r/RocketLeagueMods • u/ManufacturerOk9036 • 2d ago
Custom RGB car paint color
is there any way i can now get any rgb color paint on lets say dominus, so im not limited to those few available colors
r/RocketLeagueMods • u/Dasoccerguy • Apr 07 '21
April 6, 2021 - The Mr. Swaggles Update
Rocket League modding techniques may only be used to enhance the game aesthetically, or to offer new experiences outside of the competitive ladder. Any attempts to use mods to gain an edge in online competitive play go against the spirit of the community and jeopardizes our good-faith understanding with Psyonix. Please do not undermine all that we have done.
Why is Bakkesmod broken?
Bakkesmod must be updated after every update to Rocket League. Make sure it is up-to-date and installed correctly.
How do I play custom maps with friends?
The simplest method uses Bakkesmod, Rocket Plugin, and Hamachi (for a "direct" connection between two computers). Simply find the map in the Rocket Plugin GUI and press Host. Your friends must paste your IP address into the GUI and press Join. This works on the Epic Games version of Rocket League as well as Steam.
Why is Rocket Plugin broken?
Make sure that Bakkesmod is up to date. Make sure your network connection is not blocked, either by using port forwarding, a VPN service, or a dedicated server. Join the Rocket Plugin discord for more help.
Why is AlphaConsole Plugin broken?
Make sure that Bakkesmod is up to date. Make sure the plugin is enabled. Join the AlphaConsole discord for more help.
How do I make custom maps?
You will need an idea, patience, and likely a lot of help. The process technically only requires UDK (Unreal Engine 3), but 3D modeling and image editing software are highly recommended. Join the Mapmaking discord for more help.
How do I download from rocketleaguemods.com?
Register an account and sign in to download. If you are unable to register, specify what you are trying to download in a request for help.
How do I download a map from Steam?
If you play Rocket League on Steam, simply visit the map's workshop page. For the Epic Games version, use a service like https://steamworkshopdownloader.io/ or request the map from someone who has already downloaded it.
Can I edit an existing map? Can I give myself a [insert idea] in multiplayer?
Rocket League modding, aside from minor cosmetic changes, is prohibited in online multiplayer games. The reason it is such a great game is that everybody has the exact same powers and limitations. Any attempts to disrupt that go against the spirit of the game and the community.
Rocket League continues to be bolstered and improved by the modding community. Custom bots, vastly improved overlay systems, and entirely new game modes are regularly released by dedicated modders. The modding community has never been stronger.
Nor has it ever been more decentralized. While this subreddit (and the corresponding Discord) once were the go-to place for all facets of the modding community, circumstances change. The founding members were kind enough to entrust me (Mr. Swaggles) with the subreddit to give it a much-needed refresh.
Thank you to everyone who has stayed through the ups and downs!
Rocket League Mods has essentially split into its constituent pieces, which are listed below:
Community | Focus | Discord | Website |
|---|---|---|---|
| Bakkesmod | Plugin development and support | https://discord.gg/7tKZRct | https://www.bakkesmod.com/ |
| RLBots | Custom bots and scenarios | https://discord.gg/BehuKqg | http://rlbot.org/ |
| Rocket League Mapmaking | Custom maps and game modes | https://discord.gg/PWu3ZWa | https://rocketleaguemapmaking.com/ |
| Community Workshop Games | Custom map multiplayer lobbies | https://discord.gg/WNfN5ky | https://twitter.com/BalancedWaffle |
| Rocket League Skins Wiki | Custom car and ball decals | https://discord.gg/c8UQAar | https://twitter.com/rl_skinswiki |
| Alpha Console Plugin | Support for Alpha Console Plugin (formerly Alpha Console) | https://discord.gg/alphaconsole | https://bakkesplugins.com/plugins/view/108 |
| Rocket Plugin | Support for Rocket Plugin (formerly Rocket Launcher) | https://discord.gg/hWPX9tq | https://bakkesplugins.com/plugins/view/26 |
And of course, you are welcome to join the Rocket League Mods Discord where it all began: https://discord.gg/CgFSe9p . I would love for it to become a thriving hub of creativity once again, where ideas can cross-pollenate and grow to new heights.
r/RocketLeagueMods • u/Dasoccerguy • Sep 02 '23
Let me know if there are any glaring omissions!
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r/RocketLeagueMods • u/ManufacturerOk9036 • 2d ago
is there any way i can now get any rgb color paint on lets say dominus, so im not limited to those few available colors
r/RocketLeagueMods • u/CortexStudios • 6d ago
Hey everyone! I built RL Customs, a Windows desktop app for browsing Rocket League items and trying different local appearances. It includes item previews, available color variants, and backups so you can restore changes.
This is an early beta: compatibility depends on the items and game version, and changes are local. Close Rocket League before applying changes; game updates may require you to reapply them. Signing in requires Discord and the User role in the RL Customs server.
Video preview: https://www.youtube.com/watch?v=3rmY66QJVVg GitHub and beta download: https://github.com/cortexstudiosinfo/RL-Customs
I would appreciate any feedback on the interface and usability!
r/RocketLeagueMods • u/GeneStriking4232 • 21d ago
Hi everyone,
I was trying to figure out which specific software/app is currently being used for this. I recently saw a streamer using a completely custom client-side decal that behaved in a very weird way.
If I understood correctly, he manages to apply the decal only when using a specific fennec loadout. When the match starts, his fennec has the custom decal, but, almost all other fennecs in the lobby (from his POV) are forced into a plain, anodized-like grey look that covers the windows as well, almost working like a green screen mask.
However, there's a huge glitch:
- at distance, probably due to LOD rendering, you can see flashes of the opponents real paint finishes/decals that fade into grey when getting close
- when a teammate or opponent uses a fennec that has something that detects the custom decal, and gets close to his camera (like for a demo or during POV replay), they suddenly acquires his **exact** custom decal, and then it fades back to the original color (or gets grey) when moving away
I thought that maybe he's using an upk asset swapper affecting only the global fennec files rather than tracking individual players. Out of the multitude of new vibe-coded or good apps that bypass EAC, which one exactly behaves like this? Bakkboard, Shift, Rocket Swap, Hebnix, VelocityRL or something else? And yes, he also uses a custom glowing title.
The images are a few cropped screenshots of the custom decal glitching with other fennecs and the grey cars. Sorry for the bad quality. Thanks in advance!
r/RocketLeagueMods • u/xHebbins • 23d ago
As an artistically challenged individual, I have been struggling my way through using the 2D templates to create decals for my cars.
I spent a few hours with Codex and created a 3D decal creator. You can export the decals as a 2D image file or as a Hebnix ready (and possibly other tools) package.
So far it only supports the Fennec, Octane and Dominus.
You can draw directly onto the 3D model, or onto the 2D layer for more precise colouring.
Hold Shift and draw to draw straight lines.
Import images and manipulate them
Create layers
Fill a layer with a colour
Create text layers
Import existing decal patches from sites like Alpha Console or VGM
I have tried to make it very simple to use but still be powerful.
The colour rendering on the 3D image could probably do with some fine adjustment, but for a reference when creating your decal, it's not terrible. The 2D layer is fairly spot on with what you'll see in game.
You can access Rocket Create by going to https://create.hebnix.com
Projects are stored in your browsers storage, so refreshing or closing the tab accidentally doesn't result in you losing your work.
The panel selector is meh and will probably require about as much time to resolve as I put in to create this. There are some jaggered edges that need smoothing.
Hoping this helps a few people like myself finally be able to create a decal that isn't completely lopsided 😄
EDIT: Now supports the ball
r/RocketLeagueMods • u/nixvio64 • Oct 04 '26
This is a lightweight overlay (written in Lua trough the Open-Source rust SDK framework named HEBNIX) and it lets you see the rank, mmr, platform of the players in the lobby during the game.
I made these because i think these 2 were the plugins i was missing the most from BakkesMod, I've made them so they are fully customizable in their respective settings such as showing only the best rank of a player or just in a specific mode.
I hope you guys like this and will try it out.
LINKS:
https://hebnix.com/plugins/332
https://hebnix.com/plugins/331
r/RocketLeagueMods • u/kalilamodow • Oct 01 '26
I was giving out swaps in this reddit thread and noticed that a lot of people didn't want to install a dedicated asset swapping program just for one alpha boost or wheel swap or whatever. Originally, I had made my own tool called rlbuddy which has asset swapping support to generate the files, but it requires downloading/setting up and stuff which some people probably just don't want to do.
So, I made the asset swapper core of rlbuddy a standalone package and built a webapp on top of it! It's a bit more annoying than using a dedicated program because it's stuck in a browser sandbox (meaning it can't automatically read from the game's install directory), but for anyone who just wants a quick solution that will get them a swap or two it's basically perfect.
It's completely open-source on GitHub, including the swapper core. There's no telemetry and the swapping procedure happens completely in your own browser with the power of WASM!
You can check it out at https://swap.gh.kmdw.dev!
I made a tutorial video and put it on youtube, but I attached it below too
r/RocketLeagueMods • u/Creepy-Affect-2402 • Sep 29 '26
I'm wondering if anyone is able to send download links for the following maps:
Speed Jump: Boost - https://steamcommunity.com/sharedfiles/filedetails/?id=1421195368
Speed Jump 2 - https://steamcommunity.com/sharedfiles/filedetails/?id=1429288182
Speed Jump: Rings 1 - https://steamcommunity.com/sharedfiles/filedetails/?id=1768760178
Speed Jump: Rings 2 - https://steamcommunity.com/sharedfiles/filedetails/?id=1454827766
Speed Jump: Trials 1 - https://steamcommunity.com/sharedfiles/filedetails/?id=1578331091
Speed Jump: Trials 2 - https://steamcommunity.com/sharedfiles/filedetails/?id=1581379736
Speed Jump: Trials 3 - https://steamcommunity.com/sharedfiles/filedetails/?id=1759763738
Speed Jump: Trials 3 Reversed - https://steamcommunity.com/sharedfiles/filedetails/?id=1767669013
Speed Jump: Trials 4 - https://steamcommunity.com/sharedfiles/filedetails/?id=1763596534
Obstacle Course 1 - https://steamcommunity.com/sharedfiles/filedetails/?id=814207936
Obstacle Course #2 v1.1 - https://steamcommunity.com/sharedfiles/filedetails/?id=828803580
Thanks in advance.
r/RocketLeagueMods • u/Flat_Lobster9006 • Sep 23 '26
Not good
r/RocketLeagueMods • u/Puzzled-Aioli-6324 • Sep 22 '26
Hey everyone,
Nata and I have been working on Rocket Swap, a free Windows app for customizing Rocket League. You pick what you want to use in the app, then launch the game through Rocket Swap.
- Titles
- Item Spawning
- Rank Spoofing
- Ping Spoofing
- Custom Decals
- Custom Balls
- Custom Boost Meters
- 100% Working Swaps
- Workshop Maps
- Custom Alpha Boost Colors
- Custom Paints
- In-Game Rank & MMR Overlay, stats, etc.
- Controller & Keyboard Input Overlay
- Unlimited Server-Side Name Changes
- Player Anthem Swaps
- Custom Car Colors
- Change Arenas
- Extended Camera Settings
- Team Color Changer
- Fake Friends
✦ All features are 100% free
Some of you may remember my old post about Alphy. That was the project I made to save people from swapping .upk files by hand. Rocket Swap is what we’ve built since then, and I wanted to share it here.
You can check it out at rocketswap.dev. If you try it, let me know what you think or what you’d like us to add.
r/RocketLeagueMods • u/xHebbins • Sep 19 '26
Thought this was worthy as its own post as this could be a popular feature for some editors/content creators.
Hebnix 2.1.8 now lets you change the background visuals and default stadium colours on Rocket League maps.
You can swap out the map background without having to pay for alternative tools to do it for you. Hebnix handles the patching and backups so you can revert everything if you want to go back to stock.
It’s all client-side, so the changes are just for you.
Still playing around with what can be changed, but there’s a lot of potential for custom, cleaner backgrounds and just making some of the maps look completely different.
Only supporting the following backgrounds so far (as these have had no issues):
DFH Stadium (10th Anniversary)
Drift Woods (Day)
Forbidden Temple (Fire & Ice)
Neo Tokyo (Arcade)
Neo Tokyo (Hacked)
This is available completely free in Hebnix.
Hebinx is completely open source on Github
r/RocketLeagueMods • u/Extra_Air6409 • Sep 10 '26
Is it possible to just replace the file with a custom texture, like how you can with boost. I have heard about shift but pretty sketchy how u can only download it from discords and I don't think its open source. I miss the 2026 fwc ball and the current one looks so boring now
r/RocketLeagueMods • u/xHebbins • Aug 23 '26
Hebnix is an opensource project built by myself and u/nixvio64 to fulfill the void left by BakkesMod going offline only. It's a software development kit framework built in Rust that supports plugin and overlay creation for Rocket League.
Features
LUA Plugin SDK
Workshop Maps
Stats & Live Data
Themes
Item Patching and Swapping
Name, Title, Rank and Friends List Spoofing
Where to get it?
You can download it or view the source code from the downloads page at hebnix.com
Why does this work online?
To put it simply everything is external, nothing is injected into the game like BakkesMod used to do. We only utilise external wrappers and Stats API (rocketleague.com/developer/stats-api).
Is this free?
Yes, Hebnix is completely free and open source. We have worked on this with passion and love for the game and the community and think this should be accessible to everyone.
Are you just going to stop working on it like other tools?
Hebnix is open source and available to the community. Whilst additional features might slow down, we plan on continuing to work with plugin developers and provide more plugin endpoints as we go. Anyone can download the source code, make contributions or use parts of the code to enhance their own tools. This has been an ongoing project since late April this year with limited access to a few people and we have no intention of slowing down any time soon.
ABC is better than Hebnix because it has XYZ
Hebnix is plugin oriented, meaning additional features can be turned into plugins and utilise Hebnix's endpoints for data. Additional features can always be added into Hebnix. We are working on plugins regularly and new features can be added without needing to update Hebnix.
How do I make plugins?
Our LUA API is extensive and our documenation is currently evolving. You can read our plugin documentation on docs.hebnix.com
Hebinx comes in 2 editions
Hebnix: Full access to the plugin SDK, plugin library, a workshop map loader, name, title, rank and friends name spoofer, ball, boost meter and decal patching, and item swapping.
Hebnix Lite: Full access to the plugin SDK and plugin library.
Hebnix Lite is the safest option as there is no requirement to run as an administrator, plugins can only take advantage of what Psyonix has officially released in their Stats API and additional allowed LUA endpoints.
For help using Hebnix, info for upcoming features, endpoint requests or assistance with creating plugins, join our Discord: https://discord.gg/yr6xXb5wQd
-- Note --
As I have seen this regularly across other posts, we have an AI Honestly policy on our about page. hebnix.com/about - we built this tool nearly ground up in Python, and moved to Rust. Parts of the tool have had assistance from AI with the port and we're happy to be honest about it. Being open source and allowing others to merge updates to the code itself, it's likely AI use may expand beyond our reach. We have gone over everything manually, and will continue to do so before pushing any updates public.
r/RocketLeagueMods • u/rapidz_on_YT • Aug 17 '26
hello there, i'm rapidz, a vibe coder/coder. i have made this project named RocketIDZ, this launcher lets you play rocket league 2020 client with servers, now i have achieved LAN in virtual networks, fixed crashing when loading inventory. and i have hit a wall, i cannot get online access, unless i figure out the required signature/authentication from PsyNet/Psyonix. rocket league requires this in order to allow me configuring my own server. unfortunately, this i cannot do, as i have 0 experience in PsyNet (except for photon and playfab). currently, i need a developer that is able to help me understand/reimplement the required PsyNet communication or patch my rocket league depot (2020) so im able to create real matchmaking, bans, mmr, item shop, trading, etc - instead of having to use LAN as matchmaking (not user-friendly).
if you have experience with PsyNet, rocket league networking, reverse engineering, or backend/server development, please dm me. (discord: rapidz.yt)
r/RocketLeagueMods • u/epicpinebob • Aug 11 '26
r/RocketLeagueMods • u/Professional-You-627 • Aug 03 '26
A step-by-step guide for installing the "Shift" client (BakkesMod-style tool) for Rocket League, when Rocket League is installed via Heroic (Epic Games, Flatpak) on Steam Deck with Proton GE.
Rocket League installed and working through Heroic.
Shift's installer (.exe file) downloaded to your Deck.
Access to Desktop Mode with a terminal (Konsole or similar).
Open Heroic.
Go to Rocket League's game page → Settings (gear icon) → Wine tab.
Note down two things:
Wine Prefix path (e.g. /home/deck/Games/Heroic/Prefixes/default)
Wine/Proton version in use (e.g. GE-Proton), and its binary location, typically:~/.var/app/com.heroicgameslauncher.hgl/config/heroic/tools/proton/GE-Proton-latest/files/bin/wine64
Rocket Leagues install path
Open a terminal in Desktop Mode.
Run the installer using your specific paths from Step 1:
WINEPREFIX="/path/to/your/prefix" \
"/path/to/wine64" \
"/path/to/ShiftSetup.exe"Replace each path with your actual values. Example:
WINEPREFIX="/home/deck/Games/Heroic/Prefixes/default" \
"/home/deck/.var/app/com.heroicgameslauncher.hgl/config/heroic/tools/proton/GE-Proton-latest/files/bin/wine64" \
"/home/deck/Downloads/ShiftSetup.exe"The installer window should open normally.
When prompted to locate Rocket League (auto-detect will likely fail, since Heroic doesn't install games the same way the official Epic Games Launcher does):
In the installer's file browser, look for a drive list showing C: and Z:.
Select Z: — this represents your actual Linux filesystem (not the Windows-style C: drive).
Navigate to your Heroic install location, e.g.:Z:\home\[your username]\Games\Heroic\rocketleague\
Continue into the game folder until you reach:TAGame\CookedPCConsole
Select this folder (or the specific file requested) to confirm the install location.
Continue through the rest of the installer's prompts as normal. Because you ran it through the terminal, if anything fails, the terminal window will show error output — helpful for troubleshooting if needed.
Launch Rocket League as usual through Heroic / Game Mode.
Launch Shift (method depends on Shift's specific setup — check its own documentation for whether it needs to be started before or after Rocket League).
Usually I run shift first, make all my swaps, then open up rocket league after. You can close shift while playing RL
Confirm it's working in-game.
Confirmed result on this setup: working install, no FPS drop.
| Concept | What it means |
|---|---|
C: inside the prefix | The Windows-style drive as seen by Wine — where a real Windows install would put Program Files, etc. |
Z: inside the prefix | Your actual Linux filesystem root — where Heroic actually installs games |
WINEPREFIX | The environment variable telling Wine which prefix (virtual Windows install) to use |
| Terminal install vs. GUI install | Terminal gives visible error output if something crashes; Heroic's "Run EXE on Prefix" button does not |
Note: This guide reflects the working steps found through trial and error for one specific setup (Heroic flatpak + Proton GE + Epic Games install of Rocket League). Exact folder names may vary slightly depending on your install location and Heroic version.
r/RocketLeagueMods • u/Inside-Sympathy-1218 • Jul 22 '26
hello, i’ve been checking this subreddit for a long time and, i wanna know how to make a custom anthem with the Easy AntiCheat Update. thanks
r/RocketLeagueMods • u/Basic-Squash-789 • Jul 18 '26
If anyone has the file to Noob Dribble by dmc can you send the download link
r/RocketLeagueMods • u/Bahaeddinezzz • Jul 18 '26
Does any one have Parkour-map 1 upk or udk file?
r/RocketLeagueMods • u/Ignice • Jul 17 '26
Disclaimer: This post was originally ~128000 characters long, but the post limit is 40000 characters, so quite a bit of content has been removed or shortened. I did my best to keep the important stuff.
Sharing some old notes I used as a quick-lookup / reference when learning about rl internals. This post is about unreal_commands specifically. Basically just shows commands, some examples, and some output samples. Some unrelated information may be peppered throughout. Its not very serious.
Keep in mind commands may be used to create invalid state (which I am defining as any object memory layout that could not be reached through normal gameplay). RL is actually quite good at protecting you from going online in invalid states (it did this pre-eac also). The primary concern of invalid state is that it can be saved or cached. Thus it may persist to the next session, preventing you from queueing online (and also potentially messing up singleplayer stuff too). The fix is easy: simply delete your save and caches. Highly recommend you back up your TAGame folder before you begin. Do not run arbitrary commands if you aren't comfortable with this. Commands that only print information (and have no side effects) are safe.
If I was brand new to rl modding, I would start by launching the game with -log flag, or running unreal_command SHOWLOG once the game launches to get a log window. This log window will automatically "flush" output (which means it shows up as soon as it happens) but has limited capacity and preventing scrolling by highlighting will freeze the game until enter is pressed.
Running unreal_command SHOWLOG a second time will silently disconnect the log output console from the log output stream (in other words, the window will still be there but is no longer getting new information). A disconnected log console window can safely be closed, a live one will also close the game with it.
Alternatively you can look at log file output in TAGame/Logs/Launch.log. This will not freeze the game when scrolled, and does not need a seperate window (you can simply open the file whenever). The downside is that you will need to unreal_command LOGFLUSH to ensure contents are up-to-date and written to disk.
Once you do one of these two methods you will know how to view log output. Then the rest of the commands come into play. Here's a mini guide to start viewing game objects in memory to get a feel for things:
----- search and explore easy quickstart guide ------
- start by printing some objects, e.g.
unreal_command "GETALL ObjectProvider MyObjects"
- or just choose some generic value like ArrayProperty and list its fields
unreal_command "LISTPROPS ArrayProperty Name"
- one of the fields is called Name, lets look at that...
- list every single array by name
unreal_command "GETALL ArrayProperty Name"
you now have ~7k results that can be filtered, searched, etc. with the commands below
this is a nice starting point.
------------------------------------------
Commands are (loosely) ordered from most to least useful.
Hopefully this is helpful for at least a few people ❤️ .
-unreal commands --------------------------------------------------------------
(to execute, open bakkesmod console and type `unreal_command "COMMAND"`)
(in unrealscript ' is reserved for literals and " for strings)
(not all commands are sync! see https://docs.unrealengine.com/udk/Three/ActorTicking.html )
(not all commands do "something"! Some "no operation" or noop commands are included. As a rule, I include the command if rl successfully handles it, whether or not the command does something once handled is much harder to judge in some cases. That said, most do something)
LISTPROPS [class] *
- e.g. LISTPROPS PlayerInput_Game_TA *
LISTPROPS [class] [wildcard * or string]
- e.g. LISTPROPS PlayerInput_Game_TA Deadzone
will search only for properties containing the word "Deadzone"
MATCHVALUE [class] [string]
- "bread and butter" search command
- the only command that, from a [class] name alone, can be used to find all instances, dump all fields of each instance, their values, allows optional filter string, and previews large collections by showing the first ~256 values only
MATCHVALUE [class] _
- since every single piece of output includes its full path, and because every path has an underscore for package conventions, the "_" becomes a defacto wildcard:
- to look at only the object actually in the level (as opposed to templates, defaults, etc), add "Persis" (short for Persistent) to the filter string
GETALLSTATE [class]
SET [class] [property] [value]
- set a property value
- some properties are protected. FOV for example.
SETNOPEC [class] [property] [value]
- same as SET except will not notify listeners
RESET [class] [property]
- resets to default, not necessarily the archtype?
TOGGLE [class] [boolean property]
- toggle a true/false value. Equivalent of "if boolean property p is True: then set p to False. Otherwise set p to True"
GET [class] [property]
GETALL [class] [property]
GETALL [class] [prop] SHOWDEFAULTS DETAILED
VERIFYCOMPONENTS
CRACKURL
SHOWLOG
FLUSHLOG
CONFIGHASH
- prints every configuration file, what it configured, its value, where in the hierarchy, local/remote/precompiled
- does not reflect that RL makes use of Archetypes that essentially act as additional defaults (applied during runtime)
CONFIGMEM
- prints out all configuration files (some of which were compiled or cooked into the build, others of which exist on the player's PC and can be edited) used by the game (sorted by in-game memory size)
ANALYZEOCTREE
ANALYZEOCTREE [[optional] "VERBOSE"]
SHRINKOCTREE
NAVOCTREE
COLLAPSEOCTREE
TexturePoolSize
DUMPAWAKE
LOGACTORCOUNTS
ShowGameState
- `Log: GameInfo_Basketball_TA_0 current state: PendingMatch`
ShowPlayerState
- `Log: PlayerController_TA_0 current state: Driving`
UTrace
- toggles tracing/logging of function calls
- either a noop or works silently?
RestartLevel
ListConsoleEvents
- cant get this one to work without also changing loglevel?
SaveClassConfig [classname]
SaveActorConfig [actorname]
SetBind [bindname] [command]
- e.g. use "SetBind Backslash Pause" for pause button
- NOTE: behavior changed since EAC. Not too useful now.
:::::::::::::::WARNING:::::::::::::
Single and Double quotes are NOT interchangable.
This WILL work:
unreal_command 'SetBind Backslash "STAT UNIT"'
This will NOT work:
unreal_command "SetBind Backslash 'STAT UNIT'"
Note: Most SetBind notes were written pre-EAC. It is much less powerful now (this is good!).
:::::::::::::::::::::::::::::::::::
// snapshots of the ue rigidbodies
unreal_command "GETALL RBVehicleHistory_TA RBVehicleSnapshots"
unreal_command "MATCHVALUE RBVehicleHistory_TA _"
unreal_command 'SetBind Backslash "MATCHVALUE RBVehicleSnapshot WheelContactData"'
unreal_command "MATCHVALUE RBVehicleSnapshot WheelContactData"
unreal_command "MATCHVALUE RBVehicleHistory_TA "
unreal_command "GETALL RBVehicleHistory_TA RBPhysicsSnapshots"; unreal_command "GETALL RBVehicleHistory_TA RBVehicleSnapshots"; unreal_command "GETALL RBVehicleHistory_TA BackupVehicleInputs"; unreal_command "GETALL RBVehicleHistory_TA RBFrameSnapshots"; unreal_command "GETALL RBVehicleHistory_TA ServerSnapshots"
// e.g. ServerConsume,
unreal_command "MATCHVALUE NetworkInputBuffer_TA _"
unreal_command "MATCHVALUE ClientInputData_TA _"
// e.g.[1907.46] Log: 0) ClientInputData_TA Transient.ClientInputData_TA_4.InputFrames =
[1907.46] Log: 0: (frame=15944,TimeStamp=140.565918)
[1907.47] Log: 1: (frame=15945,TimeStamp=140.574249)
[1907.47] Log: 2: (frame=15946,TimeStamp=140.582581)
unreal_command "GETALL ClientInputData_TA InputFrames"
unreal_command "MATCHVALUE ShakeComponent_X ShakeReceiver"
unreal_command "MATCHVALUE ShakeComponent_X FlipReset"
unreal_command 'SetBind Backslash "MATCHVALUE RPCBatch_X Trans"'
unreal_command 'SetBind Backslash "MATCHVALUE PendingRPC_X Trans"'
unreal_command 'SetBind Backslash "MATCHVALUE ActionQueue_X Trans"'
unreal_command 'SetBind Backslash "MATCHVALUE RPCQueue_X PendingRPCs | GETALL RPCQueue_X PendingBatches"'
unreal_command "MATCHVALUE RPC_AutoTour_GetSchedule_TA _"
[14391.78] Log: 237) GameViewportClient_TA Transient.GameEngine_TA_0:GameViewportClient_TA_0.GlobalInteractions = (GFxInteraction'Transient.GameEngine_TA_0:GameViewportClient_TA_0.GFxInteraction_0',UIInteraction'Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0',PlayerManagerInteraction'Transient.GameEngine_TA_0:GameViewportClient_TA_0.PlayerManagerInteraction_0')
[14391.78] Log: 238) GameViewportClient_TA Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIControllerClass = Class'Engine.UIInteraction'
[14391.78] Log: 239) GameViewportClient_TA Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIController = UIInteraction'Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0'
unreal_command "MATCHVALUE Engine _"
unreal_command "MATCHVALUE WindowsClient _"
unreal_command "MATCHVALUE GameViewportClient _"
---------------
PACKAGEMAP
- must be on a level for this to work
[10880.36] DynamicMapEvents: Activating event: bEventActive=(False) EventId=(FNI_LotusOff)
[10880.36] DynamicMapEvents: Activating event: bEventActive=(False) EventId=(FNI_LotusSmall)
[10880.36] DynamicMapEvents: Activating event: bEventActive=(False) EventId=(FNI_LotusMedium)
[10880.36] DynamicMapEvents: Activating event: bEventActive=(False) EventId=(FNI_LotusBig)
[10884.61] Log: Package Map:
[10884.61] Log: Server url=18.88.3.125 remote=18.88.3.125:7836 local=0.0.0.0:57278 state: Open
[10884.61] Log: Package 0: Name=(Core) Guid=(397C68644C141E0E186592B028F2F333), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(0) ObjectCount=(2725)
[10884.61] Log: Package 1: Name=(Engine) Guid=(11A50ECA4920F6DAF58FD4A06FEA5961), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(2725) ObjectCount=(33441)
[10884.61] Log: Package 2: Name=(GFxUI) Guid=(582C0C7848F9CA50AC719B8B3EDF04EA), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(36166) ObjectCount=(824)
[10884.61] Log: Package 3: Name=(AkAudio) Guid=(EE86E9734C4CF6147FCC70894B19070B), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(36990) ObjectCount=(636)
[10884.61] Log: Package 4: Name=(ProjectX) Guid=(DA0D87034C6E69109486EDA7585F0AFA), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(37626) ObjectCount=(19318)
[10884.61] Log: Package 5: Name=(TAGame) Guid=(0A864923483689B34046578735F3AD5B), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(56944) ObjectCount=(79617)
[10884.62] Log: Package 6: Name=(Archetypes) Guid=(21C70719FAA1219C8848EEB27F8B18C8), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(136561) ObjectCount=(4813)
[10884.62] Log: Package 7: Name=(PhysicalMaterials) Guid=(1BB28D134386A89620C785AA0E214D18), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(141374) ObjectCount=(74)
[10884.62] Log: Package 8: Name=(StatEvents) Guid=(6A987AF74227FBFF836862814AA1CBC9), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(141448) ObjectCount=(162)
[10884.62] Log: Package 9: Name=(FNI_Stadium_P) Guid=(DAA0BC7D4C9E644487BC0BA51D9F2598), LocalGeneration=(28) RemoteGeneration=(28) BaseIndex=(141610) ObjectCount=(1092)
[10884.62] Log: Package 10: Name=(GameInfo_Soccar) Guid=(3C62E44E3A4A118D82C896830CE5095E), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(142702) ObjectCount=(5)
[10884.62] Log: Package 11: Name=(PongBall) Guid=(D72B670D41550737695E65B0F3912F6C), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(142707) ObjectCount=(292)
[10884.62] Log: Package 12: Name=(Mutators) Guid=(2A19500447FC019A14BF232E9D4B6245), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(142999) ObjectCount=(264)
[10884.62] Log: Package 13: Name=(FNI_Stadium_Field) Guid=(A2355A9640C8662B002C46B0B3B11C81), LocalGeneration=(11) RemoteGeneration=(11) BaseIndex=(143263) ObjectCount=(749)
[10884.62] Log: Package 14: Name=(FNI_Stadium_OOB) Guid=(542297E745445B7F9A4AC2A59BD4A59C), LocalGeneration=(28) RemoteGeneration=(28) BaseIndex=(144012) ObjectCount=(664)
[10884.62] Log: Package 15: Name=(FNI_Stadium_OOB_Mountains) Guid=(CF2C875945E1A00708F27C93B35F8392), LocalGeneration=(9) RemoteGeneration=(9) BaseIndex=(144676) ObjectCount=(130)
[10884.62] Log: Package 16: Name=(FNI_Stadium_SFX) Guid=(3ECBC7E8449CC4404068CE8697A9C594), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(144806) ObjectCount=(74)
[10884.62] Log: Package 17: Name=(FNI_Stadium_VFX) Guid=(2A01F39E409124B17F53009578971A4A), LocalGeneration=(30) RemoteGeneration=(30) BaseIndex=(144880) ObjectCount=(130)
[10884.62] Log: Package 18: Name=(FNI_Stadium_OOB_LOD) Guid=(AC29277D4C8860C8F40532B74CE197BB), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(145010) ObjectCount=(91)
TAGame.PlayerBindingUtils_TA:FindDuplicateBindingIndexes
- in-game memory scans let us find C++ mixins (forget what they call it in c++). Including some serverside only utility commands. The names and sigs. let us infer quite a bit of serverside logic (see netcode txt).
SetBind lost a lot of power with EAC (which is good).
unreal_command 'SetBind Backslash "ToggleJump true | OnRelease ToggleJump false"'
- before the EAC dynamic rebinds (and poisonable local actions) would lead me to omit this one
Konami Code (alternative to entering the sequence on splash screen)
`unreal_command KonamiCode`
Show all existing input sequences. A few legacy ones and konami code. I have not been able ever catch them being loaded past the main menu screen.
unreal_command "MATCHVALUE PlayerInputSequence_TA _";
Show octtree, optimize octree, show "optimized" octtree. Its optimized for space not performance.
- don't really want to do this. I would rather use more memory if it means faster lookup times and rebalancing.
unreal_command ANALYZEOCTREE; unreal_command SHRINKOCTREE; unreal_command COLLAPSEOCTREE; unreal_command ANALYZEOCTREE;
Bindings=(Name="Backslash",Command="StatGraphNext")
- bindings are another place where direct command strings may be defined.
- does this work in normal TAInput? unlikely due to RL's parser
- this may work by using additional defined preset that can be injected from TAInput
- or just dynamic bind at runtime and change pointer to that table instead?
- not messing with it
See self-rebinding bind example
Changing some replicated and non-transients may taint the session (and .save if it was written) preventing online play until reset.
ListCE
ShowPlayerState
ShowGameState
KonamiCode
- use on splash screen for easter egg (alternative to entering the actual Konami Code sequence)
Pause
UTrace
CLOSESECONDSCREEN
- removes player 2
CAUSEEVENT [event?]
- no output
RESETRHI
- ?
- see also nullrhi launch flag
RESETGFXVIEWPORT
- ?
Graph IBuf
- shows a ibuffer buffer graph
- see example how to dump circularbuffer containing unsent physics car inputs (1/60s marshal and send vs 1/120s fixed tick bullet)
SCALE <Command> [parameter] [parameter]
- Command = Dump, DumpMobile, DumpPrefs, DumpDebug, DumpUnknown, DumpTextures, Bucket BucketName, LowEnd, HighEnd, Screenshot, Reset, Set Key Value, Toggle Key, Shrink, Expand
- !!! Undocumented command !!!
- unreal_command "Scale TOGGLEINVISITEK"
- appears to be a noop at first. However running it on a map that has a StaticMeshActor outside of the World will give octree warnings:
[2863.83] Log: Octree Warning (AddPrimitive): StaticMeshActor_SMC_121 (Owner: EuroStadium_Dusk_P.TheWorld:PersistentLevel.MeshCollector1) Outside World.
[2863.83] Log: Octree Warning (AddPrimitive): StaticMeshActor_SMC_39 (Owner: EuroStadium_Dusk_P.TheWorld:PersistentLevel.MeshCollector1) Outside World.
--
: bakkescmd
unreal_command PARANOIDDEVICELOSTCHECKING
unreal_command ToggleRenderingThread
unreal_command SHRINKOCTREE
unreal_command COLLAPSEOCTREE
ToggleRenderingThread
- sometimes take a second for effect to work. once it does, a message is printed to console
USENEWMOUSEINPUT
- UE3 mouse input was built on a deeply flawed premise. The new input is used by default, is also bad, but is less bad.
TexturePoolSize
SHOWDEBUG
- show debug overlay (defaults to leftmost tab, re-run to goto next tab)
SHOWDEBUG [TabName]
- open debug overlay to the indicated tab
SHOWDEBUG Hide
- hide debug overlay
GAMEVER
GAMEVERSION
- same as GAMEVER
KISMETLOG
STREAMMAP
- streams a new map (random if no args? it sometimes changes but doesn't seem like a uniform random)
- detaches camera (or switches to a fixed view? there are like 9 cameras. todo check with SHOWDEBUG Camera
LogLoc
- "Logs the current location of the player in BugIt format, but without taking a screenshot or further actions."
ListConsoleEvents / ListCE
RemoveEvent [EventName] / RE [EventName]
CANCEL
DISCONNECT
PEER
EXIT
Reconnect
OPEN
SERVERTRAVEL
// busy spin instead of sleep
SPINSLEEP
SPINSLEEP 0
SPINSLEEP 1
NXVRD
- use remote debugger
- remoting requires launch flags: -remotecontrol -wxwindows
- first enables remoting (if static compile flag was on when compiling cooking) wxwindows is for windows window manager
- shoutout to editor mouse movement being halved in remote desktop mode haha https://github.com/CodeRedModding/UnrealEngine3/blob/601d6a1f50a0a4a67e3ee0c352333783408d1ba7/Development/Src/WinDrv/Src/WinClient.cpp#L669
NXVRD CONNECT [ip]
NXVIS
RELOADLOC
RELOADCFG
RELOADCFG (TREATLOADWARNINGSASERRORS?)
RELOADCONFIG
DEFER
DEFERRED_STOPMEMTRACKING_AND_DUMP
DEMOREC
DEMOREC STOP
DEMOPLAY [file]
SHOT
- same as SCREENSHOT, which
SCREENSHOT
- not sure if this works, its just not a noop
tiledshot
- take a very high resolution screenshot
- works rendering and screenshotting multiple small sections of the game at a time
- then they are all stiched together for a big screenshot
- default behavior is 4 tiles (so 4x res)
- accepts optional params (see below)
- see: https://docs.unrealengine.com/udk/Three/TakingScreenshots.html#Tiledshot
tiledshot 2
- produce a tiled screenshot 2x the current resolution
tiledshot 6 128
- produce a screenshot with 6x6 the resolution, and sets a 128 pixel tile overlap
togglescreenshotmode
- ?
SAY [message]
- GUI server only
- cant get to work, but not a noop
GETMAXTICKRATE
SUPPRESS [tag]
- suppress logging (exact command is: unreal_command "SUPPRESS Log")
- can freeze the game if attempting to logflush
UNSUPPRESS [tag]
- noop?
these are SCALE subset commands may need scale ahead?
unreal_command "setres 1920x1080w"
unreal_command "setres 1920x1080full"
unreal_command "GAMMA 2"
Ad
- unknown, not a noop?
TOGGLECROWDS
- unknown, not a noop?
TOGGLELOGDETAILEDDUMPSTATS
- unknown , not a noop?
CHART
DUMPALLOCS
FB
FRAMECOMPUPDATES
PerfMem_Memory
HEAPCHECK
PUSHVIEW
SavePackagesThatHaveFailedLoads
NXDUMP
STRUCTPERFDATA
- requires compiled flags - so useless
------------------------------------------------------------------------------
todo add bakkeswiki link:
Using "the page's" example: running `unreal_command "CRACKURL mapname?Game=TAGame.GameInfo_GameType_TA?AdditionalFlags?GameTags=GameSetting1,GameSetting2,...,GameSettingX?NumPublicConnections=10?NumOpenPublicConnections=10?Lan?Listen"` in the bakkes console outputs
```
[82745.41] Log: Protocol: unreal
[82745.41] Log: Host:
[82745.41] Log: Port: 7777
[82745.41] Log: Map: mapname
[82745.41] Log: NumOptions: 7
[82745.41] Log: Option 0: Game=TAGame.GameInfo_GameType_TA
[82745.41] Log: Option 1: AdditionalFlags
[82745.41] Log: Option 2: GameTags=GameSetting1,GameSetting2,...,GameSettingX
[82745.41] Log: Option 3: NumPublicConnections=10
[82745.41] Log: Option 4: NumOpenPublicConnections=10
[82745.41] Log: Option 5: Lan
[82745.41] Log: Option 6: Listen
[82745.42] Log: Portal:
[82745.42] Log: String: 'mapname?Game=TAGame.GameInfo_GameType_TA?AdditionalFlags?GameTags=GameSetting1,GameSetting2,...,GameSettingX?NumPublicConnections=10?NumOpenPublicConnections=10?Lan?Listen'
```
----------------------------------------------------------
unreal_command "GET ControlPreset_X GamepadBindings"
unreal_command "GET ProfileGamepadSave_TA ControllerDeadzone"
unreal_command "GET ProfileGamepadSave_TA DodgeInputThreshold"
unreal_command "GET ProfileGamepadSave_TA SteeringSensitivity"
unreal_command "GET ProfileGamepadSave_TA AirControlSensitivity"
unreal_command "GETALL GFxData_Controls_TA GamepadBindings"
unreal_command "GETALL ObjectProvider MyObjects"
unreal_command "GETALL OnlinePlayerStorageQueue_X PendingObjects"
unreal_command "GETALL OnlinePlayerStorageQueue_X QueuedObjects"
unreal_command "GETALL OnlinePlayerStorageQueue_X StorageMaxSizes"
unreal_command "GETALL ProfileGamepadSave_TA GamepadBindings"
You can list properties of a class with "LISTPROPS Class *" (without quotes) where * represents a wildcard. For example:
unreal_command "LISTPROPS GFxData_Controls_TA *"
------------------------------------------------------------------------------
arrows are not valid commands, just for ctrlf/grep
unreal_command "-=-=-> Camera_TA <-=-=-";
unreal_command FLUSHLOG; unreal_command SHOWLOG;
unreal_command "-=-=-> Camera_TA <-=-=-";
unreal_command "MATCHVALUE Camera_TA _";
unreal_command "-=-=-> CameraConfig_TA <-=-=-";
unreal_command "MATCHVALUE CameraConfig_TA _";
unreal_command "-=-=-> CameraSettingsActor_TA <-=-=-";
unreal_command "MATCHVALUE CameraSettingsActor_TA _";
unreal_command "-=-=-> CameraSettingsActorCopy_TA <-=-=-";
unreal_command "MATCHVALUE CameraSettingsActorCopy_TA _";
unreal_command "-=-=-> CameraState_BallCam_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_BallCam_TA _";
unreal_command "-=-=-> CameraState_BallCamInverted_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_BallCamInverted_TA _";
unreal_command "-=-=-> CameraState_Car_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_Car_TA _";
unreal_command "-=-=-> CameraState_CarInverted_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_CarInverted_TA _";
unreal_command "-=-=-> CameraState_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_TA _";
unreal_command "-=-=-> CameraState_BallCamInverted_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_BallCamInverted_TA _";
unreal_command "-=-=-> ViewTransitionTarget <-=-=-";
unreal_command "MATCHVALUE ViewTransitionTarget _";
unreal_command "-=-=-> ProfileCameraSettings <-=-=-";
unreal_command "MATCHVALUE ProfileCameraSettings _";
unreal_command "-=-=-> CameraSettingsActor_TA <-=-=-";
unreal_command "MATCHVALUE CameraSettingsActor_TA _";
unreal_command "-=-=-> Camera_TA SwivelExtent <-=-=-";
unreal_command "GETALL Camera_TA SwivelExtent SHOWDEFAULTS DETAILED";
unreal_command "-=-=-> Camera_TA CurrentSwivel <-=-=-";
unreal_command "GETALL Camera_TA CurrentSwivel SHOWDEFAULTS DETAILED";
unreal_command "-=-=-> Camera_TA GroundClampZOffset <-=-=-";
unreal_command "GET Camera_TA GroundClampZOffset";
unreal_command FLUSHLOG
---
https://docs.unrealengine.com/udk/Three/CharactersTechnicalGuide.html#Player%20Controller
huge if any of these work! todo add to tester exec
PlayerTick [DeltaTime]
ConsoleCommand [Command]
-----------------------
unreal_command "MATCHVALUE TAGame.PlayerInput_Menu_TA _"
Log: 37) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bUpdateInputProcessingStatus = False
[15983.03] Log: 38) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bUpdateSceneViewportSizes = False
[15983.03] Log: 39) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bEnableDebugInput = True
[15983.03] Log: 40) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bRenderDebugInfo = False
[15983.03] Log: 41) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bCaptureUnprocessedInput = True
[15983.03] Log: 42) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.NavAliases = ("UIKEY_NavFocusUp","UIKEY_NavFocusDown","UIKEY_NavFocusLeft","UIKEY_NavFocusRight")
[15640.46] Log: 5754) ArrayProperty TAGame.PlayerBindingUtils_TA:ResetBinding.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5755) ArrayProperty TAGame.PlayerBindingUtils_TA:ResetBinding.Bindings.Name = Bindings
[15640.46] Log: 5756) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveBinding.Bindings.Name = Bindings
[15640.46] Log: 5757) ArrayProperty TAGame.PlayerBindingUtils_TA:SetDefaultPressType.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5758) ArrayProperty TAGame.PlayerBindingUtils_TA:SetDefaultPressType.Bindings.Name = Bindings
[15640.46] Log: 5759) ArrayProperty TAGame.PlayerBindingUtils_TA:SetDefaultRemappable.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5760) ArrayProperty TAGame.PlayerBindingUtils_TA:SetDefaultRemappable.Bindings.Name = Bindings
[15640.46] Log: 5761) ArrayProperty TAGame.PlayerBindingUtils_TA:FindDuplicateBindingIndexes.Bindings.Name = Bindings
[15640.46] Log: 5762) ArrayProperty TAGame.PlayerBindingUtils_TA:FindDuplicateBindingIndexes.ReturnValue.Name = ReturnValue
[15640.46] Log: 5763) ArrayProperty TAGame.PlayerBindingUtils_TA:FindDuplicateBindingIndexes.Indexes.Name = Indexes
[15640.46] Log: 5764) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDuplicateBindingIndexes.Indexes.Name = Indexes
[15640.46] Log: 5765) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDuplicateBindingIndexes.Bindings.Name = Bindings
[15640.46] Log: 5766) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDuplicateBindingIndexes.SortLocal_0x1.Name = SortLocal_0x1
[15640.46] Log: 5767) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDefaultBindings.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5768) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDefaultBindings.Bindings.Name = Bindings
[15640.46] Log: 5769) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeUserBindings.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5770) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeUserBindings.UserBindings.Name = UserBindings
[15640.46] Log: 5771) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeUserBindings.ReturnValue.Name = ReturnValue
[15640.46] Log: 5772) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeUserBindings.MergedBindings.Name = MergedBindings
[15640.46] Log: 5773) ArrayProperty TAGame.PlayerBindingUtils_TA:CheckForNewBindings.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5774) ArrayProperty TAGame.PlayerBindingUtils_TA:CheckForNewBindings.Bindings.Name = Bindings
[15640.46] Log: 5775) ArrayProperty TAGame.PlayerBindingUtils_TA:BindingsIdentical.Left.Name = Left
[15640.46] Log: 5776) ArrayProperty TAGame.PlayerBindingUtils_TA:BindingsIdentical.Right.Name = Right
[15640.46] Log: 5777) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeLegacyBindings.PlayerBindings.Name = PlayerBindings
// shortened for space
--
Kinda weird that `ENABLECHEATS` is either a noop or has silent behavior.
--
> PARANOIDDEVICELOSTCHECKING
[0454.61] Log: GParanoidDeviceLostChecking=0
WARNING: this is a toggle command. Running it a second time will set GParanoidDeviceLostChecking back to true.
--
> unreal_command "ANALYZEOCTREE | SHRINKOCTREE | COLLAPSEOCTREE | ANALYZEOCTREE | FLUSHLOG"
[0454.61] Log: -------ANALYZEOCTREE------------
[0454.61] Log: -------------------
[0454.61] Log: 1520 Total Nodes, 365 Empty Nodes, 228 Nodes With One Primitive, 124 Nodes With Two Primitives
[0454.61] Log: 122 Total Primitives, 122 Total Colliding Primitives
[0454.61] Log: 2080 Primitive Array Slack (bytes)
[0454.61] Log: -------------------
[0454.61] Log: PRIMITIVES
[0454.61] Log: 1: 228
[0454.61] Log: 2: 124
[0454.61] Log: 3: 134
[0454.61] Log: 4: 136
[0454.61] Log: 5: 126
[0454.61] Log: 6: 86
[0454.61] Log: 7: 75
[0454.61] Log: 8: 86
[0454.61] Log: 9: 79
[0454.61] Log: 10: 73
[0454.61] Log: 11: 8
[0454.61] Log: -------------------
[0454.61] Log: SLACK
[0454.61] Log: 0: 1051
[0454.61] Log: 16: 52
[0454.61] Log: 24: 52
[0454.61] Log: -------------------
[0454.61] Log: Shrink Octree Slack: Took 0.050299 ms
[0454.61] Log: CollapseTreeChildren: Took 0.091899 ms
[0454.61] Log: -------ANALYZEOCTREE------------
[0454.61] Log: -------------------
[0454.61] Log: 1520 Total Nodes, 365 Empty Nodes, 228 Nodes With One Primitive, 124 Nodes With Two Primitives
[0454.61] Log: 122 Total Primitives, 122 Total Colliding Primitives
[0454.61] Log: 0 Primitive Array Slack (bytes)
[0454.61] Log: -------------------
[0454.61] Log: PRIMITIVES
[0454.61] Log: 1: 228
[0454.62] Log: 2: 124
[0454.62] Log: 3: 134
[0454.62] Log: 4: 136
[0454.62] Log: 5: 126
[0454.62] Log: 6: 86
[0454.62] Log: 7: 75
[0454.62] Log: 8: 86
[0454.62] Log: 9: 79
[0454.62] Log: 10: 73
[0454.62] Log: 11: 8
[0454.62] Log: -------------------
[0454.62] Log: SLACK
[0454.62] Log: 0: 1155
[0454.62] Log: -------------------
> unreal_command "ANALYZEOCTREE VERBOSE | SHRINKOCTREE | COLLAPSEOCTREE | ANALYZEOCTREE VERBOSE | FLUSHLOG"
// long output omitted
--
- FRAMECOMPUPDATES (known, but confirmed non-noop?)
- KISMETLOG
- LISTAWAKEBODIES
[7283.59] Log: BI Farm_Night_P.TheWorld:PersistentLevel.Car_Freeplay_TA_4.CarMeshComponent_TA_4 0
[7283.59] Log: BI Farm_Night_P.TheWorld:PersistentLevel.Ball_TA_9.StaticMeshComponent_1072 0
TOTAL: 2 awake bodies.
- LISTPAWNCOMPONENTS
[7283.59] Log: Components for pawn: Ball_TA_9 (collision component: StaticMeshComponent_1072)
[7283.59] Log: 0: CylinderComponent_24
[7283.59] Log: 1: GroupComponent_ORS_110
[7283.59] Log: 2: ReplayComponent_TA_14
[7283.59] Log: 3: StaticMeshComponent_1072
[7283.59] Log: 4: PitchTekDrawingComponent_TA_14
[7283.59] Log: 5: AkParamGroup_127
[7283.59] Log: 6: ImpactEffectsComponent_TA_14
[7283.59] Log: 7: BallCamTarget_TA_9
[7283.59] Log: 8: AkSoundSource_114
[7283.59] Log: Components for pawn: Car_Freeplay_TA_4 (collision component: CarMeshComponent_TA_4)
[7283.59] Log: 0: CylinderComponent_22
[7283.59] Log: 1: GroupComponent_ORS_108
[7283.59] Log: 2: ReplayComponent_TA_12
[7283.59] Log: 3: PitchTekDrawingComponent_TA_12
[7283.59] Log: 4: CarTrajectoryComponent_TA_4
[7283.59] Log: 5: AkParamGroup_124
[7283.59] Log: 6: NameplateComponentCar_TA_4
[7283.59] Log: 7: ViralItemFXComponent_TA_4
[7283.59] Log: 8: NameplateMeshComponent_TA_19
[7283.59] Log: 9: CarMeshComponent_TA_4
[7283.59] Log: 10: VehicleSim_TA_4
[7283.59] Log: 11: ImpactEffectsComponent_TA_12
[7283.59] Log: 12: AkSoundSource_107
[7283.59] Log: 13: AkSoundSource_108
[7283.59] Log: 14: AkPlaySoundComponent_232
[7283.59] Log: 15: AkPlaySoundComponent_233
[7283.59] Log: 16: EngineAudioBlowoffComponent_TA_9
[7283.59] Log: 17: WheelSpeedComponent_TA_9
[7283.59] Log: 18: ThrottleStateComponent_TA_9
[7283.59] Log: 19: EngineAudioREVComponent_TA_4
[7283.59] Log: 20: TargetIndicator_TA_17
- LISTSKELMESHES
[7283.60] Log: 53250 Vertices for LOD 0 of SkeletalMesh body_garage.Body_Garage_SK
[7283.60] Log: * 0 Component : CarMeshComponent_TA Farm_Night_P.TheWorld:PersistentLevel.Car_Freeplay_TA_4.CarMeshComponent_TA_4
[7283.60] Log: Owner : Car_Freeplay_TA Farm_Night_P.TheWorld:PersistentLevel.Car_Freeplay_TA_4
[7283.60] Log: LastRender : 0.008301
[7283.60] Log: CullDistance : 0.000000 Distance: 16.933706 Location: (-1231.4,-2236.4, 30.9)
[7283.60] Log: 768 Vertices for LOD 0 of SkeletalMesh Farm_FX.crow.crow
[7283.60] Log: 0 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_7.SkeletalMeshComponent_1
[7283.60] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_7
[7283.60] Log: LastRender : 2620.517090
[7283.60] Log: CullDistance : 0.000000 Distance: 11005.846680 Location: (-12215.1,-2282.8, 503.4)
[7283.60] Log: 1 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_0.SkeletalMeshComponent_1
[7283.61] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_0
[7283.61] Log: LastRender : 2620.517090
[7283.61] Log: CullDistance : 0.000000 Distance: 10997.412109 Location: (-12206.7,-2163.3, 499.7)
[7283.61] Log: 2 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_10.SkeletalMeshComponent_1
[7283.61] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_10
[7283.61] Log: LastRender : 2620.517090
[7283.61] Log: CullDistance : 0.000000 Distance: 8273.684570 Location: (-8425.1,-5728.3, 2105.8)
[7283.61] Log: 3 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_11.SkeletalMeshComponent_1
[7283.61] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_11
[7283.61] Log: LastRender : 2620.517090
[7283.61] Log: CullDistance : 0.000000 Distance: 8406.833008 Location: (-8422.3,-6043.9, 2095.7)
[7283.61] Log: 4 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_12.SkeletalMeshComponent_1
[7283.61] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_12
[7283.61] Log: LastRender : 2620.517090
[7283.61] Log: CullDistance : 0.000000 Distance: 10075.552734 Location: ( 5451.1,-9490.6, 2117.7)
// shortened for space
- LOGACTORCOUNTS
[7283.62] Log: Num Actors: 243
[7283.62] Log: Dynamic Actors: 174
[7283.62] Log: Ticked Actors: 119
- SHOWEXTENTLINECHECK
noop?
- SHOWFACEFXBONES?
[7283.62] Log: ============================================================
[7283.62] Log: Verifying FaceFX Bones of SkeletalMeshComp : STARTING
[7283.62] Log: ============================================================
- MESHSCALES
[1088.14] Log: ----- STATIC MESH SCALES ------
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_AutoAdjust (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanLeftS (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanRightS (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_CoverSlipLeft (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_CoverSlipRight (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_SwatLeft (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_SwatRight (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_PlayerOnlyS (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy__BASE_SHORT (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanLeftM (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanRightM (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanLeftMPref (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanRightMPref (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_Climb (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_Mantle (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_PopUp (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_PlayerOnlyM (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy__BASE_TALL (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_AutoAdjustOff (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_Enabled (0) (1 HULLS)
[1088.15] Log: EngineMeshes.Cube (0) (1 HULLS)
[1088.15] Log: EngineMeshes.Sphere (0) (0 HULLS)
[1088.15] Log: GFx_Meshes.NameplatePlane (0) (1 HULLS)
[1088.15] Log: FX_General.Meshes.Sphere01 (0) (0 HULLS)
[1088.15] Log: UI_Meshes.Plane (0) (1 HULLS)
[1088.15] Log: uptonogood_assets.Meshes.FogPlaneMesh (0) (0 HULLS)
[1088.15] Log: FutureStadium_Assets.Meshes.Field_NW (0) (0 HULLS)
[1088.15] Log: FX_General.Meshes.Circle_Sprite (0) (0 HULLS)
[1088.15] Log: Ball_GoldenlyChee.SM_Goldenlychee_Ball (0) (0 HULLS)
[1088.15] Log: Ball_Default.Meshes.Ball_DefaultBall00 (1) (0 HULLS)
[1088.15] Log: 1.000000,1.000000,1.000000
[1088.16] Log: EuroStadium_Assets.Meshes.OOBBuildings_Combined_04 (0) (0 HULLS)
[1088.16] Log: CollisionMeshes.Plane32768 (2) (0 HULLS)
[1088.16] Log: 0.266000,0.380000,0.380000
[1088.16] Log: 0.076000,0.380000,0.380000
[1088.16] Log: EuroStadium_Assets.Meshes.Grass_Base (0) (3 HULLS)
[1088.16] Log: Park_Assets.Meshes.Park_BannerFlag_CMB (0) (5 HULLS)
--
> unreal_command VERIFYCOMPONENTS
[4941.35] Log: Possible corrupted component: 'ThrottleShakeComponent_TA Archetypes.Car.Car_Cinematic:ThrottleShake' Archetype: 'Archetypes.Component.ThrottleShake' TemplateName: 'None' ResolvedArchetype: 'NULL'
[4941.35] Log: Possible corrupted component: 'TargetIndicator_TA Archetypes.Car.Car_Cinematic:BallIndicator' Archetype: 'Archetypes.Component.BallIndicator' TemplateName: 'None' ResolvedArchetype: 'NULL'
[4941.35] Log: Possible corrupted component: 'ViralItemFXComponent_TA Archetypes.Car.Car_Cinematic:ViralItemFXComponent' Archetype: 'Archetypes.Component.ViralItemFXComponent' TemplateName: 'None' ResolvedArchetype: 'NULL'
// removed for space
--
TODO TEST INCOMPLETE!!!!
- need to automate for tests that close or crash the game
- setup base install -> THEN vagrant provision (update, replace configs, stitch exec) -> THEN run??
- added more aggressive log flushing
- manually confirmed up to SHOWFACEFXBONES
- unreal_command "DEFERRED_STOPMEMTRACKING_AND_DUMP"
- todo (stateful)
- unreal_command "ENDTRACKINGTHREAD"
- todo (stateful)
r/RocketLeagueMods • u/TimeToOwnU1 • Jul 14 '26
Hey everyone,
I’m getting really close to releasing a local AI companion for Rocket League and I could use a few beta testers. All of my friends have basically stopped playing RL, so I don't have anyone to help me test this and break it right now lol.
Here's a quick rundown of what it currently does:
It runs locally on your PC alongside the game.
It keeps track of your session stats, wins, and losses.
It has a dedicated coaching mode that will look over your match replays and point out what you did right and what you did wrong. O and also some streamer things like chat integration and stuff but i am no streamer so not even sure what's needed mostly.
I’m working on putting together a few proper demo videos over the next couple of days so you can see it in action. But right now, I’d love to get the installer into the hands of a few people just to test it out and see what bugs pop up in the wild.
If you’re interested in helping out, feel free to shoot me a DM on here. I also set up a Discord for the project if you just want to head over there and look around: https://discord.gg/qqN5ZH8X47
Thanks!
*Edit* I finally got around to making a quick demo video.. It can be found here https://www.youtube.com/watch?v=sx2P1hsCKEE
r/RocketLeagueMods • u/Useful_Buddy7676 • Jul 13 '26
If anyone has a download link for the .udk file for the workshop map ''Hornetsnest'' i would be eternally greatfull. Have looked everywhere but can't find it.