Unrealscript Debugging: Difference between revisions
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<code>UProfile</code> ends automatically when game exits. | <code>UProfile</code> ends automatically when game exits. | ||
<code> | <code>UTRACE</code> and <code>UPROFILE</code> commands can be passed as command line arguments for the game. That turns them on in an early stage to get info about engine startup. | ||
Revision as of 23:05, 25 February 2026
New (to UT2004) debugging console commands
- Console command
Utrace- simple on/off togglr. When on it floods the log, so be careful. When on can easy flood log with GB of output! - Console command
UTrack ObjectName PropertyName- enter to console for see help. It works only when UTrace is enabled. You can pass class name or object name as the first argument, and property name as the second value. - Console command
UProfile- collect all uscript usage and on turn off dump in format which almost json and can be parsed by js if need. Or some tools. - Console command
DEBUGBREAK- when called in code emits a break for the C++ debugger (not UDebugger). It's for engine developers where they have code & pdb files, and need stop in an exact place. They can modify code and emit that console command and the engine will stopin the desired place.
UProfile ends automatically when game exits.
UTRACE and UPROFILE commands can be passed as command line arguments for the game. That turns them on in an early stage to get info about engine startup.



