules) for the manual build. Optional argument: output folder (default: the plugin's Docs/Manual/Generated). | |
RSE.Economy.Money | command | Shows or sets the party's money: RSE.Economy.Money [Amount] | |
RSE.Economy.OpenShop | command | Opens a shop screen: RSE.Economy.OpenShop <shop asset path> | |
RSE.Economy.Rest | command | Rests like an inn (pays, restores, fades): RSE.Economy.Rest [Cost] | |
RSE.Economy.Shop | command | Drives the open shop: RSE.Economy.Shop up|down|left|right|tab|confirm|back ... | |
RSE.Encounter.Debug | bool | false | Visible enemies (D-063): draws sight cones, hearing circles, chase lines and states. |
RSE.Encounter.ForceElite | int | -1 | Generated groups (D-063): -1 = the pools' elite chance, 0 = never elite, 1 = always elite. |
RSE.Encounter.RateOverride | float | -1 | Random encounter rate multiplier override (D-063): -1 = the game's (effects x traits x option), 0 = no random battles, 5 = many. |
RSE.Encounter.Status | command | Logs random encounters v2 (D-063): the rate multiplier and its effects, world steps, and every visible enemy (group, state, place). | |
RSE.Encounter.TimeModifiers | bool | true | Visible enemies follow the time and weather rules (D-101 / D-104): sight, hearing, chase, attitude. 0 = the profiles as authored. |
RSE.EncounterLayout | command | Drives the active Encounter Layout mode: select enemy|object <Index> | move <X> <Y> | rotate [ccw] | row | delete | paint|erase <X> <Y> [Radius] | tool select|enemy|paint|erase|object | |
RSE.Exploration.Encounter | command | Starts an encounter trigger's battle as if the player walked in. Args: [NameFilter | ATB | Turn | Tactics] | |
RSE.Exploration.Teleport | command | Moves the player's pawn. Args: <X> <Y> [Z] | |
RSE.Exploration.WalkTo | command | Walks the player's pawn through points with movement input (animation, camera, random encounters as when playing); stops at the last point or when a battle starts. Args: <X> <Y> [<X> <Y> ...] [loop] | |
RSE.Explore.AfterBattle | command | Applies Fallen Members -> After Battle now. | |
RSE.Explore.DialogBattle | command | Runs a Start Battle effect From Context. Args: [choice | node | normal] [scene] [EncounterFilter] | |
RSE.Explore.Fall | command | Knocks members out and applies the fallen rules. Args: [Member | all] (default: the last follower) | |
RSE.Explore.Lockpick | command | Drives the open lockpick screen. Args: press | auto (presses in the spot) | miss (presses outside) | giveup | state | |
RSE.Explore.Perceive | command | Runs the passive perception check now. | |
RSE.Explore.Revive | command | Revives a fallen member the best way the party has. Args: [Member] | |
RSE.Explore.Rule | command | Sets an Exploration RPG setting for this session. Args: <Property> <Value> | |
RSE.Explore.Setup | command | Places the exploration RPG test pieces in front of the explorer: a hidden trap, a locked chest, an NPC to rob (its back turned). Args: [all | trap | lock | thief] [Meters=4] [AssetFilter] [FighterFilter (thief) or Radius (trap)] | |
RSE.Explore.Status | command | Logs the members' exploration skills, every trap, lock and robbable NPC, and the enemies investigating a noise. | |
RSE.Explore.Steal | command | The explorer sneaks up behind an NPC and steals. Args: [NPC=DevMark] [Distance=110] [place] | |
RSE.Explore.Throw | command | Distractions. Args: aim [Pitch] | throw [Meters=10] | at X Y | cancel | |
RSE.Foundation.Preview | command | Applies a foundation preset to this session's settings only (nothing is saved): its stats, resources, rules and Game Terms. Args: <Preset> (e.g. DarkFantasy, SciFi) | |
RSE.FreeTactics.Approach | command | The explorer walks toward the test group. Args: <Meters> [sneak] | |
RSE.FreeTactics.Field | command | Free Tactics field test tools (D-108). Args: site [camp m] | barrel|crate|roof <ahead> [side] | surface <Name> <ahead> [side] [radius] | element <Fire|Ice|Lightning|Water> <ahead> [side] [radius] | grant <Ability> | use <Ability> [unit <Id> | nearest | object <Id> | point <ahead> <side>] | shoot | jumpaim | jump <ahead> [side] | hover <ahead> [side] | hoverroof | hovercover | hoverobject <Id> | clear | state | |
RSE.FreeTactics.Input | command | Scripted Free Tactics input. Args: move [nearest | Meters] | hover [nearest | UnitId | ground X Y] | attack [nearest | UnitId] | cast [nearest | UnitId] (D-115: the first spell) | feel (D-115: entry, pace, intent) | select <MenuIndex> | area (the first area ability, at the nearest enemy) | end [moved] | menu | join (the reserve group) | flee [walk] | auto [0 | 1] | state | |
RSE.FreeTactics.Interior | command | Free Tactics inside buildings (D-110). Args: door [Index] | grant <Ability> [party] | fill | summon [hover] [Ability] | moveto <X> <Y> <Z> | camera <zoom N | yaw Deg | focus X Y Z> | state; outside a battle: explorer <X> <Y> <Z> [Yaw] | door | |
RSE.FreeTactics.Place | command | Puts the explorer (and the party) in front of / behind the test group. Args: <Meters> [front | back] [sneak] | |
RSE.FreeTactics.Setup | command | Places a Free Tactics test site in front of the explorer (idempotent): an aggressive Free Tactics group, walls and cover with combat roles, tall grass. Args: [Meters=16] [ambush] [behind] [reserve] [keep] (isolated by default: the map's other groups are turned off; keep leaves them) | |
RSE.FreeTactics.Start | command | Starts the test site's Free Tactics battle. Args: [normal | surprise | ambush] | |
RSE.FreeTactics.Target | command | D-146 targeting test input. Args: aim <ranged|spell|melee|heal|self|overwatch|Name> | next | prev | pick <UnitId> | cursor <X01> <Y01> | preview <Kind|Name|none> | walk | confirm | click | cancel | state | |
RSE.Growth | command | Progression systems (D-144): System Classic|Points|Board|Default | Award Attribute|Ability|Board|All <Amount> | Generate | Layout <Preset> [Regions] | Auto | Page | Member <N> | Select <NodeId|Row|Available> | Request | AskAuto | Menu | MenuClose | MenuNext | Undo | Details | Help | Teacher <ObjectPath> | Ask | Dump | |
RSE.Input.Device | command | RSE.Input.Device [Gamepad|Keyboard|Touch]: sets the last used device (key prompts follow it until the next real input). No argument: prints it. | |
RSE.Input.ForceDevice | int | 0 | Device of the key prompts: 0 = project setting (Input -> Devices -> Prompt Device), 1 = keyboard / mouse, 2 = gamepad, 3 = touch. |
RSE.Input.State | command | Logs who has the input per local player: Slate focus, cursor, exploration / tactics mapping contexts, party menu, the exploration hand-off (D-145). | |
RSE.Input.Touch.Context | command | Prints the touch context and layout of the first local player. | |
RSE.Input.Touch.Debug | int | 0 | Logs touches, recognised gestures and injected actions (D-180). 0 = Touch -> Debug Touches. |
RSE.Input.Touch.Emulate | command | RSE.Input.Touch.Emulate 0|1: the left mouse button acts as a finger (Alt: a second, mirrored finger). | |
RSE.Input.TraceFocus | command | RSE.Input.TraceFocus 0|1|2: logs every Slate focus change (2 also logs the call stack when the focus goes to no widget). | |
RSE.Interactables | command | D-150 interaction library: list | use <label> | reset [label] | |
RSE.Interaction.Debug | bool | false | Logs every focus check of the interaction system (candidates, distance to the body, angle, score, why interaction is blocked) and draws the candidates' bodies. |
RSE.Inventory.ForceStashAccess | int | 0 | D-143: 1 = the stash opens everywhere (captures, tests), whatever Inventory Rules -> Stash Access says (except Never). |
RSE.Inventory.LivePreview | int | 1 | D-126: the inventory paperdoll shows the selected character in 3D (1) or its portrait (0). |
RSE.Inventory.PreviewRate | float | -1 | D-126: captures per second of the inventory preview while it is on screen (0 = only on change; negative = Inventory UI -> Preview Capture Rate). |
RSE.Inventory.PreviewScale | float | 1 | D-126: scale of the inventory preview's render target (Inventory UI -> Preview Resolution). The Steam Deck profile sets 0.75. |
RSE.Items.Give | command | Adds an item to the party inventory. Args: <ItemAssetName> [Count] | |
RSE.Items.List | command | Logs the party inventory. | |
RSE.Items.Reset | command | Resets inventory and equipment to the new-game state. | |
RSE.Language | command | Switches the game language and locale. Args: <culture> (en, ro). No args: prints the current language. | |
RSE.LivingWorld | command | D-157 living world: cast <ability> | tags <tag> [radius] | say <label> [kind] | caravans | hints | |
RSE.Map.Click | command | RSE.Map.Click <x> <y> [left|right] [down|up|both]: a mouse click at window pixels. | |
RSE.Map.ClickWorld | command | RSE.Map.ClickWorld <x> <y> [left|right|move]: clicks (or only moves the mouse to) the open area map where a world point is drawn. | |
RSE.Map.Generate | command | Generates area maps (D-089). No argument: the level open in the editor. 'All': every level of the project and the plugin. Else level package names. Options: -Style=<style asset path> -Resolution=<px>. | |
RSE.Map.Journal | command | RSE.Map.Journal <QuestAssetName>: opens the journal on a quest. | |
RSE.Map.Key | command | RSE.Map.Key <KeyName> [down|up|both]: a key press through Slate. | |
RSE.Map.Legend | command | RSE.Map.Legend focus | leave | next | toggle | |
RSE.Map.List | command | Lists the saved map state: explored share and pins per map. | |
RSE.Map.Markers | command | Counts the markers the maps show now, per category (D-116). | |
RSE.Map.Open | command | Opens the area map of the current level (D-089). | |
RSE.Map.Option | command | RSE.Map.Option <minimap|compass|markers|difficulty> <value|default> | |
RSE.Map.Pin | command | RSE.Map.Pin <x> <y> [type]: adds a pin at a world point. | |
RSE.Map.Pins | command | Lists the current map's pins. | |
RSE.Map.RevealAll | command | Reveals the whole fog of war of the current map. | |
RSE.Map.ShowQuest | command | RSE.Map.ShowQuest <QuestAssetName>: opens the area map on a quest's objective. | |
RSE.Map.Stick | command | RSE.Map.Stick <x> <y>: the left stick through Slate. | |
RSE.Map.View | command | RSE.Map.View zoom <steps> | pan <dx> <dy> | center <u> <v> | world <x> <y> | player | |
RSE.Map.Wheel | command | RSE.Map.Wheel open [u v] | aim <x> <y> | select <i> | confirm | cancel | |
RSE.Mobile.ApplyProfiles | command | RSE.Mobile.ApplyProfiles [DryRun]: adds the RSE mobile device profiles and scalability to the project's Config (sections it already has are left alone). | |
RSE.Mobile.CheckMaterials | command | RSE.Mobile.CheckMaterials [Android | iOS] [/ContentFolder]: compiles every plugin material for the ES3.1 feature level and writes Saved/Perf/Mobile/MobileMaterials_<Platform>.txt. Slow on first use (shader compilation). | |
RSE.Mobile.Preview | command | RSE.Mobile.Preview <Map labels | All> [Android | iOS] [Low | Mid | High] [NoCapture]: switches the editor to the ES3.1 Mobile Preview, plays the example maps from the Mobile Rendering settings and records frame statistics against the tier's budget. RSE.Mobile.Preview Off restores the editor. | |
RSE.Narrative.Dump | command | Logs the narrative state (flags, variables, puzzles, areas, events). | |
RSE.Narrative.Reset | command | Resets the narrative state to a new game's. | |
RSE.Narrative.Set | command | RSE.Narrative.Set <Narrative.* tag> [Value]: sets a flag, variable, puzzle, area or event. | |
RSE.Narrative.Trace | bool | false | Logs every story effect executed and every skipped gate. |
RSE.Net.Dev.Kick | command | RSE.Net.Dev.Kick Slot: the host disconnects a guest. | |
RSE.Net.Dev.ScriptWhen | command | RSE.Net.Dev.ScriptWhen guest|synced|noguest ScriptFile [TimeoutSeconds]. | |
RSE.Net.Dev.SwitchLeader | command | RSE.Net.Dev.SwitchLeader [Step]: the local player's Switch Leader. | |
RSE.Net.Dev.Walk | command | RSE.Net.Dev.Walk X Y Seconds: the local explorer walks (movement input). | |
RSE.Net.ForceProxy | int | 0 | 1 = the default authority policy reports no authority, as on a network client: logic timers (encounters, spawners, roaming enemies, NPC schedules, traps, fog, travel) stop. Debug and tests only. |
RSE.Net.LogTraffic | int | 0 | 1 = log every state section sent or received and every command packet of the co-op layer (D-140). |
RSE.Net.SimulateMultiplayer | int | 0 | 1 = the default authority policy reports a multiplayer session: the co-op time and pause rules apply (no world pause, no world time dilation, no tutorials). Debug and tests only. |
RSE.Net.Stats | command | RSE.Net.Stats [Seconds]: average and peak bandwidth per connection, then the status. | |
RSE.Net.Status | command | Logs the co-op role, players, sections and traffic (D-140). | |
RSE.NPC.Debug | bool | false | Living NPCs (D-104): draws their walks, places and states. |
RSE.NPC.Dump | command | Logs every living NPC of the level: activity, state, place, awake. | |
RSE.NPC.Overrides | command | Logs the living NPCs' story overrides and the registered NPCs' activities now. | |
RSE.NPC.PlayerTo | command | RSE.NPC.PlayerTo <X> <Y> [Yaw]: puts the player's pawn at a point of the level (on the ground), facing Yaw (scripted checks). | |
RSE.NPC.Refresh | command | RSE.NPC.Refresh [snap]: every living NPC looks at its schedule again (snap: appears there). | |
RSE.Online.AutoJoin | command | Searches until a joinable session appears, then joins it. Optional: seconds to keep trying (default 60), the session label to join (default any). | |
RSE.Online.Battle | command | Host: marks a battle as running (1) or over (0) for join-in-progress. | |
RSE.Online.Character | command | Sets the preferred character (<Type:Name> primary asset id). | |
RSE.Online.Find | command | Searches for sessions (RSE.Online.Status lists them). | |
RSE.Online.Host | command | Hosts a session (Online settings). Optional: max players (0 = the settings'), a session label. | |
RSE.Online.Invite | command | Opens the online service's invite overlay. | |
RSE.Online.Join | command | Joins search result <index> (default 0). | |
RSE.Online.Leave | command | Leaves (client) or ends (host) the session. | |
RSE.Online.Lobby | command | Opens the lobby screen for the local player. | |
RSE.Online.Status | command | Logs the session state, the lobby and the last search results. | |
RSE.Options.Open | command | RSE.Options.Open [Game|Audio|Display|Controls|Close]: opens the options screen (on a tab) for the primary local player (captures and scripted checks), or closes it. | |
RSE.Pacts.Bind | command | RSE.Pacts.Bind <MemberAssetName> <PactAssetName>: binds an owned Pact to a party member. | |
RSE.Pacts.Give | command | RSE.Pacts.Give <PactAssetName>: the party obtains a Pact. | |
RSE.Pacts.List | command | Logs owned Pacts, holders, points and learned abilities. | |
RSE.Pacts.Points | command | RSE.Pacts.Points <PactAssetName> <Points>: awards Pact points. | |
RSE.Pacts.Unbind | command | RSE.Pacts.Unbind <MemberAssetName>: takes a member's Pact away. | |
RSE.Paired.Disable | int | 0 | 1 = paired animations and finishers never play (D-172). |
RSE.Paired.ForceFinishers | int | 0 | 1 = every kill with a fitting pair plays its finisher (D-172 testing). |
RSE.Party.Add | command | Adds a character to the party and the classic battle formation. Args: <CharacterAssetName | Path> | |
RSE.Party.Field | command | The visible party. Args: leader [next | prev] | command <Name> | menu | refresh | state | |
RSE.Party.GiveExperience | command | RSE.Party.GiveExperience <MemberAssetName|all> <Amount>: adds experience (levels up as in battle). | |
RSE.Party.KO | command | Knocks out a party member (testing revive). Args: <Name> | |
RSE.Party.Levels | command | Logs every party member's level and experience. | |
RSE.Party.Life | command | The visible party's life (D-129). Args: walk <dx> <dy> [s] | walkto <x> <y> [s] | stop | corridor <length> <width> | idle | spot <sit|lean|interest> <dx> <dy> [yaw] | state | |
RSE.Party.List | command | Logs each party member's HP, MP, KO and lasting statuses. | |
RSE.Party.Restore | command | Full HP/MP, no KO, no statuses. Args: [Name] (default: everyone) | |
RSE.Party.Set | command | The party becomes exactly these characters (the first ones in the classic formation). Args: <Character> [Character...] | |
RSE.Party.SetHP | command | Sets a party member's current HP. Args: <Name> <HP> | |
RSE.Party.SetLevel | command | RSE.Party.SetLevel <MemberAssetName|all> <Level>: sets a member's level. | |
RSE.Perf.Benchmark | command | RSE.Perf.Benchmark [Deck] [Quit] | Stop: runs the scripted benchmark (Project Settings -> RPG Saga Engine -> Performance) and writes Saved/Perf/<timestamp>/. Deck = Steam Deck preview first; Quit = quit when done (also when -unattended). | |
RSE.Perf.Budget | command | RSE.Perf.Budget [Low | Mid | High | Default] [NoMemory]: checks the next capture reports against a mobile tier's budget (Mobile Rendering settings); Default = the Steam Deck budget. | |
RSE.Perf.Capture | command | RSE.Perf.Capture <Seconds> <Label...> [Orbit=<Degrees>]: records a benchmark segment now (frame, game, render, GPU times, draw calls, triangles, memory). RSE.Perf.Capture Report [Name]: writes the captured segments to Saved/Perf/<timestamp>[Deck]<Name>/. | |
RSE.Perf.CompanionRadial | command | RSE.Perf.CompanionRadial Open | Pick <Index> | Highlight <Index> | Back | Close: drives the companion command radial without input (D-148). | |
RSE.Perf.FaceYaw | command | RSE.Perf.FaceYaw <Degrees>: turns the player's pawn to a world yaw (D-148: the rotating minimap). | |
RSE.Perf.PartyMenu | command | RSE.Perf.PartyMenu Open | Start | Key <Page> | Close | Next | Prev | Page <Name> | FormationPage <Auto|Formation|Party|Hidden> | Confirm | Back | Up | Down | Left | Right: opens, closes, pages or drives the party menu without input. | |
RSE.Perf.Profile | command | RSE.Perf.Profile [Deck | Default | <Name>]: logs the active device profile, or switches it (the player's quality levels are kept). | |
RSE.Platform.Dump | command | Logs the platform users, their input devices and the app lifecycle state. | |
RSE.Platform.SimulateDisconnect | command | RSE.Platform.SimulateDisconnect [device]: the primary user's input device (default 0) disconnects (pause + reconnect screen). | |
RSE.Platform.SimulateReconnect | command | RSE.Platform.SimulateReconnect [device]: the primary user's input device (default 0) connects again. | |
RSE.Platform.SimulateResume | command | RSE.Platform.SimulateResume: the app comes back from suspend. | |
RSE.Platform.SimulateSignIn | command | RSE.Platform.SimulateSignIn: the primary user signs in again. | |
RSE.Platform.SimulateSignOut | command | RSE.Platform.SimulateSignOut: the primary user signs out (saving stops; the game returns to the title screen). | |
RSE.Platform.SimulateSuspend | command | RSE.Platform.SimulateSuspend: the app is suspended (pause, save writes flushed). | |
RSE.Players | command | Logs the players (slots, host, local / remote, pawns) and the authority state (D-134). | |
RSE.PortraitStudio.Generate | command | Portrait & Icon Studio in the editor (D-075). Args: [Paths=/Game/X+/Y] [Assets=<path>+<path>] [Output=/Game/Generated] [Png=<folder>] [-NoPortraits] [-NoIcons] [-Force] [-DryRun] | |
RSE.Puzzle.GoTo | command | Moves the player in front of a level object: RSE.Puzzle.GoTo <ActorLabel> [Distance] | |
RSE.Puzzle.Interact | command | Interacts with a level object as the player: RSE.Puzzle.Interact <ActorLabel> | |
RSE.Puzzle.Lock | command | Drives the open code lock: RSE.Puzzle.Lock Turn <Delta> | Select <Delta> | Submit | Leave | |
RSE.QuestImages.Capture | command | Captures the journal pictures of the quests in the open level (D-155). Args: [-DryRun] [-Force] [Png=<folder>] | |
RSE.Quests.Abandon | command | RSE.Quests.Abandon <QuestAssetName>: abandons an active side quest that allows it. | |
RSE.Quests.Complete | command | RSE.Quests.Complete <QuestAssetName> [Outcome]: finishes an active quest. | |
RSE.Quests.Dump | command | Logs every quest's progress, the tracked quest and the ending lock. | |
RSE.Quests.Ending | command | Logs the ending the story leads to, the hidden score and the point of no return. | |
RSE.Quests.Fail | command | RSE.Quests.Fail <QuestAssetName> [Outcome]: fails an active quest. | |
RSE.Quests.List | command | Logs known quests with category, status, stage and the tracked one. | |
RSE.Quests.Start | command | RSE.Quests.Start <QuestAssetName>: starts a quest, ignoring availability. | |
RSE.Quests.Toast | command | RSE.Quests.Toast [Text]: shows a test notification on the quest HUD. | |
RSE.Quests.Trace | bool | false | Logs quest starts, objectives, stage changes, outcomes and ending changes. |
RSE.Quests.Track | command | RSE.Quests.Track <QuestAssetName | none>: sets the quest on the HUD tracker. | |
RSE.Reinforcements.HurtLeader | command | Sets the enemy leader's HP to a percent (tries a scripted event's HP trigger). Args: <Percent=40> | |
RSE.Reinforcements.Interrupt | command | Stops the call in progress. Args: [kill | silence] | |
RSE.Reinforcements.Look | command | The battle camera looks at the first reinforcement runner. | |
RSE.Reinforcements.Setup | command | The Free Tactics test site with a lone sentry that calls 3 friends (D-117). Args: [CallTurns=1] [leftover] [script] [points] | |
RSE.Reinforcements.Status | command | Logs the running battle's reinforcement calls and runners (on screen, seen by the party). | |
RSE.Rooms.Go | command | Opens a test room's map. Args: <RoomId> (RSE.Rooms.List shows the ids) | |
RSE.Rooms.Interior | command | The Interiors room's kit switcher. Args: kit <Name> [EntranceLabel] (no args: list the kits) | |
RSE.Rooms.Launch | command | Starts an encounter through the battle launcher. Args: <EncounterAssetName> [Tactics|FreeTactics|ATB|Turn|Action] [Seed] [auto] | |
RSE.Rooms.Launcher | command | Shows or hides the battle launcher panel (the F10 key does the same; RSE.Rooms.LauncherKey changes the key). Args: [0|1] | |
RSE.Rooms.LauncherKey | string | F10 | Key that shows or hides the battle launcher panel in test rooms (a key name such as F10; None = no hotkey). |
RSE.Rooms.List | command | Lists the test rooms (DA_Room_* data assets) and their maps. | |
RSE.Rooms.Restart | command | Restarts the launcher's battle from its start. Args: [new] (a new seed; default: the same seed) | |
RSE.Rooms.Use | command | The host's pawn interacts with the first actor (by label) that has an RSE Interactable component. Args: <ActorLabel> | |
RSE.Rules.Dump | command | Logs the game's active rules profile and its overridden sections (with parents). | |
RSE.Rules.SetProfile | command | RSE.Rules.SetProfile <RulesProfileAssetName | None>: switches the game's rules profile (running battles keep theirs). | |
RSE.Save.Load | command | RSE.Save.Load [slot index | auto | slot name]: loads a save and opens its map (no argument: the most recent). | |
RSE.Save.SimulateFault | string | Makes save backend operations fail (D-170), to test the error screens without the hardware: NoSpace or Failed (writes), Corrupt (reads), SignedOut (both). Empty = off. | |
RSE.Save.Slots | command | Lists the save slots (autosave first), marks the Continue slot and says whether the save item is allowed now. | |
RSE.Save.To | command | RSE.Save.To <slot index | slot name>: saves the current game (as from a save point). | |
RSE.Save.UseItem | command | RSE.Save.UseItem [item path] [give]: uses the save item like the party menu would (opens the save screen). | |
RSE.Scene.Dump | command | Logs the playing scene and the waiting ones. | |
RSE.Scene.Play | command | Plays a scene data asset: RSE.Scene.Play /Game/MyRPG/Data/Scenes/DA_X [replay]. Replays run no end effects. | |
RSE.Scene.RequestSkip | command | Asks to skip the playing scene as this machine's player (the Skip Scene command: co-op rules apply, D-142). | |
RSE.Scene.Skip | command | Skips the playing scene now (no confirmation, even if it is not skippable). | |
RSE.Seed.World | int | 0 | World seed of every new game while not 0 (overrides Seeds -> Fixed World Seed): reproducible runs. |
RSE.Sim.Run | command | RSE.Sim.Run <scenario.json> [Runs]: simulates the scenario headless (AI on both sides) and writes results.csv, summary.json and summary.html to Saved/BattleSim. | |
RSE.Sky.Dump | command | Logs what the Time of Day actor shows now (hour, sun, moon, light, fog, weather look, quality). | |
RSE.Sky.Measure | command | RSE.Sky.Measure <seconds> [label]: records frame and GPU times for a while, then logs the average, the 1% low and the GPU time. | |
RSE.Sky.Snap | command | Applies the sky and the weather at once (the ground wetness and snow jump to their targets). | |
RSE.Sneak | command | Sneaking on / off for the explorer. Args: [0 | 1] | |
RSE.StateKeys.Check | command | D-174: logs the objects of the open level (loaded actors) with a missing or duplicate State Key. | |
RSE.StateKeys.Fix | command | D-174: gives every object of the open level that keeps saved state a unique State Key (unloaded World Partition actors too). | |
RSE.StateTree.CreateExample | command | Creates (or rebuilds) the example StateTree of the RPG Saga Engine StateTree bridge (/RPGSagaEngine/Examples/AI/ST_RSE_ExampleEnemy). | |
RSE.Stealth.Behind | command | D-151: the explorer sneaks right behind a site group's leader. Args: <sentry | camp | near | far> [Meters = 1.5] | |
RSE.Stealth.Hour | command | D-151: sets the game clock's hour (night and day for the light rule). Args: <Hour> | |
RSE.Stealth.Member | command | D-151: moves a party member (field order) to (Forward, Side) meters of the site. Args: <Index> <Forward> <Side> | |
RSE.Stealth.Noise | command | D-151: how far the party's non-silent actions are heard in an ambush battle, this session (0 = as with silent weapons). Args: <Meters> | |
RSE.Stealth.Overlay | command | D-151: the detection shapes on the ground. Args: on | off | auto (the setting) | |
RSE.Stealth.Place | command | D-151: Place, as the key: sneaking = hold this spot and take the next member; else regroup. | |
RSE.Stealth.Put | command | D-151: the explorer at (Forward, Side) meters of the site. Args: <Forward> <Side> [Yaw] [sneak] | |
RSE.Stealth.Setup | command | D-151: an ambush site ahead of the explorer: a lone sentry, a camp with cover and tall grass, a group within the camp's alarm and one beyond. Args: [Meters to the camp = 24] | |
RSE.Stealth.State | command | D-151: logs the overlay, the ambush tracker, the placed members and every group's awareness and takedown preview. | |
RSE.Stealth.Strike | command | D-151: Strike, as the key: a takedown in reach, else the ambush on the unaware group in range. | |
RSE.Studio.AbilityCapture | command | Saves pictures of the ability preview and Test ability (D-167). Args: <Directory> [Asset=/Path/DA_Ability_X] [Mode=Tactics|FreeTactics|ATB|Turn] [Preset=Id] [Prefix=Name] [Width=1920] [Height=1080] [Delay=0.3]. Needs a renderer and an on-screen editor. | |
RSE.Studio.ExportTemplateManifest | command | Writes the Studio's template manifest (D-090): the shipped state of every plugin data asset, used by Validate All Data to warn about plugin assets changed locally. Run after a deliberate change of the plugin's content. | |
RSE.Studio.PairCapture | command | Saves frames of a paired animation in the ability preview (D-172). Args: <Directory> Asset=/Path/DA_Pair_X [Prefix=Name] [Width=1920] [Height=1080] [WindUp=s] [After=s]. Needs a renderer. | |
RSE.Studio.Screenshot | command | Renders a Studio page offscreen to a PNG (D-090, D-098). Args: <Hub|NewCharacter|Sheet|AssetSheet|Page|PropagationDemo> <File.png> [Step=N] [Character=/Path/DA_Char_X] [Asset=/Path] [Id=PageId] [Tab=N] [Width=1600] [Height=1000]. Needs a renderer (-RenderOffscreen, not -nullrhi). | |
RSE.Tactics.BakeZones | command | Re-bakes the grid of every tactics zone in the world. | |
RSE.Tactics.Demo | command | Drives the active player unit through the director (presentation checks). Args: approach [Ability] | use [Ability] | wait | |
RSE.Tactics.Deploy | command | Fills the deployment of the Tactics battle being deployed (like Auto); 'start' also starts the battle. Args: [start] | |
RSE.Tactics.MoveUnit | command | Moves a unit to a tile if reachable. Args: <X> <Y> [UnitName] | |
RSE.Tactics.Preview | command | Ability target preview (D-064). Args: style Classic|Modern|Default | highlight <Ability> | aim <Ability> <X> <Y> | |
RSE.Tactics.ShowReach | command | Highlights the tiles a unit can reach. Args: [UnitName] | |
RSE.Time.Advance | command | RSE.Time.Advance <hours>: moves the clock forward. | |
RSE.Time.Dump | command | Logs the clock and the weather. | |
RSE.Time.HUD | command | RSE.Time.HUD 0|1: hides / shows the HUD clock. | |
RSE.Time.Scale | command | RSE.Time.Scale <x>: clock speed (1 = normal, 60 = a game day per real minute). | |
RSE.Time.Set | command | RSE.Time.Set <hour> [day] [same]: moves the clock to the hour (next occurrence; 'same' = that hour today) and optionally sets the day. | |
RSE.Time.Stop | command | RSE.Time.Stop [0|1]: stops (1, default) or starts (0) the clock. | |
RSE.Time.Trace | bool | false | Logs every hour, phase and day change, time skip and weather change. |
RSE.Toolkit.Demo | command | Ability Toolkit v2 in a Tactics battle (D-055). Args: give <Ability> [UnitId] | useat <Ability> <X> <Y> | place <UnitId> <X> <Y> | object <Object> <X> <Y> | zone <Zone> <X> <Y> [Radius] | |
RSE.Travel.Discover | command | RSE.Travel.Discover <destination name | all> [0]: discovers (or forgets) world map places. | |
RSE.Travel.Dump | command | Lists the areas and destinations, the current area and whether the world map can be used. | |
RSE.Travel.Map | command | Opens the world map screen (if the rules allow it now). | |
RSE.Travel.To | command | RSE.Travel.To <destination name | /Game/map/path> [arrival point]: travels there (fade, arrival, banner), ignoring discovery. | |
RSE.Traversal | command | Traversal dev commands (D-121). Args: state | goto <Link> [start|end] | use [Link] | place <X> <Y> <Z> | move <X> <Y> [Seconds] | battle | |
RSE.Tutorial.Close | command | Closes the open tutorial card (as its Close button does). | |
RSE.Tutorial.List | command | Lists every tutorial, its trigger and whether it was seen. | |
RSE.Tutorial.ResetSeen | command | Forgets which tutorials were seen (they show again). | |
RSE.Tutorial.Show | command | RSE.Tutorial.Show <asset name>: shows a tutorial now, seen or not, even with tutorials off. | |
RSE.Tutorial.Trigger | command | RSE.Tutorial.Trigger <Tutorial.Trigger.X>: reports a tutorial trigger as if the game event happened. | |
RSE.UI.Input | command | Menu input without keys for the top screen (main menu, options, save slots...). Args: confirm | back | up | down | left | right | next | prev | |
RSE.UI.Layout | command | RSE.UI.Layout <Dialog|PartyMenu|ATBHUD|GridHUD|LiveHUD> <Variant|ClassPath|Off>: forces a screen layout over the UI style's (P61); RSE.UI.Layout Off clears every override. Open screens rebuild. | |
RSE.UI.Phone.DPI | float | 0 | DPI of the simulated phone (0 = Phone UI -> Simulated DPI). |
RSE.UI.Phone.Info | command | Prints the phone UI state: phone mode, DPI, scale, safe area, minimum touch target. | |
RSE.UI.Phone.Resolution | string | Screen size used without a game viewport, e.g. 2400x1080 (empty = Phone UI -> Simulated Resolution). | |
RSE.UI.Phone.SafeArea | string | Safe-area insets of the simulated phone in pixels: "Left Top Right Bottom" (empty = Phone UI -> Simulated Safe Insets). | |
RSE.UI.Phone.Simulate | int | 0 | Phone UI simulation on PC (D-180): 0 = Project Settings -> Phone UI -> Simulate Phone, 1 = simulate a phone, 2 = off. |
RSE.UI.ProceduralFrames | bool | true | UI frames that need it use the procedural frame material (M_RSE_UIFrame). 0 = every frame is a flat rounded box. Applies at the next style resolve (RSE.UI.Style.Refresh). |
RSE.UI.Screens | command | Logs the open modal screens (what hides the exploration / battle HUD) and whether the input guard is active. | |
RSE.UI.Style.Accessibility | command | RSE.UI.Style.Accessibility <Off|Protanopia|Deuteranopia|Tritanopia> [HighContrast 0/1] [TextScale 0.8-1.5] [ReduceMotion 0/1]: the accessibility options of every local player (not saved). | |
RSE.UI.Style.Frame | command | RSE.UI.Style.Frame <CornerShape> [Pattern] [Ornament] [GlowWidth]: every frame of a live copy of the active style gets these (e.g. Chamfer HexGrid Bracket 6). | |
RSE.UI.Style.HueShift | command | RSE.UI.Style.HueShift <Degrees>: hue shift of a live copy of the active style. | |
RSE.UI.Style.Refresh | command | Resolves every UI style again (after changing RSE.UI.ProceduralFrames, the frame material or a style asset). | |
RSE.UI.Style.Seed | command | RSE.UI.Style.Seed <Token> <R> <G> <B>: sets a seed color (linear 0..1) of a live copy of the active style. | |
RSE.UI.Style.Set | command | RSE.UI.Style.Set <StyleId>: every local player switches to that UI style (empty = the project's default). | |
RSE.UI.TextEllipsis | bool | false | Themed texts end with an ellipsis when they overflow (UE 5.8 can assert on it, see RSEHUDWidgetBase.cpp). Applies to widgets built afterwards. |
RSE.UIStyle.CaptureEditor | command | Renders the Style Editor of a style to a PNG (1920x1080): <StyleId|Path> <File.png> [Hue] [Saturation] [Lightness]. The shift is put back after the capture. | |
RSE.UIStyle.CaptureWindow | command | Screenshot of the real Style Editor window (1920x1080): <StyleId|Path> <File.png> [Hue] [Saturation] [Lightness]; 'quit' closes the editor when the queue is done. | |
RSE.UIStyle.Preview | command | Plays the Style Editor's preview map with a style and its UI gallery: <StyleId|Path> [capture]. | |
RSE.Visual.DeckPreview | command | RSE.Visual.DeckPreview [0|1]: Steam Deck device profile + scalability Low + 1280x800 window, to judge the Deck target on a PC. 0 restores the profile and the user settings. | |
RSE.Visual.Dump | command | RSE.Visual.Dump: logs the active visual style, where it comes from and the preset list. | |
RSE.Visual.Style | command | RSE.Visual.Style <Name | Next | Prev | Default>: sets the visual style preset (D-037). No argument = Next. | |
RSE.Visual.Test.Value | int | 1 | Test-only variable of the RSE.Visual automation tests (a visual style sets and restores it). |
RSE.Weapons.Hold | int | -1 | D-185: weapon parts attach through the hold (hand socket per hold type, weapon grip, fine offset). -1 = Weapon Hold settings, 0 = raw part transform, 1 = on. |
RSE.Weapons.Hold.FineOffsets | bool | true | D-185: look parts' fine offsets apply in the hold frame (0 = the pure hold, to compare). |
RSE.Weapons.Hold.SkeletonSockets | int | -1 | D-185 addendum: a skeleton socket of the weapon's hold type (or the weapon's own) holds the weapon by its pivot. -1 = Weapon Hold settings, 0 = off (profile / generated holds), 1 = on. |
RSE.Weapons.Presentation | bool | true | D-184: attacks show their weapon presentation (animations, muzzle flashes, tracers, trails, impacts). 0 = the plain default timelines. |
RSE.Weapons.Recoil | int | -1 | D-185 addendum 2: guns without a fire clip kick with the procedural recoil. -1 = Weapon Hold settings, 0 = off, 1 = on. |
RSE.Weapons.SupportHandIK | int | -1 | D-185: the support (left) hand reaches two-handed weapons with IK. -1 = Weapon Hold settings, 0 = off, 1 = on. |
RSE.Weapons.SupportHandRotation | int | -1 | D-185 addendum 2: the support hand turns to the weapon's LeftHand socket rotation. -1 = Weapon Hold settings, 0 = off (position only), 1 = on. |
RSE.Weather.Lock | command | RSE.Weather.Lock [0|1]: locks (1, default) or unlocks (0) the current weather. | |
RSE.Weather.Roll | command | RSE.Weather.Roll [instant]: rolls the next weather from the table now. | |
RSE.Weather.Set | command | RSE.Weather.Set <Rain | Weather.Rain.Storm | DA_Weather_Fog> [seconds] [lock]: changes the weather (seconds: transition, 0 = at once). | |
RSE.Weather.Strike | command | Strikes lightning now (flash, then thunder). |