Console

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

Console variables

Variable Default What it does
Pulse.Quest.ShowEvents 0 1 prints the quest and objective events of local players on the screen: started, finished with the result (not in shipping builds).

The other options are project settings.

Commands

Command Where What it does
stat Quest game Shows the tick time of quest managers, quests, objectives and the director, and of the event queue (not in shipping builds).

Cheats

Cheat Where What it does
PulseQuestGrant server (forwarded from clients) Gives the player what quests need: a quest manager on the player controller if the player has none, and the first quest set of the project if the manager and the settings have none. Prints the quests that can start.
PulseQuestStart <Quest> server (forwarded from clients) Starts a quest of the quest set (its conditions apply).
PulseQuestStop <Quest> [Success\|Failure\|Stopped] server (forwarded from clients) Stops a running quest with a result (Stopped without one).
PulseQuestEvent <Event> [Count] server (forwarded from clients) Sends a quest event with the pawn of the player as instigator (Gameplay Event objectives, Wait for Quest Event).
PulseQuestProgress [Quest] [Amount] server (forwarded from clients) Adds progress to the running objectives with a target (“Collect 0/5 herbs”); without a quest (or *) to all running quests.
PulseQuestComplete [Quest] server (forwarded from clients) Completes the running objectives of a quest (or of all quests) with success.
PulseQuestFlag <Flag> [0\|1] server (forwarded from clients) Sets (or with 0 clears) a story flag.
PulseQuestInfo server (forwarded from clients) Prints the quest set, the running quests with their objectives and the quests that can start.
PulseQuestPartySet <PartyId> server (forwarded from clients) Bridge PulseQuestOnlineBridge: sets the party id of the player as Pulse Online would (“none” leaves), so it joins the quest host of that party. Tests party quests without online parties.
PulseQuestPartyStart <Quest> server (forwarded from clients) Bridge PulseQuestOnlineBridge: starts a quest on the quest host of the player’s party (own quest manager without party).
PulseQuestPartyInfo server (forwarded from clients) Bridge PulseQuestOnlineBridge: the player’s party and host, and every party host with players and running quests.

Tags are given by name, e.g. PulseQuestStart Pulse.Quest.Example.Simple. Play Example in the Pulse window runs PulseQuestGrant, Pulse.Quest.ShowEvents 1 and PulseQuestStart Pulse.Quest.Example.Sequence after Play in Editor started.

State in the console

The snapshot providers of PulseQuest (category Quest) also print to the console, through the cheats of PulseFoundation: PulseDebugDump Quest 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
LogPulseQuest Quest managers, quests, objectives, events, director, saving.
LogPulseQuestOnlineBridge Bridge PulseQuestOnlineBridge: players joining and leaving the quest hosts of their parties.
LogPulseQuestCoreBridge Bridge PulseQuestCoreBridge: item, enemy and interaction objectives (Verbose: a delivery without enough items).
LogPulseAIQuestBridge Bridge PulseAIQuestBridge: AI agents spawned and removed by quests, alarms, AI objectives that complete or fail at once.
LogPulseQuestSaveBridge Bridge PulseQuestSaveBridge: saving quest managers with PulseSave.

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


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