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Docs / Console variables and commands

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.

NameTypeDefaultDescription
RSE.Action.FacecommandRSE.Action.Face <unit|lock|soft>: the commanded character and the camera turn to a unit.
RSE.Action.FinisherLibrarycommandRSE.Action.FinisherLibrary <library asset>: adds a paired animation library for this session (dev).
RSE.Action.FinisherscommandRSE.Action.Finishers <Off|Sometimes|Always>: the player's finisher option.
RSE.Action.InputcommandRSE.Action.Input <input> [0|1]: presses (1) or releases (0) an action battle input of the first local player.
RSE.Action.LockcommandRSE.Action.Lock [unit|soft|off]: hard lock on a unit (none: the best target unless one is held).
RSE.Action.LookcommandRSE.Action.Look <yaw> <pitch>: turns the action camera (degrees).
RSE.Action.PullcommandRSE.Action.Pull <unit|lock|soft> [cm]: a unit steps in front of the commanded character (dev).
RSE.Action.SetHPcommandRSE.Action.SetHP <unit|lock|soft> <hp>: sets a unit's HP (dev).
RSE.Action.StartcommandRSE.Action.Start <encounter>: starts an action encounter where the party stands (D-171).
RSE.Action.StatuscommandRSE.Action.Status: logs the running action battle's units.
RSE.Action.WeaponcommandRSE.Action.Weapon <unit> <weapon asset>: gives a unit an action weapon for this battle.
RSE.Action.WincommandRSE.Action.Win: every enemy of the running action battle falls (dev).
RSE.ActionCommand.PlayerModecommandPlayer option for action command prompts: RSE.ActionCommand.PlayerMode [All|OffenseOnly|Off]. Without an argument, prints the current mode.
RSE.AI.Debugint0AI 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.CreateExampleBossBTcommandCreates (or rebuilds) the boss example Behavior Tree and Blackboard of the RPG Saga Engine AI interop (action battles).
RSE.AIInterop.CreateExampleBTcommandCreates (or rebuilds) the example Behavior Tree and Blackboard of the RPG Saga Engine AI interop.
RSE.Anim.Warpingint-1Locomotion orientation and stride warping: -1 = Project Settings (Character Visuals), 0 = off, 1 = on.
RSE.Appearance.WeaponTipbooltrueWhether the WeaponTip presentation anchor resolves to the tip of the held weapon (0 = use the anchor fallbacks, e.g. the hand).
RSE.ATB.GrantcommandTeaches a running classic battle's units an ability. Args: <AbilityName> [party | enemies | UnitId] [timed] (timed: with a timing prompt, this session only)
RSE.ATB.InputcommandClassic 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.ModecommandSets ATB time mode for the running battle. Args: Wait|Active
RSE.Audio.DebugboolfalseLogs every music change and sound effect the game plays or would play (D-036).
RSE.Audio.DumpcommandPrints the music layers, what plays, the volumes and the sound catalog.
RSE.Audio.PlayContextcommandPlays 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.SetVolumecommandSets a player volume (saved in GameUserSettings.ini): RSE.Audio.SetVolume <Master|Music|SFX|Voice|UI> <0..1>. Without a value, prints it.
RSE.Authority.ModecommandRSE.Authority.Mode [Standalone|Authority|Proxy] [Slot]: shows or forces the authority mode (debug).
RSE.Battle.AutoPlayboolfalseWhen true, the AI also commands player units (demos, AI-vs-AI observation, soak tests).
RSE.Battle.ModeOverridecommandD-182: fights every encounter that allows it in this mode: Tactics | Live | ATB | Turn | Action | None. No argument: shows the override.
RSE.Battle.Presentation.ReduceEffectsint-1-1 = use Project Settings, 0 = full effects, 1 = reduced effects (shake, flash... per settings).
RSE.Battle.Presentation.Speedfloat1Extra multiplier of the battle presentation speed (testing).
RSE.Battle.PreviewTransitioncommandPlays 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.RestartcommandRestarts the encounter from deployment.
RSE.Battle.StartcommandFills the free deployment slots, ends deployment and starts the battle.
RSE.Battle.StartATBcommandStarts the ATB test battle on the ATB stage. Args: [DirectorNameFilter] (default: the first classic director)
RSE.Battle.StartEncountercommandStarts 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.StartTurncommandStarts a turn-based battle on the map's classic stage (D-050). Args: [EncounterAssetName] (default: the first Battle.Mode.Turn encounter)
RSE.Battle.Transitionint1Screen transitions between exploration and battles (D-083): 1 = per Battle Transition settings, 0 = off.
RSE.BattleFlow.ConfirmcommandRSE.BattleFlow.Confirm: confirms the open results or game over screen (Continue / the selected choice), as Select does.
RSE.BattleFlow.ShowGameOvercommandShows the game over screen (Load last save / main menu work; Retry is disabled outside battles).
RSE.BattleFlow.ShowResultscommandRSE.BattleFlow.ShowResults [Experience=120] [Money=250] [MaxItems=6]: shows the victory results with sample rewards from the party (really given).
RSE.BattleMenucommandBattle 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.StylestringDebug: 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.ListcommandLists the bestiary entries (encountered / defeated / highest level).
RSE.Bestiary.ScancommandRSE.Bestiary.Scan [0]: marks every bestiary entry scanned (D-147: enemy HP shows in battle HUDs); 0 clears the marks.
RSE.Bestiary.UnlockcommandRSE.Bestiary.Unlock [defeats]: records every enemy character of the Asset Manager as met and defeated (default 1).
RSE.BlueprintAPI.ExportcommandWrites the Blueprint API manifest (the plugin's Config/BlueprintAPI/Manifest.json) and the reference (docs/product/blueprint-api.md) from reflection (D-052).
RSE.BuildingscommandD-150 building entrances: enter <label> [instant] | exit [instant] | door <label> | floor <level> | check | state
RSE.CameracommandThe 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.AddOcclusionFadecommandAdds 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.CinematicBattleint-1D-183: the cinematic battle camera (1 = on, 0 = off, -1 = Camera Framing -> Cinematic Battle Camera -> Enabled).
RSE.Camera.Framingint1D-183: obstruction-aware cameras (1 = on, 0 = every camera keeps its own pose).
RSE.Camera.FramingDebugint0D-183: draws the obstruction-aware cameras' probes (1 = on).
RSE.Camera.RemoveOcclusionFadecommandTakes the camera occlusion fade out of materials again (D-116). Args: <MaterialPath> [...]
RSE.Cards.AlbumcommandOpens the card album and deck editor.
RSE.Cards.ChallengecommandRequests a card match, as a Start Card Match effect would. Args: <OpponentAssetName>
RSE.Cards.DumpcommandLogs the card collection, deck size and records per opponent.
RSE.Cards.ForceSeedint-1Fixed seed for every card match (shuffle and stake). -1 = off.
RSE.Cards.GivecommandAdds copies of a card to the collection. Args: <CardAssetName> [Count]
RSE.Cards.LogboolfalseLogs every event of every card match played.
RSE.CharacterActions.AddToStartingPartycommandAdds a character to Party -> Starting Members (D-084). Args: <CharacterPath> [Config=<file>]
RSE.CharacterActions.MakeEnemycommandEncounter 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.MakeRecruitablecommandRecruit 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.GeneratecommandCinematic 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.Logint0Logs commands on the bus: 0 = only refused ones (Commands -> Log Refused Commands), 1 = every command.
RSE.Coop.Dev.AdvancecommandAdvances the running dialog as this machine's player (the dialog command; co-op rules apply).
RSE.Coop.Dev.CancelTravelcommandCancels the group travel countdown (host).
RSE.Coop.Dev.ChoosecommandRSE.Coop.Dev.Choose <OptionId>: picks (or votes for) an option of the running dialog as this machine's player.
RSE.Coop.Dev.LeashcommandMeasures the leash now (host).
RSE.Coop.Dev.NotifycommandRSE.Coop.Dev.Notify [Text]: shows a notice to every player.
RSE.Coop.Dev.PromptcommandStarts a test dialog made at run time: a line, then a choice (Left / Right) decided by [Host|Speaker|Vote] (default Host).
RSE.Coop.Dev.StatuscommandLogs the co-op rules' state on this machine: the dialog (authority or mirror), the scene, the leash, the travel countdown.
RSE.Debug.CameraLogboolfalseLogs the player's view (location, rotation, view target) every frame, to check camera moves for jitter.
RSE.Debug.EllipsisProbecommandShows ellipsis texts squeezed to 2..40 px (UI robustness check). Args: [clip | off]
RSE.Debug.TacticsInputcommandLogs why the Tactics controller may ignore battle input (mode, menus, screens, ATB, presentation).
RSE.Dev.InventorycommandGrid 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.MarkcommandA thin coloured post in the world (door captures). Args: <X> <Y> <Z> [HeightCm] [R G B] | clear
RSE.Dev.ScriptcommandRuns 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.ViewcommandViews the world from a fixed camera (captures). Args: <X> <Y> <Z> <Pitch> <Yaw> [FOV] [BlendSeconds] | off
RSE.Dialog.AbortcommandRSE.Dialog.Abort: ends the running dialog.
RSE.Dialog.AdvancecommandRSE.Dialog.Advance: the dialog box's Confirm (reveals the line, skips a clip the line waits for, or goes on).
RSE.Dialog.AnchorFallbackToPlayerboolfalseLines whose speaker has no actor in the world follow the player's pawn (world-anchored dialog layouts such as Bubble).
RSE.Dialog.AutocommandRSE.Dialog.Auto [0|1]: prints or sets dialog auto-advance.
RSE.Dialog.ChoosecommandRSE.Dialog.Choose <OptionId>: picks an option of the choice on screen.
RSE.Dialog.DemocommandRSE.Dialog.Demo [box|cinematic|bark]: a built-in demo dialog (no content needed).
RSE.Dialog.DumpcommandRSE.Dialog.Dump <asset>: logs a dialog as a screenplay.
RSE.Dialog.ExplorecommandRSE.Dialog.Explore <asset>: walks every branch and reports dead ends, missing speakers, unreachable nodes and loops.
RSE.Dialog.ExploreMaxPathsint10000Routes the dialog explorer counts before it stops counting (the other checks always cover every node).
RSE.Dialog.HistorycommandLogs the dialog history of the running game.
RSE.Dialog.InstantTextboolfalseDialog lines appear at once (ignores the text speed).
RSE.Dialog.LivePortraitsint11 = live 3D dialog portraits may render (Portraits settings); 0 = they show the image (the Steam Deck device profile sets 0).
RSE.Dialog.LogConditionsboolfalseLogs how dialog Branch nodes chose their output.
RSE.Dialog.PortraitDemocommandRSE.Dialog.PortraitDemo <image|video|live|both> [ClipFile]: the party leader speaking with a portrait mode (D-075).
RSE.Dialog.PresentcommandRSE.Dialog.Present <asset> [NodeId]: starts a dialog with its presentation.
RSE.Dialog.PrintcommandAlias of RSE.Dialog.Dump.
RSE.Dialog.ShowNodeIdsboolfalseShows the NodeId of the current line in the dialog box.
RSE.Dialog.SpeedTestcommandRSE.Dialog.SpeedTest: one line with every markup feature at the current text speed.
RSE.Dialog.StartcommandRSE.Dialog.Start <asset> [NodeId]: starts a dialog in the running game.
RSE.Dialog.TextSpeedcommandRSE.Dialog.TextSpeed [step]: prints or sets the text speed step.
RSE.Dialog.VideoPortraitsint11 = video dialog portraits may play (Portraits settings); 0 = they show the image.
RSE.Difficulty.LogboolfalseLogs every battle recorded by adaptive difficulty (metrics, score, change) and every intelligence resolved.
RSE.Difficulty.Overridefloat-1Fixed enemy intelligence (0-1) for every battle, ignoring adaptive difficulty and encounter bounds. -1 = off.
RSE.Docs.ExportReferencecommandWrites 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.MoneycommandShows or sets the party's money: RSE.Economy.Money [Amount]
RSE.Economy.OpenShopcommandOpens a shop screen: RSE.Economy.OpenShop <shop asset path>
RSE.Economy.RestcommandRests like an inn (pays, restores, fades): RSE.Economy.Rest [Cost]
RSE.Economy.ShopcommandDrives the open shop: RSE.Economy.Shop up|down|left|right|tab|confirm|back ...
RSE.Encounter.DebugboolfalseVisible enemies (D-063): draws sight cones, hearing circles, chase lines and states.
RSE.Encounter.ForceEliteint-1Generated groups (D-063): -1 = the pools' elite chance, 0 = never elite, 1 = always elite.
RSE.Encounter.RateOverridefloat-1Random encounter rate multiplier override (D-063): -1 = the game's (effects x traits x option), 0 = no random battles, 5 = many.
RSE.Encounter.StatuscommandLogs random encounters v2 (D-063): the rate multiplier and its effects, world steps, and every visible enemy (group, state, place).
RSE.Encounter.TimeModifiersbooltrueVisible enemies follow the time and weather rules (D-101 / D-104): sight, hearing, chase, attitude. 0 = the profiles as authored.
RSE.EncounterLayoutcommandDrives 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.EncountercommandStarts an encounter trigger's battle as if the player walked in. Args: [NameFilter | ATB | Turn | Tactics]
RSE.Exploration.TeleportcommandMoves the player's pawn. Args: <X> <Y> [Z]
RSE.Exploration.WalkTocommandWalks 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.AfterBattlecommandApplies Fallen Members -> After Battle now.
RSE.Explore.DialogBattlecommandRuns a Start Battle effect From Context. Args: [choice | node | normal] [scene] [EncounterFilter]
RSE.Explore.FallcommandKnocks members out and applies the fallen rules. Args: [Member | all] (default: the last follower)
RSE.Explore.LockpickcommandDrives the open lockpick screen. Args: press | auto (presses in the spot) | miss (presses outside) | giveup | state
RSE.Explore.PerceivecommandRuns the passive perception check now.
RSE.Explore.RevivecommandRevives a fallen member the best way the party has. Args: [Member]
RSE.Explore.RulecommandSets an Exploration RPG setting for this session. Args: <Property> <Value>
RSE.Explore.SetupcommandPlaces 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.StatuscommandLogs the members' exploration skills, every trap, lock and robbable NPC, and the enemies investigating a noise.
RSE.Explore.StealcommandThe explorer sneaks up behind an NPC and steals. Args: [NPC=DevMark] [Distance=110] [place]
RSE.Explore.ThrowcommandDistractions. Args: aim [Pitch] | throw [Meters=10] | at X Y | cancel
RSE.Foundation.PreviewcommandApplies 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.ApproachcommandThe explorer walks toward the test group. Args: <Meters> [sneak]
RSE.FreeTactics.FieldcommandFree 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.InputcommandScripted 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.InteriorcommandFree 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.PlacecommandPuts the explorer (and the party) in front of / behind the test group. Args: <Meters> [front | back] [sneak]
RSE.FreeTactics.SetupcommandPlaces 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.StartcommandStarts the test site's Free Tactics battle. Args: [normal | surprise | ambush]
RSE.FreeTactics.TargetcommandD-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.GrowthcommandProgression 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.DevicecommandRSE.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.ForceDeviceint0Device of the key prompts: 0 = project setting (Input -> Devices -> Prompt Device), 1 = keyboard / mouse, 2 = gamepad, 3 = touch.
RSE.Input.StatecommandLogs 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.ContextcommandPrints the touch context and layout of the first local player.
RSE.Input.Touch.Debugint0Logs touches, recognised gestures and injected actions (D-180). 0 = Touch -> Debug Touches.
RSE.Input.Touch.EmulatecommandRSE.Input.Touch.Emulate 0|1: the left mouse button acts as a finger (Alt: a second, mirrored finger).
RSE.Input.TraceFocuscommandRSE.Input.TraceFocus 0|1|2: logs every Slate focus change (2 also logs the call stack when the focus goes to no widget).
RSE.InteractablescommandD-150 interaction library: list | use <label> | reset [label]
RSE.Interaction.DebugboolfalseLogs 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.ForceStashAccessint0D-143: 1 = the stash opens everywhere (captures, tests), whatever Inventory Rules -> Stash Access says (except Never).
RSE.Inventory.LivePreviewint1D-126: the inventory paperdoll shows the selected character in 3D (1) or its portrait (0).
RSE.Inventory.PreviewRatefloat-1D-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.PreviewScalefloat1D-126: scale of the inventory preview's render target (Inventory UI -> Preview Resolution). The Steam Deck profile sets 0.75.
RSE.Items.GivecommandAdds an item to the party inventory. Args: <ItemAssetName> [Count]
RSE.Items.ListcommandLogs the party inventory.
RSE.Items.ResetcommandResets inventory and equipment to the new-game state.
RSE.LanguagecommandSwitches the game language and locale. Args: <culture> (en, ro). No args: prints the current language.
RSE.LivingWorldcommandD-157 living world: cast <ability> | tags <tag> [radius] | say <label> [kind] | caravans | hints
RSE.Map.ClickcommandRSE.Map.Click <x> <y> [left|right] [down|up|both]: a mouse click at window pixels.
RSE.Map.ClickWorldcommandRSE.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.GeneratecommandGenerates 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.JournalcommandRSE.Map.Journal <QuestAssetName>: opens the journal on a quest.
RSE.Map.KeycommandRSE.Map.Key <KeyName> [down|up|both]: a key press through Slate.
RSE.Map.LegendcommandRSE.Map.Legend focus | leave | next | toggle
RSE.Map.ListcommandLists the saved map state: explored share and pins per map.
RSE.Map.MarkerscommandCounts the markers the maps show now, per category (D-116).
RSE.Map.OpencommandOpens the area map of the current level (D-089).
RSE.Map.OptioncommandRSE.Map.Option <minimap|compass|markers|difficulty> <value|default>
RSE.Map.PincommandRSE.Map.Pin <x> <y> [type]: adds a pin at a world point.
RSE.Map.PinscommandLists the current map's pins.
RSE.Map.RevealAllcommandReveals the whole fog of war of the current map.
RSE.Map.ShowQuestcommandRSE.Map.ShowQuest <QuestAssetName>: opens the area map on a quest's objective.
RSE.Map.StickcommandRSE.Map.Stick <x> <y>: the left stick through Slate.
RSE.Map.ViewcommandRSE.Map.View zoom <steps> | pan <dx> <dy> | center <u> <v> | world <x> <y> | player
RSE.Map.WheelcommandRSE.Map.Wheel open [u v] | aim <x> <y> | select <i> | confirm | cancel
RSE.Mobile.ApplyProfilescommandRSE.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.CheckMaterialscommandRSE.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.PreviewcommandRSE.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.DumpcommandLogs the narrative state (flags, variables, puzzles, areas, events).
RSE.Narrative.ResetcommandResets the narrative state to a new game's.
RSE.Narrative.SetcommandRSE.Narrative.Set <Narrative.* tag> [Value]: sets a flag, variable, puzzle, area or event.
RSE.Narrative.TraceboolfalseLogs every story effect executed and every skipped gate.
RSE.Net.Dev.KickcommandRSE.Net.Dev.Kick Slot: the host disconnects a guest.
RSE.Net.Dev.ScriptWhencommandRSE.Net.Dev.ScriptWhen guest|synced|noguest ScriptFile [TimeoutSeconds].
RSE.Net.Dev.SwitchLeadercommandRSE.Net.Dev.SwitchLeader [Step]: the local player's Switch Leader.
RSE.Net.Dev.WalkcommandRSE.Net.Dev.Walk X Y Seconds: the local explorer walks (movement input).
RSE.Net.ForceProxyint01 = 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.LogTrafficint01 = log every state section sent or received and every command packet of the co-op layer (D-140).
RSE.Net.SimulateMultiplayerint01 = 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.StatscommandRSE.Net.Stats [Seconds]: average and peak bandwidth per connection, then the status.
RSE.Net.StatuscommandLogs the co-op role, players, sections and traffic (D-140).
RSE.NPC.DebugboolfalseLiving NPCs (D-104): draws their walks, places and states.
RSE.NPC.DumpcommandLogs every living NPC of the level: activity, state, place, awake.
RSE.NPC.OverridescommandLogs the living NPCs' story overrides and the registered NPCs' activities now.
RSE.NPC.PlayerTocommandRSE.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.RefreshcommandRSE.NPC.Refresh [snap]: every living NPC looks at its schedule again (snap: appears there).
RSE.Online.AutoJoincommandSearches until a joinable session appears, then joins it. Optional: seconds to keep trying (default 60), the session label to join (default any).
RSE.Online.BattlecommandHost: marks a battle as running (1) or over (0) for join-in-progress.
RSE.Online.CharactercommandSets the preferred character (<Type:Name> primary asset id).
RSE.Online.FindcommandSearches for sessions (RSE.Online.Status lists them).
RSE.Online.HostcommandHosts a session (Online settings). Optional: max players (0 = the settings'), a session label.
RSE.Online.InvitecommandOpens the online service's invite overlay.
RSE.Online.JoincommandJoins search result <index> (default 0).
RSE.Online.LeavecommandLeaves (client) or ends (host) the session.
RSE.Online.LobbycommandOpens the lobby screen for the local player.
RSE.Online.StatuscommandLogs the session state, the lobby and the last search results.
RSE.Options.OpencommandRSE.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.BindcommandRSE.Pacts.Bind <MemberAssetName> <PactAssetName>: binds an owned Pact to a party member.
RSE.Pacts.GivecommandRSE.Pacts.Give <PactAssetName>: the party obtains a Pact.
RSE.Pacts.ListcommandLogs owned Pacts, holders, points and learned abilities.
RSE.Pacts.PointscommandRSE.Pacts.Points <PactAssetName> <Points>: awards Pact points.
RSE.Pacts.UnbindcommandRSE.Pacts.Unbind <MemberAssetName>: takes a member's Pact away.
RSE.Paired.Disableint01 = paired animations and finishers never play (D-172).
RSE.Paired.ForceFinishersint01 = every kill with a fitting pair plays its finisher (D-172 testing).
RSE.Party.AddcommandAdds a character to the party and the classic battle formation. Args: <CharacterAssetName | Path>
RSE.Party.FieldcommandThe visible party. Args: leader [next | prev] | command <Name> | menu | refresh | state
RSE.Party.GiveExperiencecommandRSE.Party.GiveExperience <MemberAssetName|all> <Amount>: adds experience (levels up as in battle).
RSE.Party.KOcommandKnocks out a party member (testing revive). Args: <Name>
RSE.Party.LevelscommandLogs every party member's level and experience.
RSE.Party.LifecommandThe 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.ListcommandLogs each party member's HP, MP, KO and lasting statuses.
RSE.Party.RestorecommandFull HP/MP, no KO, no statuses. Args: [Name] (default: everyone)
RSE.Party.SetcommandThe party becomes exactly these characters (the first ones in the classic formation). Args: <Character> [Character...]
RSE.Party.SetHPcommandSets a party member's current HP. Args: <Name> <HP>
RSE.Party.SetLevelcommandRSE.Party.SetLevel <MemberAssetName|all> <Level>: sets a member's level.
RSE.Perf.BenchmarkcommandRSE.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.BudgetcommandRSE.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.CapturecommandRSE.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.CompanionRadialcommandRSE.Perf.CompanionRadial Open | Pick <Index> | Highlight <Index> | Back | Close: drives the companion command radial without input (D-148).
RSE.Perf.FaceYawcommandRSE.Perf.FaceYaw <Degrees>: turns the player's pawn to a world yaw (D-148: the rotating minimap).
RSE.Perf.PartyMenucommandRSE.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.ProfilecommandRSE.Perf.Profile [Deck | Default | <Name>]: logs the active device profile, or switches it (the player's quality levels are kept).
RSE.Platform.DumpcommandLogs the platform users, their input devices and the app lifecycle state.
RSE.Platform.SimulateDisconnectcommandRSE.Platform.SimulateDisconnect [device]: the primary user's input device (default 0) disconnects (pause + reconnect screen).
RSE.Platform.SimulateReconnectcommandRSE.Platform.SimulateReconnect [device]: the primary user's input device (default 0) connects again.
RSE.Platform.SimulateResumecommandRSE.Platform.SimulateResume: the app comes back from suspend.
RSE.Platform.SimulateSignIncommandRSE.Platform.SimulateSignIn: the primary user signs in again.
RSE.Platform.SimulateSignOutcommandRSE.Platform.SimulateSignOut: the primary user signs out (saving stops; the game returns to the title screen).
RSE.Platform.SimulateSuspendcommandRSE.Platform.SimulateSuspend: the app is suspended (pause, save writes flushed).
RSE.PlayerscommandLogs the players (slots, host, local / remote, pawns) and the authority state (D-134).
RSE.PortraitStudio.GeneratecommandPortrait & 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.GoTocommandMoves the player in front of a level object: RSE.Puzzle.GoTo <ActorLabel> [Distance]
RSE.Puzzle.InteractcommandInteracts with a level object as the player: RSE.Puzzle.Interact <ActorLabel>
RSE.Puzzle.LockcommandDrives the open code lock: RSE.Puzzle.Lock Turn <Delta> | Select <Delta> | Submit | Leave
RSE.QuestImages.CapturecommandCaptures the journal pictures of the quests in the open level (D-155). Args: [-DryRun] [-Force] [Png=<folder>]
RSE.Quests.AbandoncommandRSE.Quests.Abandon <QuestAssetName>: abandons an active side quest that allows it.
RSE.Quests.CompletecommandRSE.Quests.Complete <QuestAssetName> [Outcome]: finishes an active quest.
RSE.Quests.DumpcommandLogs every quest's progress, the tracked quest and the ending lock.
RSE.Quests.EndingcommandLogs the ending the story leads to, the hidden score and the point of no return.
RSE.Quests.FailcommandRSE.Quests.Fail <QuestAssetName> [Outcome]: fails an active quest.
RSE.Quests.ListcommandLogs known quests with category, status, stage and the tracked one.
RSE.Quests.StartcommandRSE.Quests.Start <QuestAssetName>: starts a quest, ignoring availability.
RSE.Quests.ToastcommandRSE.Quests.Toast [Text]: shows a test notification on the quest HUD.
RSE.Quests.TraceboolfalseLogs quest starts, objectives, stage changes, outcomes and ending changes.
RSE.Quests.TrackcommandRSE.Quests.Track <QuestAssetName | none>: sets the quest on the HUD tracker.
RSE.Reinforcements.HurtLeadercommandSets the enemy leader's HP to a percent (tries a scripted event's HP trigger). Args: <Percent=40>
RSE.Reinforcements.InterruptcommandStops the call in progress. Args: [kill | silence]
RSE.Reinforcements.LookcommandThe battle camera looks at the first reinforcement runner.
RSE.Reinforcements.SetupcommandThe Free Tactics test site with a lone sentry that calls 3 friends (D-117). Args: [CallTurns=1] [leftover] [script] [points]
RSE.Reinforcements.StatuscommandLogs the running battle's reinforcement calls and runners (on screen, seen by the party).
RSE.Rooms.GocommandOpens a test room's map. Args: <RoomId> (RSE.Rooms.List shows the ids)
RSE.Rooms.InteriorcommandThe Interiors room's kit switcher. Args: kit <Name> [EntranceLabel] (no args: list the kits)
RSE.Rooms.LaunchcommandStarts an encounter through the battle launcher. Args: <EncounterAssetName> [Tactics|FreeTactics|ATB|Turn|Action] [Seed] [auto]
RSE.Rooms.LaunchercommandShows or hides the battle launcher panel (the F10 key does the same; RSE.Rooms.LauncherKey changes the key). Args: [0|1]
RSE.Rooms.LauncherKeystringF10Key that shows or hides the battle launcher panel in test rooms (a key name such as F10; None = no hotkey).
RSE.Rooms.ListcommandLists the test rooms (DA_Room_* data assets) and their maps.
RSE.Rooms.RestartcommandRestarts the launcher's battle from its start. Args: [new] (a new seed; default: the same seed)
RSE.Rooms.UsecommandThe host's pawn interacts with the first actor (by label) that has an RSE Interactable component. Args: <ActorLabel>
RSE.Rules.DumpcommandLogs the game's active rules profile and its overridden sections (with parents).
RSE.Rules.SetProfilecommandRSE.Rules.SetProfile <RulesProfileAssetName | None>: switches the game's rules profile (running battles keep theirs).
RSE.Save.LoadcommandRSE.Save.Load [slot index | auto | slot name]: loads a save and opens its map (no argument: the most recent).
RSE.Save.SimulateFaultstringMakes 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.SlotscommandLists the save slots (autosave first), marks the Continue slot and says whether the save item is allowed now.
RSE.Save.TocommandRSE.Save.To <slot index | slot name>: saves the current game (as from a save point).
RSE.Save.UseItemcommandRSE.Save.UseItem [item path] [give]: uses the save item like the party menu would (opens the save screen).
RSE.Scene.DumpcommandLogs the playing scene and the waiting ones.
RSE.Scene.PlaycommandPlays a scene data asset: RSE.Scene.Play /Game/MyRPG/Data/Scenes/DA_X [replay]. Replays run no end effects.
RSE.Scene.RequestSkipcommandAsks to skip the playing scene as this machine's player (the Skip Scene command: co-op rules apply, D-142).
RSE.Scene.SkipcommandSkips the playing scene now (no confirmation, even if it is not skippable).
RSE.Seed.Worldint0World seed of every new game while not 0 (overrides Seeds -> Fixed World Seed): reproducible runs.
RSE.Sim.RuncommandRSE.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.DumpcommandLogs what the Time of Day actor shows now (hour, sun, moon, light, fog, weather look, quality).
RSE.Sky.MeasurecommandRSE.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.SnapcommandApplies the sky and the weather at once (the ground wetness and snow jump to their targets).
RSE.SneakcommandSneaking on / off for the explorer. Args: [0 | 1]
RSE.StateKeys.CheckcommandD-174: logs the objects of the open level (loaded actors) with a missing or duplicate State Key.
RSE.StateKeys.FixcommandD-174: gives every object of the open level that keeps saved state a unique State Key (unloaded World Partition actors too).
RSE.StateTree.CreateExamplecommandCreates (or rebuilds) the example StateTree of the RPG Saga Engine StateTree bridge (/RPGSagaEngine/Examples/AI/ST_RSE_ExampleEnemy).
RSE.Stealth.BehindcommandD-151: the explorer sneaks right behind a site group's leader. Args: <sentry | camp | near | far> [Meters = 1.5]
RSE.Stealth.HourcommandD-151: sets the game clock's hour (night and day for the light rule). Args: <Hour>
RSE.Stealth.MembercommandD-151: moves a party member (field order) to (Forward, Side) meters of the site. Args: <Index> <Forward> <Side>
RSE.Stealth.NoisecommandD-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.OverlaycommandD-151: the detection shapes on the ground. Args: on | off | auto (the setting)
RSE.Stealth.PlacecommandD-151: Place, as the key: sneaking = hold this spot and take the next member; else regroup.
RSE.Stealth.PutcommandD-151: the explorer at (Forward, Side) meters of the site. Args: <Forward> <Side> [Yaw] [sneak]
RSE.Stealth.SetupcommandD-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.StatecommandD-151: logs the overlay, the ambush tracker, the placed members and every group's awareness and takedown preview.
RSE.Stealth.StrikecommandD-151: Strike, as the key: a takedown in reach, else the ambush on the unaware group in range.
RSE.Studio.AbilityCapturecommandSaves 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.ExportTemplateManifestcommandWrites 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.PairCapturecommandSaves 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.ScreenshotcommandRenders 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.BakeZonescommandRe-bakes the grid of every tactics zone in the world.
RSE.Tactics.DemocommandDrives the active player unit through the director (presentation checks). Args: approach [Ability] | use [Ability] | wait
RSE.Tactics.DeploycommandFills the deployment of the Tactics battle being deployed (like Auto); 'start' also starts the battle. Args: [start]
RSE.Tactics.MoveUnitcommandMoves a unit to a tile if reachable. Args: <X> <Y> [UnitName]
RSE.Tactics.PreviewcommandAbility target preview (D-064). Args: style Classic|Modern|Default | highlight <Ability> | aim <Ability> <X> <Y>
RSE.Tactics.ShowReachcommandHighlights the tiles a unit can reach. Args: [UnitName]
RSE.Time.AdvancecommandRSE.Time.Advance <hours>: moves the clock forward.
RSE.Time.DumpcommandLogs the clock and the weather.
RSE.Time.HUDcommandRSE.Time.HUD 0|1: hides / shows the HUD clock.
RSE.Time.ScalecommandRSE.Time.Scale <x>: clock speed (1 = normal, 60 = a game day per real minute).
RSE.Time.SetcommandRSE.Time.Set <hour> [day] [same]: moves the clock to the hour (next occurrence; 'same' = that hour today) and optionally sets the day.
RSE.Time.StopcommandRSE.Time.Stop [0|1]: stops (1, default) or starts (0) the clock.
RSE.Time.TraceboolfalseLogs every hour, phase and day change, time skip and weather change.
RSE.Toolkit.DemocommandAbility 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.DiscovercommandRSE.Travel.Discover <destination name | all> [0]: discovers (or forgets) world map places.
RSE.Travel.DumpcommandLists the areas and destinations, the current area and whether the world map can be used.
RSE.Travel.MapcommandOpens the world map screen (if the rules allow it now).
RSE.Travel.TocommandRSE.Travel.To <destination name | /Game/map/path> [arrival point]: travels there (fade, arrival, banner), ignoring discovery.
RSE.TraversalcommandTraversal dev commands (D-121). Args: state | goto <Link> [start|end] | use [Link] | place <X> <Y> <Z> | move <X> <Y> [Seconds] | battle
RSE.Tutorial.ClosecommandCloses the open tutorial card (as its Close button does).
RSE.Tutorial.ListcommandLists every tutorial, its trigger and whether it was seen.
RSE.Tutorial.ResetSeencommandForgets which tutorials were seen (they show again).
RSE.Tutorial.ShowcommandRSE.Tutorial.Show <asset name>: shows a tutorial now, seen or not, even with tutorials off.
RSE.Tutorial.TriggercommandRSE.Tutorial.Trigger <Tutorial.Trigger.X>: reports a tutorial trigger as if the game event happened.
RSE.UI.InputcommandMenu input without keys for the top screen (main menu, options, save slots...). Args: confirm | back | up | down | left | right | next | prev
RSE.UI.LayoutcommandRSE.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.DPIfloat0DPI of the simulated phone (0 = Phone UI -> Simulated DPI).
RSE.UI.Phone.InfocommandPrints the phone UI state: phone mode, DPI, scale, safe area, minimum touch target.
RSE.UI.Phone.ResolutionstringScreen size used without a game viewport, e.g. 2400x1080 (empty = Phone UI -> Simulated Resolution).
RSE.UI.Phone.SafeAreastringSafe-area insets of the simulated phone in pixels: "Left Top Right Bottom" (empty = Phone UI -> Simulated Safe Insets).
RSE.UI.Phone.Simulateint0Phone UI simulation on PC (D-180): 0 = Project Settings -> Phone UI -> Simulate Phone, 1 = simulate a phone, 2 = off.
RSE.UI.ProceduralFramesbooltrueUI 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.ScreenscommandLogs the open modal screens (what hides the exploration / battle HUD) and whether the input guard is active.
RSE.UI.Style.AccessibilitycommandRSE.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.FramecommandRSE.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.HueShiftcommandRSE.UI.Style.HueShift <Degrees>: hue shift of a live copy of the active style.
RSE.UI.Style.RefreshcommandResolves every UI style again (after changing RSE.UI.ProceduralFrames, the frame material or a style asset).
RSE.UI.Style.SeedcommandRSE.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.SetcommandRSE.UI.Style.Set <StyleId>: every local player switches to that UI style (empty = the project's default).
RSE.UI.TextEllipsisboolfalseThemed 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.CaptureEditorcommandRenders 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.CaptureWindowcommandScreenshot 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.PreviewcommandPlays the Style Editor's preview map with a style and its UI gallery: <StyleId|Path> [capture].
RSE.Visual.DeckPreviewcommandRSE.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.DumpcommandRSE.Visual.Dump: logs the active visual style, where it comes from and the preset list.
RSE.Visual.StylecommandRSE.Visual.Style <Name | Next | Prev | Default>: sets the visual style preset (D-037). No argument = Next.
RSE.Visual.Test.Valueint1Test-only variable of the RSE.Visual automation tests (a visual style sets and restores it).
RSE.Weapons.Holdint-1D-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.FineOffsetsbooltrueD-185: look parts' fine offsets apply in the hold frame (0 = the pure hold, to compare).
RSE.Weapons.Hold.SkeletonSocketsint-1D-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.PresentationbooltrueD-184: attacks show their weapon presentation (animations, muzzle flashes, tracers, trails, impacts). 0 = the plain default timelines.
RSE.Weapons.Recoilint-1D-185 addendum 2: guns without a fire clip kick with the procedural recoil. -1 = Weapon Hold settings, 0 = off, 1 = on.
RSE.Weapons.SupportHandIKint-1D-185: the support (left) hand reaches two-handed weapons with IK. -1 = Weapon Hold settings, 0 = off, 1 = on.
RSE.Weapons.SupportHandRotationint-1D-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.LockcommandRSE.Weather.Lock [0|1]: locks (1, default) or unlocks (0) the current weather.
RSE.Weather.RollcommandRSE.Weather.Roll [instant]: rolls the next weather from the table now.
RSE.Weather.SetcommandRSE.Weather.Set <Rain | Weather.Rain.Storm | DA_Weather_Fog> [seconds] [lock]: changes the weather (seconds: transition, 0 = at once).
RSE.Weather.StrikecommandStrikes lightning now (flash, then thunder).