Console

Everything PulseCore adds to the Unreal console: console variables, commands, cheats, stats and log categories, including those of its bridges. The console completes the commands and cheats of this page (Config/Input.ini of the plugin).

Console variables

Most options of PulseCore are project settings (Project Settings > Pulse) and player settings (Settings menu).

Variable Default What it does
Pulse.Crafting.Instant 0 1: crafting rounds finish at once (testing, cheat). Rounds that already run keep their time.

Commands

Command Where What it does
stat Interact game Shows the time of the interaction queries and traces (not in shipping builds).
Pulse.Map.Render [Resolution] [Unlit] [/Game/Folder] editor Renders the open level from above into its map (area of the Pulse Map Actor, see Map).

Cheats

Cheats work in builds with cheats (not in shipping builds). In PIE the server can use them right away, a client types EnableCheats first. Runs on: server cheats change server state; typed on a client, they are sent to the server. Local cheats act on the game of the player who typed them. In the editor, Pulse.PIE.Exec <instance> <cheat> runs a cheat as the player of a PIE instance (0 = server, 1 = first client).

Everything at once

Cheat Runs on What it does
PulseCoreGrant server Gives the pawn what PulseCore needs (ability system with health and stamina, combat, inventory, equipment, item effects, combat equipment, the interact ability, a crafter that knows every recipe) and a test kit from /PulseCore/Combat/Examples: sword, bow with arrows and potions on the hotbar slots 1 to 3, an axe on 4 and a pickaxe on 5 (PulseGatheringGrant). Play Example runs it.

Interaction

See Interaction system.

Cheat Runs on What it does
PulseInteractGrant [ability class name or path] server Gives the pawn an interact ability.
PulseInteractSpawnTest [hold seconds] [cooldown seconds] server Spawns a test interactable in front of the player.
PulseInteractStart local Presses the interaction like its key: starts interacting with the selected interactable; with “Toggle instead of hold” a press during a hold cancels it.
PulseInteractEnd local Releases the interaction like its key: ends it or cancels a hold; with “Toggle instead of hold” the hold goes on.
PulseInteractInfo local Prints the selected interactable, its interaction info and the hold progress.

HUD

See HUD system and Markers, tooltips and overlays.

Cheat Runs on What it does
PulseHUDToast <text> local Shows a Pulse HUD notification.
PulseHUDModal <title> local Opens a Pulse HUD confirm modal and prints its result.
PulseHUDToggle local Hides or shows the Pulse HUD.
PulseHUDMarker [distance in cm] local Adds a marker in front of the player (compass, screen and maps).
PulseHUDMarkersClear local Removes the markers added with PulseHUDMarker.
PulseHUDProgress <percent> local Opens or updates a cancellable progress overlay; below 0 shows unknown progress.
PulseHUDProgressClose local Closes the progress overlay of PulseHUDProgress.
PulseHUDSubtitle <text> local Shows a subtitle.
PulseHUDHint <text> local Shows a tutorial hint that highlights the compass.
PulseHUDContextMenu local Opens a context menu at the mouse and prints the result.
PulseHUDTooltip [text] local Shows a tooltip at the mouse or hides it.
PulseHUDRadial local Opens a radial menu with two levels (mouse or stick, click to choose) and prints the chosen entry.
PulseHUDShowcase [1] local Shows the HUD scene of the default theme at once: notifications, hint, subtitle and markers; with 1 also a progress overlay and a tooltip.

Settings menu

See Settings menu.

Cheat Runs on What it does
PulseSettingsOpen local Opens the Pulse settings screen.
PulseSettingsList local Prints all Pulse player settings with their values.
PulseSettingsSet <setting id> <value> local Changes a Pulse player setting.

Frontend

See Frontend. Needs the frontend turned on.

Cheat Runs on What it does
PulseFrontendPhase local Prints the phase, the open menu with its entries and screen, the loading screen and whether the game is paused.
PulseFrontendPause local Opens or closes the pause menu (also in PIE, where Escape ends the session).
PulseFrontendEntry <id> local Picks an entry of the open main or pause menu as if it was clicked, e.g. PulseFrontendEntry Settings.
PulseFrontendBack local Goes one step back in the open menu: the question, the screen, the pause menu.
PulseFrontendLoading [seconds] local Shows the loading screen for a while (default 3) without loading.
PulseFrontendMainMenu local Goes back to the frontend map.

Map

See Map.

Cheat Runs on What it does
PulseMapInfo local Prints the map of the world, where it comes from (Set Map, map actor, settings, provided) and where the player is on it; for maps in tiles also the tiles (known, with picture, old, running).
PulseMapSet [map] local Sets the map of this machine (name or path of a map asset); without a name back to the map actor and the settings.
PulseMapOpen local Opens or closes the world map.
PulseMapMarker [north m] [east m] local Adds a marker only maps show, relative to the player (default 20 m north).
PulseMapMarkersClear local Removes the markers added with PulseMapMarker.

Inventory, equipment and loot

See Inventory system, Equipment and Loot.

Cheat Runs on What it does
PulseInventoryGive <item asset name or path> [count] server Gives items to the player’s inventory.
PulseInventoryClear server Removes all items from the player’s inventory.
PulseInventoryGrant [size] server Gives the pawn an inventory and equipment.
PulseInventoryEquip [item\|any] [slot] server Equips an item of the inventory.
PulseInventoryUnequip <slot> server Puts an equipped item back.
PulseInventoryHotbar <1-8\|next\|prev> local Selects a hotbar slot.
PulseInventoryEquipment local Prints the equipment of the player.
PulseLootRoll <table> [seed] [drop] server Rolls a loot table into the inventory or in front of the player.

Inventory UI and item effects

See Inventory UI and Item effects.

Cheat Runs on What it does
PulseInventoryUse <item\|hotbar> server Uses a consumable.
PulseInventoryCancelUse server Cancels the current use of an item.
PulseInventoryStats local Prints the stats of the equipped items and the health of the pawn.
PulseInventoryUITooltip <item> [seed] local Shows the item tooltip of an item at the mouse, or hides it when it is shown.

Crafting

See Crafting.

Cheat Runs on What it does
PulseCraft <recipe> [count] server Crafts a recipe at the nearest suitable station in range, or by hand (adds Pulse Crafting to the pawn if missing).
PulseCraftingUnlock <recipe\|book\|all> server Unlocks a recipe, the recipes of a book, or every recipe of the project.
PulseCraftingSpawnStation [tags] [speed] server Spawns a test station in front of the player (tags comma separated, default Pulse.Crafting.Station).
PulseCraftingCancel server Cancels every job of the player; the ingredients come back.
PulseCraftingInfo server Prints the known recipes, whether they can be crafted (and why not) and the queue.

Gathering

See Gathering.

Cheat Runs on What it does
PulseGatheringGrant server Puts the example tools into the equipment: an axe on hotbar slot 4, a pickaxe on slot 5 (needs an inventory and equipment, e.g. after PulseCoreGrant).
PulseGatheringHarvest server Harvests the nearest resource node within 5 m for the player (tool rules apply).
PulseGatheringRegrow server Every resource node grows back at once.
PulseGatheringSpawn <definition> server Spawns a resource node 3 m in front of the player (name or path of a definition).
PulseGatheringInfo local Prints the nearest resource node: harvests left, stage, and whether the player can harvest it (or why not).

Respawn

See Death and respawn.

Cheat Runs on What it does
PulseRespawnGrant server A respawn component on the player controller and a respawn point at the pawn when the level has none (PulseCoreGrant calls it).
PulseRespawnSetup server Adds a respawn component to the player controller.
PulseRespawnSpawnPoint <team or none> server Spawns a respawn point where the pawn stands, for a team (Player, Enemy, a tag) or every player.
PulseRespawnDie server Sets the player dead without damage (pawns without combat component; otherwise PulseCombatKill).
PulseRespawnNow [point id] local, request to the server Respawns the dead player like the death screen: at the point, or where the rule picks; prints the result.
PulseRespawnTeam <team or none> server Sets the team of the player (adds a team component to the player state when there is no team source).
PulseRespawnTakeBag server Empties the nearest death bag within 10 m into the player’s inventory, if the player is its owner or in its team.
PulseRespawnInfo local Prints the respawn state, the team, the points and the death bags (and whether they are the player’s).

Log categories LogPulseRespawn and LogPulseRespawnUI; the respawn component, the point subsystem and the death screen subsystem are snapshot providers (category Respawn), deaths, respawns and bags are timeline events.

Ping

See Pings.

Cheat Runs on What it does
PulsePingGrant server A ping component on the player controller (PulseCoreGrant calls it).
PulsePingSetup server Adds a ping component to the player controller.
PulsePing [type] local, request to the server Pings what is under the crosshair like the ping key (Location, Enemy, Item, Danger or a tag); prints the answer.
PulsePingBurst [count] local, requests to the server Sends several pings at once (default 5) and prints each answer, to see the rate limit.
PulsePingClear local Removes the pings this player sees.
PulsePingInfo local Prints the team of the player and the pings it sees.
PulsePingMenu local Opens the ping radial menu like holding the ping key.
PulsePingMarkers local Prints the number of ping markers on the HUD and whether the menu is open.

Log categories LogPulsePing and LogPulsePingUI; the ping component (category Ping) and the ping UI subsystem (category Ping UI) are snapshot providers, sent pings are timeline events.

Status HUD

See Status effects and attribute bars.

Cheat Runs on What it does
PulseStatusHUDApply <tag> [seconds] [stacks] server Applies an example status effect (short names below Pulse.StatusHUD.Example: Burning, Poisoned, Regeneration, or a full tag); 0 seconds = 10 s, negative = until cleared.
PulseStatusHUDClear server Removes the example status effects of the pawn.
PulseStatusHUDBar <Set.Attribute> [Set.MaxAttribute or none] [name] local Adds an attribute bar to the HUD of this player, e.g. PulseStaminaAttributeSet.Stamina PulseStaminaAttributeSet.MaxStamina.
PulseStatusHUDBarRemove <id> local Removes an attribute bar added at runtime (id = the attribute name).
PulseStatusHUDInfo local Prints the shown status effects with their time left and the attribute bars.

Log category LogPulseStatusHUD; the status HUD subsystem is a snapshot provider (category StatusHUD).

Combat

See Combat and Damage and life.

Cheat Runs on What it does
PulseCombatGrant [max health] [stamina] server Makes the pawn a combatant (ability system, health set, combat component); a player without team gets a team component with Pulse.Team.Player.
PulseCombatDamage <amount> [type] [target] server Damages the player or the soft target.
PulseCombatHit <amount> [type] server The player hits the combatant in front.
PulseCombatHeal <amount> [target] server Heals the player or the soft target.
PulseCombatKill [target] server Kills the player or the soft target.
PulseCombatRevive [target\|all] server Revives the player, the soft target or all.
PulseCombatGod server Toggles invulnerability of the player.
PulseCombatTag <Blocking\|Invulnerable\|tag> [target] server Toggles a combat state tag.
PulseCombatSpawnDummy [max health] [shield] [team\|none] [distance] server Spawns a training dummy in front of the player; team is a tag under Pulse.Team (Enemy, Player) or a full tag.
PulseCombatInfo [target] local Prints health, state and last damage.
PulseCombatLockOn local Toggles the lock-on of the local player.

Melee and ranged attacks

See Melee and Ranged.

Cheat Runs on What it does
PulseCombatGiveMelee [attack definition path] server Gives the pawn the melee attack.
PulseCombatAttack [combo\|server] server Presses the melee attack (again for combos).
PulseCombatGiveRanged [charge\|hitscan\|grenade\|definition path] server Gives the pawn a ranged attack.
PulseCombatFire [release] local Presses the ranged attack.
PulseCombatSpawnTurret server Spawns a turret that shoots at the nearest enemy.

Combat HUD

See Combat HUD.

Cheat Runs on What it does
PulseCombatShowcase local + server Shows the combat HUD: spawns a dummy on the server, hits it with every damage type, a critical hit and a heal, lets it hit you and shows its boss bar.
PulseCombatBossBar [remove] local Shows the boss bar of the nearest combatant.
PulseCombatHurtFrom [amount] server The nearest combatant hits you.

Combat with items

See Combat and inventory.

Cheat Runs on What it does
PulseCombatInventorySetup [max health] server Makes the pawn ready for combat with items.
PulseCombatWear <slot> [amount] server Wears an equipped item.
PulseCombatRepair <slot> server Repairs an equipped item.
PulseCombatLootOnDeath <table> server The nearest combatant drops a loot table when it dies.
PulseCombatEquipmentInfo local Prints weapons, ammunition, durability and combat modifiers of the player.

State in the console

The snapshot providers of PulseCore (categories HUD, Inventory, Equipment, Combat, Frontend) also print to the console, through the cheats of PulseFoundation: PulseDebugDump HUD writes their state to the log, PulseDebugProviders lists all providers of the world. The same state is on the Live page of the Pulse Debugger (Pulse.Debugger Live).

Log categories

Category What it logs
LogPulseHUD HUD layout, stacks, modals, notifications, markers, input manager.
LogPulseSettings Settings screen and its entries.
LogPulseFrontend Frontend phases, menu entries, the loading screen, the pause menu.
LogPulseAbility Abilities of the module PulseAbility; interactions that complete with failed conditions or costs.
LogPulseInteract Interaction: queries, focus, holding.
LogPulseInteractUI Interaction prompt widget.
LogPulseInventory Inventory, equipment, pickups, loot tables.
LogPulseInventoryInteract Pickups that are picked up by interaction.
LogPulseInventoryUI Hotbar and item tooltip widgets.
LogPulseInventoryEffects Consumables and effects of equipped items.
LogPulseAttributes Health, shield, stamina and regeneration.
LogPulseCombat Damage, death and revive, teams, targeting.
LogPulseCombatMelee Melee attacks and hit detection.
LogPulseCombatRanged Projectiles, hitscan, ranged attacks.
LogPulseCombatHUD Health bars, damage numbers, boss bar, hit feedback.
LogPulseCombatInventory Weapons, ammunition, durability, loot on death.
LogPulseMap Which map a world uses (Verbose), more than one map actor, maps of the settings that do not load.
LogPulseMapUI Minimap that cannot be added to the HUD, world map that cannot open.
LogPulseStatusHUD Effect bar or attribute bars that cannot be added to the HUD, attribute bars without attribute.
LogPulseGathering Harvests (items, harvests left, tool durability), broken tools, regrowing (Verbose), refused harvests (Verbose).
LogPulseCoreSaveBridge Bridge PulseCoreSaveBridge: saving inventories and equipment with PulseSave.

Change the verbosity at runtime with Log <Category> <Verbosity>, e.g. Log LogPulseHUD Verbose (Log LogPulseHUD Log goes back to the default). For a whole run: -LogCmds="LogPulseHUD Verbose" on the command line, or LogPulseHUD=Verbose in the section [Core.Log] of DefaultEngine.ini.


PulseCore plugin documentation.

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