Use this page to learn every console command in the game (and in the level editor).
This list features tags for certain console commands, which generally means that the console command is restricted or unique in some form. No console command is case-sensitive, however, pay close attention to when spaces are used (they are almost always required). Console command accessibility varies between the original game and the level editor.
All tags:
[FOLLOWS GAME RULES]: This console command has restrictions put in place that make it impossible to fire to at all times.
[CHEAT PROTECTED]: This console command will not work if playing off of a save file.
[KW DEBUG ONLY]: This console command only works if the KW debug mode is enabled.
[ALIAS INPUT COMMAND ONLY]: This console command only works from within the context of a command within an alias.
[LEVEL EDITOR ONLY]: This console command only works inside of the level editor, meaning it won't be recognized as a valid console command in-game.
[PHANTOM]: This console command has a super rare property to it that makes it not be recognized as an actual console command, while still working as a console command.
[OBSOLETE]: This console commands is made obsolete by the existence of another console command.
[BROKEN]: This console command doesn't fully work due to various/random reasons, making it useless.
[DANGEROUS]: This console command may/will cause harm to your game (RCE's, unintentional crashes, broken configurations) or your system (storage drive overflows).
[LEARNING]: This console command is not fully learned, meaning not all information and functionality is understood. It likely functions to some extent, or has some information known about it.
[UNKNOWN]: This console command is completely alien. It is confirmed to exist, but nobody knows what it does, or how exactly it can be utilized.
The formatting is as follows: <command> <parameters> - [TAG(s)] <description>
<command> is the literal text you must type out to run the console command. It is not case-sensitive.
<parameters> will be whatever inputs the console command may require. Typically, these are booleans (true/false), an integer (0, 1, 2), or a float (0.1, 0.2, 0.3). If a variable says it's an <int bool>, this means that it's a boolean that is represented by an integer. This would mean that 0=false and 1=true. If a parameter type isn't specified, it's either an integer, or it's a string with a specific formatting requirement. If the input requires specific formatting, an example is provided in <description>. Make sure to pay attention to what separates each variable. Each space, or separating character, is usually a requirement. Level editor only console commands can typically have certain parameters stripped without issue.
 -  is a separator to declare when the console command is done being represented in text.
[TAG(s)] will show you any of the tags shown above. These tags are relatively self-explanatory, but make sure you understand them.
<description> will explain in text how the console command is intended to act, and what it does. It can also provide examples of how you can use the console command, or exceptions to the console command, or anything else that may not be obvious at first glance.
ToggleDebugMode - Toggles the KW debug mode
Set KWGame.KWVersion bDebugEnabled <bool> - Same as ToggleDebugMode but not a toggle
Set SHGame.Version bDebugEnabled <bool> - Enables or disables the SH debug mode
ShowLog - Shows the Unreal log
HideLog - Hides the Unreal log
UseCarriedInventoryItem - Uses a potion that is on the player's head. Checks for potions (in order): StrengthPotion, SmallPixiePotion, LargePixiePotion, SmallMicePotion, LargeMicePotion
UseStrengthPotion - Acts as if the player used a StrengthPotion (the beta version of it which gives you god mode for 15 seconds)
UseSmallMicePotion - Acts as if the player used a SmallMicePotion
UseLargeMicePotion - Acts as if the player used a LargeMicePotion
UseSmallPixiePotion - Acts as if the player used a SmallPixiePotion
UseLargePixiePotion - Acts as if the player used a LargePixiePotion
RestartFEMenu - Turns off the in-game music and opens the pause menu
LoadInGameWantedMenu - [LEARNING] Opens a poster collect screen that gives the player an invisible poster. Upon collection of this poster, the game will open the Beanstalk World (sometimes) (?)
ToggleHud - [CHEAT PROTECTED] Toggles the HUD
MortifyPlayer - Deals 10.0 damage to the player with knockback. Does not deal damage if the player is falling
ShowInGameMenu - [FOLLOWS GAME RULES] Opens the pause menu
AddCoins <int> - Gives you <int> amount of coins. Supports negative values
ToggleAutoLeveling - Toggles the camera auto-leveling feature
ToggleVisibility - Acts as if the player used or has stopped using an invisibility potion
ToggleStrengthAttributes - Acts as if Shrek and Donkey (strictly) used or have stopped using a strength potion
ShowCreditsMenu - Plays the credits, then opens the main menu after it ends
LoadPotionSelectMenu - [FOLLOWS GAME RULES] Opens the potion selection menu
SaveSlottedGame - Saves game to slot 0 (the current slot)
LoadSlottedGame <int> - Loads slot <int>
SaveGame <int> - Saves game to slot <int>
LoadGame <int> - Loads slot <int>
AddPotions <int> - Gives the player <int> amount of all potions. Supports negative values
SelectPotion <index> - [FOLLOWS GAME RULES] Uses a potion from the player's inventory. The <index> value dictates which potion gets selected
Addposters - Gives the player 1 of every poster in the game
SetMinPibBossHealth - [CHEAT PROTECTED] Sets the health of BossPIB to 1.0
SetMinFGMBossHealth - [CHEAT PROTECTED] Sets the health of BossFGM to 1.0
SetMinFatKnightHealth - [CHEAT PROTECTED] Sets the health of FatKnight to 1.0
OnGameMinimize - Tabs you out of the game
OnGameMaximize - Tabs you into the game
ReportShadows - Logs all actors that are casting a shadow to the log file
ReportActor <package>.<class> - Logs into console whether or not a specific actor exists, along with some helpful data. Example: ReportActor SHGame.Shrek
DestroyActor <package>.<class> - Destroys an actor from the game entirely, as well as logging some of the actor's data before destroying it. Example: DestroyActor SHGame.Donkey
DisableTick <package>.<class> - Disables the ability for a specific actor to tick (update). Example: DisableTick SHGame.PIB
EnableTick <package>.<class> - Enable the ability for a specific actor to tick (update). Example: EnableTick SHGame.Steed
GameState - Logs to log file what the GAMESTATE currently is
ToggleKWaiControllerDebug <class> - Toggles the variable bDebug on any class actor specified. This makes the game log a lot of information pertaining to what all the AI behind a pawn is currently doing, but of course, it only logs for those whose class matches (or is a child of) the one specified. Example: ToggleKWaiControllerDebug HalberdKnight
UTrace - [DANGEROUS] WARNING: LOG FILE WILL GROW BY ~20+ MB PER SECOND, BE CAREFUL! Continuously logs to log file every actor that is ticking
UTraceNat - Logs to log file every actor that is ticking, then closes the game. Can be helpful to figure out what causes performance issues in a certain map
showvars - Logs to log file some data pertaining to the current player
GameSpeedUp - [KW DEBUG ONLY] Speeds up the game significantly the more this command is ran
GameSpeedDown - [KW DEBUG ONLY] Slows down the game significantly the more this command is ran
SetActorFade <class> <float> - Sets the opacity of <class> to a value of <float>. 1.0 is full opacity and 0.0 is no opacity. Example: SetActorFade Shrek 0.5
ShowPaths <int bool> - Toggles the visibility of all PathNode actors in a level. 0 hides them and 1 shows them. This effect only works AFTER doing a save-load
ShowCorral <int bool> - Toggles the visibility of all CompanionCorral actors in a level. 0 hides them and 1 shows them. This effect only works AFTER doing a save-load
SetCamFans <int> - [LEARNING] Sets the number of fans your camera uses. The higher the value, the more precise the camera interacts when bumping into the environment. Be careful how much you modify this value
GetState <class> - Logs to log file the state of any class in the map. If you don't specify a class, it will instead log the state of all actors in the map
RunTo <label> - [BROKEN] This command would make the player run to a label, but this doesn't work since the player must be possessed by a KWAIController, which isn't possible
SoarTo <label> - [BROKEN] This command would make the player fly to a label, but this doesn't work since the player must be possessed by a KWAIController, which isn't possible
FlyTo <label1> <label2> - Makes <label1> teleport to <label2>. This will not work in the case the actor being teleported to is blocked (even if it's blocked by <label2>)
set3DFade <byte> <float1> <float2> - Changes the values of the fog globally. <byte> controls the brightness of the fog (1 is white, 255 is black), <float1> is the inner radius of the fog and <float2> is the outer radius of the fog. This fog does NOT occlude, and the fog change cannot be undone
setFade - Makes the screen turn fully black with no transition for 1 second
doFlash <float> - [BROKEN] This command would flash your screen white for a specified time, similar to the setFade command, but this doesn't work since the code doesn't call for the camera explicitly
MovePawn <label> <bool1> <bool2> - Moves/teleports the player to an actor with the label <label>. <bool1> is broken, but would change whether the teleport is instant. <bool2> changes whether the <label> should instead be a tag of an actor. Example: MovePawn Donkey True True
MovePawnWithoutRotation <label> <bool1> <bool2> - Moves/teleports the player to an actor with the label <label> without rotating the player. <bool1> is broken, but would change whether the teleport is instant. <bool2> changes whether the <label> should instead be a tag of an actor. Example: MovePawnWithoutRotation Donkey True True
CameraGoBack - While in a cinematic cutscene, will make the camera go back to the previous point it was at
SwapPawn <label1> <label2> - Makes the player take control of the actor with <label1>, but keeps the camera on the actor with <label2>
SwitchControlToPawn <tag> - Makes the player take control of an actor with the tag of <tag>
SCTP <tag> - An alias for SwitchControlToPawn
SetMouseSpeed <float> - Changes the rotation speed of your camera. If you're on the default mouse sensitivity, a value of 8.0 is the default
DeleteCam - [KW DEBUG ONLY] Deletes the player and the player's camera, then spawns in a new camera and freezes the entire map. Doing this command again will undo everything
DeleteCamShowPlayer - [KW DEBUG ONLY] Does the same thing as DeleteCam but does not delete the player
FreeCam - [KW DEBUG ONLY] Detaches the camera from the player and allows you to freely look around
MenuCam - [KW DEBUG ONLY] Detaches the camera from the player and prevents you from looking around
record <name> - Records the camera's position. To stop recording, simply run the command again but without giving it a name
PlayBack <name> - [DANGEROUS] WARNING: PLAYING BACK BY DEFAULT WILL INDUCE A SEIZURE. YOU SHOULD PLAYBACK WITH A GAME SPEED OF 0.33 OR LOWER (SloMo 0.33). Plays back the recorded camera's position from a recording
ToggleCamera - [OBSOLETE] Makes the camera stop looking toward the player. You can technically look around a tiny bit, but the game attempts to make you look toward a specific rotation. This is a worse version of MenuCam
ShowMenu - Opens up the last opened menu. If you haven't opened any menu since opening the map, it will instead show you a transparent pause menu
ShowDevMenu - [KW DEBUG ONLY] Shows an extremely helpful menu that allows you to go to any map, warp to any navShortcut (bookmarks) and allows you to quickly change your GAMESTATE
KillPlayer <name> - [BROKEN] [OBSOLETE] [LEARNING] This command would kill the actor <name>, but this doesn't work for an unknown reason. Suicide does the same thing as this would otherwise
HurtPlayer <name> - [BROKEN] [OBSOLETE] [LEARNING] This command would hurt the actor <name> for 10 damage, but this doesn't work for an unknown reason. MortifyPlayer does about the same thing as this
FraserIsGod - [BROKEN] This command would make the player invincible, but this doesn't work since the developers only toggle the flag bTakesDamageCheat on the current player, which does nothing anywhere in the game's code
StopMoviePlayback - [FOLLOWS GAME RULES] Stops movie playback or pulls up the potion menu, but not both
EscHandler - [FOLLOWS GAME RULES] Opens the pause menu or stops movie playback, but not both
DumpPawnStates - Logs to log file the state of all pawns in the map. This command is similar to GetState, but gives more data and is restricted to pawns only
ShowGameState - Logs to the log file what the GameState currently is, but formatted in a simple manner. Use GameState if you want more details
ToggleMarkers - Toggles the visibility of all GameFlowMarkers actors in a level
TM - An alias for ToggleMarkers
StopTimer - [BROKEN] This command would stop the timer seen in the Beanstalk World, but this doesn't work since this console command was hard-coded in a way where it doesn't work because SHHud overwrote how this console command would work, and this console command was made for KWHud
MaxActorLights - [BROKEN] [LEARNING] This command would change the maximum amount of lights that can be rendered on a single actor, but this doesn't work due to an unknown reason
ShowCM - Shows an incredibly helpful debug window (the KW Log) that tells you a lot of extra debugging information
ToggleCutLog - Shows even more information in the KW Log, that being all of the CutScript information that is accessed during cutscenes. This allows you to see what any cutscenes is doing in real-time
UseOldCutscenes <bool> - Changes whether or not the older cutscene system is used. Setting this to true will make it so that if you at any point skip a cutscene, it will permanently stop. This means that if you do it in a cinematic cutscene, the game will softlock
ViewClass <class> <bool1> <bool2> - If you're using the FocusOn command to have a camera of an actor at the bottom left, using this command will change the focus to actor <class>. <bool1> and <bool2> do nothing
FOV <float> - [FOLLOWS GAME RULES] Sets the camera's current FOV to <float>. This is clamped between the values 1.0-170.0
SetSensitivity <float> - Sets the mouse sensitivity to <float>. Default is what you've specified it to be in the options menu
SetMouseSmoothing <int> - Sets the mouse smoothing mode to <int>. The value should be between 0-2. The default value is 1. Mode 0 disables mouse smoothing, mode 1 is the default mouse smoothing mode, and mode 2 is an alternate, more strong mouse smoothing mode
SetSmoothingMode <byte> - An alias for SetMouseSmoothing
SetMouseAccel <float> - Sets the mouse acceleration rate to <float>. Default is 100.0
Say <message> - Allows you to chat in the KW log, with the message <message>
TeamSay <message> - An alias for Say
RestartLevel - Restarts the current level
RL - An alias for RestartLevel
Open <url> - Opens a map with the name <url>
SwitchLevel <url> - An alias for Open
LocalTravel <url> - An alias for Open, but if you're on a server, it will disconnect you before doing so
Start <url> - An alias for Open, but uses a slightly different method of opening a map. This additionally unloads all current mutators
QuickSave - Saves game to slot 9, unless the player is dead
QuickLoad - Loads slot 9
Pause - Pauses the game if it's not paused, or unpauses the game if it is paused
Suicide - Kills the player
SetName <name> - Changes your name in the chat to <name> (see Say)
Name <name> - An alias for SetName
AdminSay <message> - Announces the message <message> in the center of the screen for 6 seconds
ClearProgressMessages - Clears all announcing text on the screen
SetProgressTime <float> - Sets the amount of time any announced text can stay onscreen for to <float> seconds. Must be done while the announced text is on the screen to have an effect
ListDynamicActors - [CHEAT PROTECTED] Logs to the log file all dynamic actors loaded in the map
FreezeFrame <float> - [CHEAT PROTECTED] Freezes the game until you click back into it. <float> is optional, and adds in a delay before freezing the game. A <float> of 1.0 is the equivalent of 1.0 seconds of delay
WriteToLog - [CHEAT PROTECTED] Will log NOW! in the log file
SetFlash <float> - [CHEAT PROTECTED] Sets the opacity of the screen to <float>. A value of 0.0 is invisible and a value of 1.0 is visible
KillViewedActor - [CHEAT PROTECTED] [DANGEROUS] WARNING: DOING THIS WILL SOFTLOCK YOUR GAME COMPLETELY. Completely deletes yourself from the game, forcing you to have to quit out of the game
LogScriptedSequences - [CHEAT PROTECTED] Toggles logging of AIScripts. This logs what exactly is happening from within an AIScript and is very helpful for scripters/mappers. No stock map uses AIScripts
Teleport - [CHEAT PROTECTED] Teleports the player to where ever they are looking at. This console command is inconsistent however, due to the fact the trace to figure out where to teleport the player collides with the player, so under somewhat common circumstances, the player will fail to teleport due to this
ChangeSize <float> - [CHEAT PROTECTED] Changes the size of the player to <float>. A value of 1.0 is the normal size. This command appears to be a little bit unstable
LockCamera - [BROKEN] [CHEAT PROTECTED] This command would lock the camera in place, but doesn't work due to the command assuming the camera is accessible in a certain way, when it is not
SetCameraDist <float> - [BROKEN] [CHEAT PROTECTED] This command would change how far the camera would be from the player with the value <float>, but doesn't work due to the command assuming the camera is accessible in a certain way, when it is not
FreeCamera <bool> - [BROKEN] [OBSOLETE] [CHEAT PROTECTED] This command would set the free camera state to <bool>, but doesn't work due to the command assuming the camera is accessible in a certain way, when it is not. Use the command FreeCam instead, since it correctly works
CauseEvent <name> - [CHEAT PROTECTED] Fires an event to the actor with the tag <name>. Extremely helpful command for mappers
Fly - [CHEAT PROTECTED] Causes the player to fly around, while colliding with everything
Ghost - [CHEAT PROTECTED] Causes the player to fly around, with no collision
Walk - [CHEAT PROTECTED] Disables Fly or Ghost
Invisible <bool> - [BROKEN] [CHEAT PROTECTED] This command would make the player's invisibility set to <bool>, but this only works for a single frame, making it basically useless
God - [CHEAT PROTECTED] Toggles god mode for the player, making them invincible to nearly everything. An exception to this is swinging logs and falling into the void
SloMo <float> - [CHEAT PROTECTED] Sets the game's speed to <float>. A value of 1.0 is the default
SetHealth <int> - [CHEAT PROTECTED] Sets the player's health to <int>. A value of 100 is the default (without clovers; each clover is +100)
SetJumpZ <float> - [CHEAT PROTECTED] Sets the player's jump height (not for the double jump) to <float>. The default value varies between characters
SetGravity <float> - [CHEAT PROTECTED] Sets the world's Z-axis gravity to <float>. The default value is -1000.0
SetSpeed <float> - [BROKEN] [CHEAT PROTECTED] This command would change the player's speed to <float>, but KnowWonder's system overrides this (to an extent), making this not that effective
KillAll <class> - [CHEAT PROTECTED] Destroys all actors in the current map with the class <class>
KillPawns - [CHEAT PROTECTED] Destroys all pawns in the current map. This always results in a softlock, but you can still save yourself with debugging tools or console commands
Avatar <package>.<class> - [CHEAT PROTECTED] Switches the player's control to <package>.<class>, but camera remains on the last controlled character. Recommended to use SwapPawn over this, since it works better
Summon <package>.<class> - [CHEAT PROTECTED] Summons the actor <package>.<class> in front of the player, with the rotation of your camera and the position a bit in front of the player. This actor will fail to place if the newly-spawned actor collides with anything during this summoning. It's recommended to use the Ghost command before using this if you're having trouble with summoning in a certain actor
PlayersOnly - [CHEAT PROTECTED] Freezes everything in the game except for all players, which in this case, is simply yourself
CheatView <class> <bool1> - [CHEAT PROTECTED] [OBSOLETE] If you're using the FocusOn command to have a camera of an actor at the bottom left corner of the screen, using this command will change the focus to actor <class>. <bool1> does nothing, so ignore it. This command is basically the same as ViewClass, other than that this one is cheat protected
FocusOn <class> <bool1> - [CHEAT PROTECTED] Enables the ShowDebug menu and then focuses on <class> in a smaller camera in the bottom left. This is super helpful when trying to watch what a certain actor is doing. <bool1> does nothing, so ignore it
FocusOff - [CHEAT PROTECTED] Removes the camera in the bottom left corner of the screen, but doesn't toggle ShowDebug
RememberSpot - [CHEAT PROTECTED] If ShowDebug is enabled, this will record the spot of whoever is being focused on in ShowDebug, then render a line that goes between where they were when they were recorded and where they are currently. Running this command again will re-record the first spot
ViewSelf - [CHEAT PROTECTED] Focuses on yourself. Using the Walk command also emulates this for an unknown reason
ViewPlayer <name> - [BROKEN] [CHEAT PROTECTED] This command would focus on a specific player, but since KnowWonder uses their own system for this, this command doesn't work. Use FocusOn or ViewActor instead
ViewActor <objectname> - [CHEAT PROTECTED] Focuses on a specific actor with the object name <objectname>. Very helpful if you don't want to randomly cycle through the actor list like FocusOn does
ViewTag <name> - [CHEAT PROTECTED] Focuses on a specific actor with the tag <name>. Very helpful if you don't want to randomly cycle through the actor list like FocusOn does
ViewFlag - [BROKEN] [CHEAT PROTECTED] [LEARNING] This command would likely show more flags related to the actor you're focusing on, but this doesn't work for an unknown reason
ViewBot - [CHEAT PROTECTED] Focuses on the first enemy the command finds
Cancel - Stops connecting to a server
Disconnect - Disconnects from the current map/server
Reconnect - Reconnects to a server
Exit - Closes the application
Quit - An alias for Exit
Relaunch - [BROKEN] Would relaunch the game, but will instead act as an alias for Exit
ConfigHash - Displays current configuration information
Debug <action> - Used to simulate various errors. <action> can be: Crash, EatMem, GPF or Recurse
DumpCache - Displays objects in cache and their cache attributes
DumpNatives - Displays all available native function index values (between 0-4095)
Flush - Makes the engine flush all engine caches
Mem - Displays allocated memory information
MemStat - Displays memory usage information
Stat <mode> - Used to debug various aspects of the game. <mode> can be: All, Anim, Audio, FPS, Game, Hardware, Net, None, Render, FPSLog, Histograph or XBoxMem. If the mode is Reset, it resets most statistic display flags to not display anything. Running the command Stat FPSLog will log to the game's directory details related to the game's FPS. When this feature is enabled, a red dot will appear near the top right, close to where the FPS counter appears
Brightness <float> - Changes the brightness value to <float>
Contrast <float> - Changes the contrast value to <float>
Gamma <float> - Changes the gamma value to <float>
GetColorDepths - Returns a list of your currently-supported color depths
GetCurrentColorDepth - Returns the current color depth
GetCurrentRenderDevice - Returns the current render device
GetCurrentRes - Returns the current resolution of game
IsFullscreen - Returns true if fullscreen, false if not
SetRes <height>x<width>x<depth><w|f> - Sets the game resolution to the specified values. <height> and <width> are required, while the rest are optional. <depth> is color depth, <w|f> is for either windowed or fullscreen. Example 1: SetRes 1024x768x32w | Example 2: SetRes 1024x768
TempSetRes <height>x<width>x<depth><w|f> - An alias for SetRes, but the change isn't saved
ToggleFullscreen - Toggles fullscreen
Cinematics - Toggles cinematic mode (black bars)
CinematicsRatio <float> - Changes the ratio of the black bars to <float>. A value of 1.0 or lower is no black bars. The default value for this is 1.66
D3DResources - Shows D3D resources summary
DumpResourceHash - Dumps D3D resource hash table
FirstColoredMIP <byte> - Sets the first colored MIP, or sets it to a value of 255 if <byte> isn't provided
FixedVisibility - Toggles fixed visibility, which allows you to easily see what renders when you get to certain spots in a map. Very helpful for optimizing maps, as it can clearly show you what's rendering while standing within certain spots of your map
HideActors - Hides all actors
ShowActors - Shows all actors
NearClip <float> - Sets the near clipping plane value to <float>. This value is the gap between how close the player's camera can be against anything, before un-rendering it. This means that higher values will make it so that more will be un-rendered when the camera is closer to anything. The default value is likely 0.5
Rend <mode> - [LEARNING] Used to render various aspects of the game. <mode> can be: Blend, Bone, Bound, Collision, Normals, Reset or Skin. If the mode is Reset, it resets most settings (?)
RMode <byte> - Sets the rendering mode to <byte>. 5 is the default value
Show <mode> - Used to render various aspects of the game. <mode> can be: ActorInfo, Actors, BSP, Collision, Coronas, FallbackMaterials, Fluid, Fog, Particles, Radii, Sky, StaticMeshes, Terrain or Volumes. The Radii view in particular is extremely helpful, as it can properly render box collisions
ShowAll - Shows all actors
Show All - Should be used after using ShowAll. Shows even more actors
ToggleRefrast - [DANGEROUS] WARNING: MAKES SCREEN PERMANENTLY BLACK UNTIL CONFIG FLUSH OR RUNNING COMMAND AGAIN. NOT RECOMMENDED TO RUN! Toggles the software rasterizer
KSafeTime <int bool> - [LEARNING] Sets whether Karma Safe-Time is enabled or not to equal <int bool> (?)
DemoPlay <name> - [DANGEROUS] [BROKEN] WARNING: CRASHES GAME. Plays back a demo for viewing with the name <name>
DemoRec <name> - [DANGEROUS] [BROKEN] WARNING: CRASHES GAME. Records a demo for playback with the name <name>
Shot - Creates a .bmp screenshot in the game's System directory
PauseSounds - Pauses all sounds
UnpauseSounds - Unpauses all sounds
RollOff <float> - [LEARNING] Sets the sound RollOff value to <float>. No observable differences discovered yet
Sound_Reboot - Restarts the sound driver. Fixes the game's audio driver if you changed your sound driver mid-game, and also fixes any audio latency issues that can rarely occur while booting up the game
StopSounds - Stops all non-streaming sounds
GetCurrentTickRate - Returns the tick rate of the server you're currently on. Since this game is only singleplayer, the tick rate it will return will be the game's current FPS
GetMaxTickRate - Returns the maximum tick rate, which is by default, 0.0. If the game is patched to be capped to a value of 60 FPS, then this will return 60.0 instead.
GetPing - Returns the ping, which due to the fact Shrek 2 is only singleplayer, you'll get a value of 0
NetSpeed <int> - Sets the network speed for the game to <int>
GetSystemLanguage - Returns the system's language
Preferences - Shows the preferences window, which allows you to easily configurate the game's more internal settings. These changes do NOT save with a configuration reset, so it's still recommended to make changes to the physical file (Default.ini or DefUser.ini) when available.
SetMouse <x>,<y> - Sets the position of the mouse cursor to the coordinates provided
EditActor <type>=<objectname/class> - Pulls up a property manager for any actor provided. Editing the class instead of the object will NOT result in instant changes to the actor, since you're editing the default values for all the variables. Example 1: EditActor Name=Shrek0 | Example 2: EditActor Class=Shrek
EditDefault Class=<class> - Pulls up a property manager for any actor provided, that shows their default properties (not their current values). Editing the class will NOT result in instant changes to the actor, since you're editing the default values for all the variables. Example: EditDefault Class=Shrek
Get <class> <variable> - Returns the default value of <class>'s <variable>
Set <class> <variable> <value> - Sets <class>'s <variable> to <value>. Example: Set Shrek Health 50.0
CopySavedGame <int1> <int2> - <int1> and <int2> are expected to represent savestate ID's. Running this console command makes it so that save game <int1> overwrites save game <int2>. Example: CopySavedGame 64 1 will take save game 64, duplicate it and then give it the id 1
SupportedResolution Width=<width> Height=<height> BitDepth=<bitdepth> - Returns a 1 if the resolution and bit depth are natively supported or not
KeyName <byte> - Returns with a key name that corresponds with <byte>. Helpful for when you need to figure out which keys represent what keyboard key code values
LocalizedKeyName <byte> - An alias for KeyName, but returns the localized version of the key instead
KeyBinding <string> - Returns with a key's command to run when executed. <string> is expected to be the literal name of whichever key you're looking for. Example: KeyBinding Tab will return with what is currently bound to the key Tab
Report - Copies a simple report to the computer's clipboard, which contains basic information, such as when the report was made, and level information
Use - Interacts with either a ScriptedSequence or a UseTrigger, if the player is currently touching it
Graph <Show/Hide> - [LEARNING] Can show or hide a graph. The graph is likely linked to some sort of debugging tool
ActivateInventoryItem <class> - [BROKEN] Part of the unused inventory system
ActivateItem - [BROKEN] Part of the unused inventory system
AltFire - [BROKEN] Part of the unused inventory system
Fire - [BROKEN] Part of the unused inventory system
ForceReload - [BROKEN] Part of the unused inventory system
GetWeapon <class> - [BROKEN] Part of the unused inventory system
NextItem - [BROKEN] Part of the unused inventory system
NextWeapon - [BROKEN] Part of the unused inventory system
PipedSwitchWeapon <byte> - [BROKEN] Part of the unused inventory system
PrevItem - [BROKEN] Part of the unused inventory system
PrevWeapon - [BROKEN] Part of the unused inventory system
SwitchToBestWeapon - [BROKEN] Part of the unused inventory system
SwitchToLastWeapon - [BROKEN] Part of the unused inventory system
SwitchWeapon <byte> - [BROKEN] Part of the unused inventory system
ThrowWeapon - [BROKEN] Part of the unused inventory system
SetWeaponHand <string> - [BROKEN] Part of the unused inventory system
ShowGun - [BROKEN] Part of the unused inventory system
KillBots <int> - [BROKEN] Would normally kill every bot in the current level, but this console command was stripped of all of its code, making it useless
ShowScores - [BROKEN] Would toggle the view of a scoreboard, but there's no scoreboard for this game by default
ShowDebug - Toggles the ShowDebug menu
ShowLines - Toggles the ShowDebug menu, and shows all AI node paths
SetSpectateSpeed <float> - [BROKEN] Would set the spectating speed to <float>, but spectating doesn't work
Mutate <string> - Passes the command <string> through the active mutators
TraceForMemStats - Does a trace in the direction of the current player and logs what it hits
Speech <name> <int> <string> - [BROKEN] Would send a sound message from the player's voice pack to another player, but there is code missing for this to function
SwitchTeam - [BROKEN] There is no support for teams
ChangeTeam <int> - [BROKEN] There is no support for teams
BehindView <bool> - [BROKEN] Broken as this game has its own camera system
ToggleBehindView - [BROKEN] Broken as this game has its own camera system
CreateCameraEffect <class> - Adds a new camera effect with the class <class>
KStep - [PHANTOM] [LEARNING] Something to do with Karma physics debugging
KStop - [PHANTOM] [LEARNING] Something to do with Karma physics debugging
Inject UserFlag <int bool> - If connected to a server, sets whether debug information related to the connection displays to equal <int bool>
LANSpeed <int> - Sets the current LAN network speed
CrackURL <string> - Breaks down passed URL/map to the engine for the map/game and displays all parameters
GSpyLite - [DANGEROUS] WARNING: THIS IS ONLY AS DANGEROUS AS THE EXECUTABLE COULD BE MODIFIED TO BE! THIS DOES NOT INHERITLY MAKE THIS CONSOLE COMMAND DANGEROUS, RATHER GIVES IT THE POTENTIAL! Runs the executable GSpyLite.exe
Pulse <button> - [ALIAS INPUT COMMAND ONLY] Thought to act different from Button, but with no known differences
Toggle <button> - [ALIAS INPUT COMMAND ONLY] Toggles the state of the button with the name <button>
Axis <axis> Speed=-/+<float1> SpeedBase=<float2> Invert=<byte> - [ALIAS INPUT COMMAND ONLY] Sets the state of the axis with the name <axis> to equal the value of <float1> (make sure to include the - or +), with the multiplier of <float2> (default is 1.0). <byte> should be either -1, 0 or 1, with 0 meaning to not invert the value, and with the other 2 values meaning the direction to invert the axis by. All variables past <axis> may be considered optional, but are typically required for being used properly
Count <button> - [ALIAS INPUT COMMAND ONLY] Increments the state of the button with the name <button> each time it is pressed.
Button <button> - [ALIAS INPUT COMMAND ONLY] Simulates pressing a button with the name <button>
ShowExtentLineCheck - Toggles a box collision debug rendering system that renders box collisions, albeit inconsistently
ShowLineCheck - Toggles a trace debug rendering system that renders any ray traces that occur from anything
ShowPointCheck - [LEARNING] Although currently unknown, but likely toggles a sort of debug rendering system
BarGraph <Show/Hide> - [LEARNING] Shows a bar graph with an unknown use
GTime - [LEARNING] Returns the value of GTime, which always seems to return 0.0
WeaponRadius <float> - [BROKEN] This game doesn't recognize weapon damage radius adjustments
KDraw <mode> - Renders a certain aspect of karma actors. <mode> can equal: Collision, Com, Contacts, Joints, Origin, Repulsors, Safetime, Triangles or Wheel
ToggleIME <int bool> - [LEARNING] Likely something to do with disabling specific special text input fields within GUIs, but tests are inconclusive
Exec <filename> - Locates the file in the game's System directory with the name <filename>, then runs each line of text as a console command. This is essential for quickly batching console commands, which is very helpful for debugging and quick testing
Actor Add Class=<class> - [LEVEL EDITOR ONLY] Attempts to spawn an actor with the class <class> in the map. Check the level editor's log to see where exactly the actor was placed (and use JumpTo if you really want to save time)
Actor Align - [LEVEL EDITOR ONLY] Aligns selected brush(es) to the current grid. Only applies to brushes, and it only modifies the PrePivot value, which can cause issues in some cases
Actor ApplyTransform - [LEVEL EDITOR ONLY] Applies a transform to the selected brush(es)
Actor Clip Z <float> - [LEVEL EDITOR ONLY] [BROKEN] Would in theory set a render distance for the selected actor by a radius of <float> but doesn't appear to work
Actor Delete - [LEVEL EDITOR ONLY] Deletes selected actors. Same as pressing Delete
Actor Duplicate - [LEVEL EDITOR ONLY] Duplicates selected actors. Same as pressing Control+D
Actor Hide Selected - [LEVEL EDITOR ONLY] Hides selected actors
Actor Hide Unselected - [LEVEL EDITOR ONLY] Hides unselected actors
Actor KeyFrame Num=<int> - [LEVEL EDITOR ONLY] Sets the current keyframe on the selected mover(s) to equal <int>. Same as modifying KeyNum on the mover itself
Actor Mirror <axis> - [LEVEL EDITOR ONLY] Mirrors selected actors about the axis <axis>. <axis> must only be equal to X, Y or Z
Actor Replace Brush - [LEVEL EDITOR ONLY] Replaces selected brush(es) with the current builder brush. Same functionality as Map Brush Put
Actor Replace Class=<class> - [LEVEL EDITOR ONLY] Replaces selected actors with the class <class>. Does not work on brushes
Actor Reset <mode> - [LEVEL EDITOR ONLY] Resets certain variables to their default values on selected actors. <mode> determines which variables to reset. <mode> can equal: Location, Pivot, Rotation, Scale or All
Actor Unhide All - [LEVEL EDITOR ONLY] Unhides all hidden actors
Brush <mode> - [LEVEL EDITOR ONLY] Creates a brush with the mode <mode>. <mode> can equal: Add, Subtract, From Deintersection or From Intersection
Brush AddMover - [LEVEL EDITOR ONLY] Same as clicking on the Add Mover Brush button in the bottom left
Brush ApplyTransform - [LEVEL EDITOR ONLY]Â
Brush More - [LEVEL EDITOR ONLY] [DANGEROUS] WARNING: CRASHES LEVEL EDITOR!
Brush Set - [LEVEL EDITOR ONLY] Strips the model of the builder brush
Brush MergePolys - [LEVEL EDITOR ONLY] [PHANTOM] Merge coplanar polygons on the selected brush
Brush SeparatePolys - [LEVEL EDITOR ONLY] [PHANTOM] Separate coplanar polygons on the selected brush
BrushClip <action> - [LEVEL EDITOR ONLY] The same as using the brush clip buttons on the left. <action> can be: Â Â (nothing), Delete, Flip or Split
Map Brush Get - [LEVEL EDITOR ONLY] Copies selected brush(es) and pastes it as the builder brush
Map Brush Put - [LEVEL EDITOR ONLY] Replaces selected brush(es) with the current builder brush. Same functionality as Actor Replace Brush
Map SendTo First - [LEVEL EDITOR ONLY] Sets the brush order for the selected brush(es) to be processed first
Map SendTo Last - [LEVEL EDITOR ONLY] Sets the brush order for the selected brush(es) to be processed last
Map SendTo Swap - [LEVEL EDITOR ONLY] Swaps the brush order between the 2 selected brushes
Map SavePolys File=<filepath> Merge=<?> - [LEVEL EDITOR ONLY] [LEARNING] Likely has something to do with saving all the polys in the current map
Map Scale Factor=<float> AdjustLights=<int bool 1> ScaleSprites=<int bool 2> ScaleLocations=<int bool 3> ScaleCollision=<int bool 4> - [LEVEL EDITOR ONLY] Scales the current map by a factor of <float>. All following parameters are identical to those seen at the top in Tools -> Scale Map...
Camera Align - [LEVEL EDITOR ONLY] Aligns the camera with the selected actor(s). Doesn't work well with brushes
Camera Close <viewportname> - [LEVEL EDITOR ONLY] [LEARNING] Closes a viewport with the name <viewportname>. It's unknown what the format for the names of the viewports are. If <viewportname>=Free, then all viewports are closed
Camera HideStandard - [LEVEL EDITOR ONLY] The same as Camera Close Free
Camera Update - [LEVEL EDITOR ONLY] [BROKEN] [OBSOLETE] Should update the current viewport, but instead creates a new viewport with the default settings. Use Level Redraw instead
Class Load File=<filepath> - [LEVEL EDITOR ONLY] Loads a package from the file path <filepath>
Class New - [LEVEL EDITOR ONLY] [LEARNING] Appears to do nothing, but would in theory create a new class
Class Spew All - [LEVEL EDITOR ONLY] Exports all loaded scripted into the level editor's base directory
SetCurrentClass Class=<class> - [LEVEL EDITOR ONLY] Sets the currently selected actor to the class <class>
Delete - [LEVEL EDITOR ONLY] Deletes selected actors. Same as pressing Delete
Duplicate - [LEVEL EDITOR ONLY] Duplicates selected actors. Same as pressing Control+D
Edit <mode> - [LEVEL EDITOR ONLY] Can copy, cut or paste selected actors, depending on the mode used. <mode> can equal: Copy, Cut and Paste
JumpTo <x> <y> <z> - [LEVEL EDITOR ONLY] Sets the position of all viewports to the location <x>,<y>,<z>
Level Links - [LEVEL EDITOR ONLY] [LEARNING] Updates teleporter links. It's unknown whether this actually has any effect for Shrek 2
Level Redraw - [LEVEL EDITOR ONLY] Updates all viewports
Level Validate - [LEVEL EDITOR ONLY] [BROKEN] [OBSOLETE] Would check the map for errors, but fails for an unknown reason. Map Check does this correctly
Map <action> Autosave=<int bool> File=<filepath> - [LEVEL EDITOR ONLY] Runs a general map action, using the map <filepath> alongside the action <action> provided. Autosave=<int bool> is entirely optional. <action> can be: Load, Save, Import or Export.
Map New - [LEVEL EDITOR ONLY] Creates a new map
Transaction Redo - [LEVEL EDITOR ONLY] The same as clicking the redo button, or pressing Control+Y
Transaction Undo - [LEVEL EDITOR ONLY] The same as clicking the undo button, or pressing Control+Z
Mode <mode> - [LEVEL EDITOR ONLY] Sets the current tool/mode to equal <mode>. <mode> can equal: VertexEdit, CameraMove, ActorSnap, ActorRotate, TextureRotate, TexturePan, BrushClip, Polygon, TerrainEdit, FaceDrag, Matinee or Geometry
Mode Grid=<int bool> - [LEVEL EDITOR ONLY] Sets whether grid snap is enabled to equal <int bool>
Mode MapExt=<fileextension> - [LEVEL EDITOR ONLY] Sets what the default map file extension should be to equal <fileextension>
Mode RotGrid=<int bool> - [LEVEL EDITOR ONLY] Sets whether rotational grid snap is enabled to equal <int bool>
Mode ShowVertices=<int bool> - [LEVEL EDITOR ONLY] [BROKEN] Would in theory set the visibility of vertices to equal <int bool> but doesn't appear to have any effect for an unknown reason
Mode SnapDist=<int> - [LEVEL EDITOR ONLY] [BROKEN] Would set the snapping distance but appears to have no effect for an unknown reason
Mode SnapVertex=<int bool> - [LEVEL EDITOR ONLY] Sets whether vertex snapping is enabled to equal <int bool>
Mode Speed=<float> - [LEVEL EDITOR ONLY] Sets the speed of the camera to equal <float>. Default is 4.0
Mode TextureLock=<int bool> - [LEVEL EDITOR ONLY] [LEARNING] Sets whether texture locking is enabled to equal <int bool>. It's unknown how exactly this applies
Paths Build <mode> - [LEVEL EDITOR ONLY] [DANGEROUS] WARNING: CRASHES LEVEL EDITOR IF THE MODE IS ANYTHING OTHER THAN NOTHING! Builds paths with the mode <mode>. <mode> can equal: Â Â (nothing), HighOpt or LowOpt
Paths Define - [LEVEL EDITOR ONLY] Defines all ReachSpec's for the current map
Paths Remove - [LEVEL EDITOR ONLY] [BROKEN] Would normally remove all PathNode's from the current map, but fails to see the path nodes for an unknown reason
Paths Undefine - [LEVEL EDITOR ONLY] Removes all ReachSpec's from the current map
Paths Review - [LEVEL EDITOR ONLY] Reviews the existing paths for errors
EdCallBack SurfProps - [LEVEL EDITOR ONLY] [PHANTOM] Opens the surface properties window
Poly Default Texture=<Package.Group.Texture> - [LEVEL EDITOR ONLY] [LEARNING] In theory sets the default texture in the texture browser, but there doesn't appear to be any observable effect
Poly Select Adjacent <mode> - [LEVEL EDITOR ONLY] Selects all adjacent polys that match the filter determined by <mode>. <mode> can equal: All, Ceilings, Coplanars, Floors, Slants or Walls
Poly Select All - [LEVEL EDITOR ONLY] Selects all polys in the current map
Poly Select Matching Texture - [LEVEL EDITOR ONLY] Selects all polys in the current map that match the currently selected texture
Poly Select Matching Groups - [LEVEL EDITOR ONLY] [LEARNING] Selects all polys in the current map that match the currently selected group, although it's unknown how exactly you select a group
Poly Select Memory - [LEVEL EDITOR ONLY] [LEARNING] Selects all polys that have been remembered in memory (?)
Poly Select None - [LEVEL EDITOR ONLY] Deselects all polys
Poly Select Reverse - [LEVEL EDITOR ONLY] Selects all deselected polys and deselects all selected polys
Poly Select Zone - [LEVEL EDITOR ONLY] Selects all polys inside the zone of the selected poly
Poly Set Texture=<Package.Group.Texture> - [LEVEL EDITOR ONLY] Sets the texture of the current selected polys to equal <Package.Group.Texture>
Poly SetTexture - [LEVEL EDITOR ONLY] Sets the texture of the current selected polys to equal the current selected texture
Poly TexMult UU=<float 1> VV=<float 2> UV=<float 3> VU=<float 4> - [LEVEL EDITOR ONLY] Rotates selected poly(s) with the parameters provided. The following 4 floats determine the scale X, scale Y, then relative rotation direction 1, relative rotation direction 2. With the two relative rotation directions, you can make the poly(s) rotate toward the specified rotation. <float 3> is north/south, <float 4> is west/east
Poly TexPan U=<float 1> V=<float 2> - [LEVEL EDITOR ONLY] Offsets selected poly(s) by X <float 1> and Y <float 2>
Poly TexScale Relative UU=<float 1> VV=<float 2> UV=<float 3> VU=<float 4> - [LEVEL EDITOR ONLY] Scales selected poly(s) with the parameters provided. Relative is optional, and makes it relative to the poly(s) itself. The following 4 floats determine the scale X, scale Y, then relative scale X, scale Y
BSP Rebuild <optional flags> - [LEVEL EDITOR ONLY] Rebuilds the current map geometry. The following parameters can be specified afterward, but offer about the same functionality as the build options do: [Lame/Good/Optimal] [Balance=0-100] [Lights] [Maps] [Reject]
Light Apply Selected=<int bool 1> Changed=<int bool 2> - [LEVEL EDITOR ONLY] Rebuilds lighting. Both bools are optional. If <int bool 1>=1, only selected lights will be rebuilt. If <int bool 2>=1, only changed lights will be rebuilt
Map Rebuild - [LEVEL EDITOR ONLY] A more powerful version of BSP Rebuild that rebuilds the entire map, instead of only the geometry
Map Check - [LEVEL EDITOR ONLY] Checks the current map for errors
Map Select <brushtype> - [LEVEL EDITOR ONLY] Selects all brushes in the current map with the type <brushtype>. <brushtype> can equal: Adds, Subtracts, Semisolids or Nonsolids
Map Select First - [LEVEL EDITOR ONLY] Selects the brush in the current map that is first in the brush order
Map Select Last - [LEVEL EDITOR ONLY] Selects the brush in the current map that is last in the brush order
Select None - [LEVEL EDITOR ONLY] Deselects all actors
Actor Select All - [LEVEL EDITOR ONLY] Selects all actors in the current map
Actor Select Deleted - [LEVEL EDITOR ONLY] [BROKEN] Selects all deleted actors, although this won't have any effect since you can't select deleted actors
Actor Select Inside - [LEVEL EDITOR ONLY] Selects all actors inside the builder brush. Actors must be fully inside the brush for them to be selected
Actor Select Invert - [LEVEL EDITOR ONLY] Selects all deselected actors and deselects all selected actors
Actor Select None - [LEVEL EDITOR ONLY] Same as Select None
Actor Select OfClass Class=<class> - [LEVEL EDITOR ONLY] Selects all actors with the class <class>
Actor Select OfSubclass Class=<class> - [LEVEL EDITOR ONLY] Selects all actors with the class <class> or if the actor is a child of the class <class>
Texture Clear - [LEVEL EDITOR ONLY] Clears all dynamic texture sources from the selected texture
Texture Cull - [LEVEL EDITOR ONLY] Removes all textures on all non-visible polys/surfaces, optimizing the current map
Texture Scale Delta=<int> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
Fluid Rebuild - [LEVEL EDITOR ONLY] [PHANTOM] Rebuilds all FluidSurfaceInfo's fluid data
Obj SavePackage Package=<packagename> File=<packagefile> Warn=<?> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
Obj Load Package=<packagename> File=<packagefile> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
Obj Export Package=<?> Type=<exporter> Name=<objectname> File=<filepath> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
Obj Rename OldPackage=<?> OldGroup=<?> OldName=<?> NewPackage=<?> NewGroup=<?> NewName=<?> - [LEVEL EDITOR ONLY] [DANGEROUS] [LEARNING] WARNING: CRASHES LEVEL EDITOR WHEN USING THIS. It's unknown how exactly this can be used correctly
New Standalone <factorclass> Package=<?> File=<filepath> ContextClass=<?> Context=<?> Name=<?> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
New Public <factorclass> Package=<?> File=<filepath> ContextClass=<?> Context=<?> Name=<?> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
New Private <factorclass> Package=<?> File=<filepath> ContextClass=<?> Context=<?> Name=<?> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
New <factoryclass> Package=<packagename> Name=<newobjectname> <any factory-specific parameters follow> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
Audio Import File=<filepath> Name=<name> Group=<packagegroup> - [LEVEL EDITOR ONLY] Imports sound from file path <filepath> with the name <name> in the group <packagegroup>
Audio Play Looping Name=<Package.Group.Sound> - [LEVEL EDITOR ONLY] Plays a sound with the name <Package.Group.Sound>. Example: Audio Play Name=Donkey.faint. The sound will only play if the sound itself has been loaded. Looping is an optional flag, which causes the audio to loop. If Name=none is provided, the current sound will stop playing
LStat - [LEVEL EDITOR ONLY] Returns lightmap statistics for the current map
Macro <filename> - [LEVEL EDITOR ONLY] Same effect as Exec
Texture Import AlphaTrick=<?> Next=<?> MTex=<?> Detail=<?> Texflags=<?> Lodset=<?> Mips=<?> - [LEVEL EDITOR ONLY] [UNKNOWN] ???Â
Mode SelectionLock=<int bool> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
Mode AffectRegion=<int bool> - [LEVEL EDITOR ONLY] [UNKNOWN] ???
Camera Open XR=<x> YR=<y> Misc1=<?> Misc2=<?> Ren=<rmode> Hwnd=<int> - [LEVEL EDITOR ONLY] [DANGEROUS] [LEARNING] WARNING: CERTAIN USE-CASES RESULT IN A LEVEL EDITOR CRASH! Creates a new viewport that is its own entire window, meaning you could drag it onto a separate monitor. All parameters are optional, however the default resolution of the viewport is 0x0 which will cause issues. <x> and <y> equal the resolution of the viewport to create, and <rmode> is the render mode to use (which should be an integer, see RMode). Providing <int> with a value other than 0 crashes the level editor
MaybeAutoSave - [LEVEL EDITOR ONLY] When ran 5 times in a row without any other console commands being ran, an autosave will be initiated. By default, this command is automatically ran every minute of no other console commands being ran
Terrain <mode> - [LEVEL EDITOR ONLY] [LEARNING] Deselects or softly deselects terrain. <mode> can be equal to: Deselect or SoftDeselect
StaticMesh From Selection Package=<package> Name=<string1> Group=<string2> - [LEVEL EDITOR ONLY] Converts the selected static mesh(es) into a single static mesh. <package> is the name of the static mesh package, <string1> is the name of the static mesh itself and <string2> is the group the static mesh will be in. <string2> is optional
StaticMesh To Brush - [LEVEL EDITOR ONLY] Converts the builder brush model into the model on the selected static mesh
StaticMesh Rebuild - [LEVEL EDITOR ONLY] [PHANTOM] Rebuilds the collision model on the selected static mesh
StaticMesh Smooth - [LEVEL EDITOR ONLY] [PHANTOM] Smooths out the lightmaps on the selected static mesh
StaticMesh Unsmooth - [LEVEL EDITOR ONLY] [PHANTOM] Unsmooths out the lightmaps on the selected static mesh
StaticMesh SaveBrushAsCollision - [LEVEL EDITOR ONLY] [PHANTOM] Takes the builder brush and applies that model as a collision onto the selected static mesh