Console Command Cheatsheet
UE5 has hundreds of console commands; perf engineers actually use about thirty. This is the categorized table. For stat commands specifically, see the dedicated stat Cheatsheet. For high-impact CVars with measured frame-time deltas, see the CVar Reference.
Discovery:
DumpConsoleCommands
Writes every discoverable command + CVar to log. Best "I want to know what exists" command in the engine. Compiled out in Shipping; use Development/Test.
General Gameplay & Exec
| Command | What it does |
|---|---|
summon ClassPath | Spawns an actor of given class at the player |
ke * EventName | Calls a CauseEvent on all actors with matching exec UFUNCTION |
ce EventName | Calls a CauseEvent on the currently possessed pawn / level script |
scalability {low|medium|high|epic|cinematic} | Applies all sg.* quality buckets |
scalability auto | Runs hardware benchmark, sets sg.* automatically |
slomo 0.1 | Time dilation; useful for animation/physics inspection |
pause | Hard pause game tick |
ToggleDebugCamera | Detached free-cam with overlay |
FreezeRendering | Freezes view-frustum culling; fly camera to verify |
DisableAllScreenMessages | Hides on-screen warnings/log spam (clean profiling captures) |
open MapName / restartlevel | Map navigation |
Profiling: Stats & GPU
See stat Cheatsheet for the full stat * family.
| Command | What it does |
|---|---|
stat fps / stat unit / stat unitgraph | Frame health overlay |
stat gpu | Per-pass GPU breakdown (5.6 splits Graphics/Compute) |
ProfileGPU | Single-frame GPU pass dump (Ctrl+Shift+,) |
DumpGPU | Dumps frame's RDG resources to disk |
Profiling: Trace & File Captures
| Command | What it does |
|---|---|
stat startfile / stat stopfile | Begin/end .uestats capture (legacy; Insights preferred 5.5+) |
trace.start / trace.stop | Manual Insights trace control |
Trace.RegionBegin "Combat" / RegionEnd "Combat" | Named regions in Insights (5.5+) |
Trace.Screenshot | Insights bookmark + screenshot |
bookmark | Lightweight scenario marker |
Memory
| Command | What it does |
|---|---|
memreport / memreport -full | Memory snapshot to log + Saved/Profiling/MemReports |
stat memory | Subsystem buckets (physical, virtual, texture, mesh) |
stat llm / stat llmfull | LLM tags (requires -llm launch) |
ListTextures | All loaded textures with size/format |
ListStreamingTextures | Streaming-system view (Forced, LastRenderTime) |
ListShaders (5.6+) | Runtime shader memory and load analysis |
obj list -alphasort | All UObject classes sorted; counts and memory |
obj list class=Texture2D | Class-filtered live UObject inventory |
obj gc / gc.CollectGarbage | Force GC pass |
DumpLightmapSizeOnDisk | Per-lightmap disk usage |
Networking
| Command | What it does |
|---|---|
dumpnet | Dumps replication info per actor/object |
net.PackageMap.DebugAll 1 | Verbose package map logging |
NetSettings | Print active net driver settings |
NetworkProfiler enable | Captures .nprof |
net pktloss=N / net pktlag=N | Synthetic netconditions |
DEMOREC / DEMOPLAY / DEMOSTOP | Replay capture/playback |
net.Debug.ActorClassNameTypeCSV 1 (5.6+) | Per-class CSV stats for ForceNetUpdate / FlushNetDormancy |
Lighting & Shadows
| Command | What it does |
|---|---|
r.Lumen.Visualize 1 | Lumen overlay modes |
r.Lumen.Visualize.CardPlacement 1 | Surface-cache visualization |
r.Lumen.ScreenProbeGather.ReferenceMode 1 | Brute-force ground-truth path for A/B |
r.Shadow.Virtual.ShowStats 1 | VSM stat overlay (page allocation, invalidations) |
ShowFlag.DynamicShadows 0 | Force-off dynamic shadows |
Show LightComplexity (Alt+7) | Light overlap heatmap |
Show StationaryLightOverlap | Stationary light overlap viz |
ToggleLight <name> | Flip individual lights |
Nanite
| Command | What it does |
|---|---|
NaniteStats | On-screen Nanite stats |
NaniteStats list | List available stat filters |
NaniteVisualize Overview | Default Nanite visualizer |
NaniteVisualize MaterialID | Per-pixel material ID heatmap |
NaniteVisualize MaterialComplexity | Nanite-aware shader complexity |
NaniteVisualize RasterMode | SW (red) vs HW (green) raster split |
NaniteVisualize Overdraw | Per-pixel quad cost |
NaniteVisualize RasterBins | Programmable raster bin colors |
vis Nanite.VisBuffer | Visualize VisBuffer GPU resource |
Niagara / FX
| Command | What it does |
|---|---|
fx.Niagara.Debug.Hud Enabled=1 | Live emitter overlays |
fx.DumpEmitterCounts | Emitter instance counts to log |
niagarasystemcounts | Active Niagara systems in world |
fx.Niagara.LogParticleCounts 1 | Per-frame particle counts to log |
Animation
| Command | What it does |
|---|---|
ShowDebug Animation | Per-pawn anim debug overlay |
ShowDebug Bones | Skeleton/bone draw |
a.URO.Draw 1 | URO state visualization |
a.URO.Enable 0/1 | URO master toggle |
a.Budget.Debug.Enabled 1 | Animation Budget Allocator HUD |
Physics (Chaos)
| Command | What it does |
|---|---|
p.Chaos.DebugDraw.Enabled 1 | Master switch for Chaos debug draws (required first) |
p.Chaos.Solver.DebugDrawShapes 1 | Visualize bodies (red=static, blue=kinematic, yellow=active) |
p.Chaos.Solver.DebugDrawCollisions 1 | Collision visualization |
p.Chaos.DebugDraw.MaxLines | Cap draw lines (default 20000) |
p.Chaos.DebugDraw.Radius | Local radius around camera |
ShowDebug PHYSICS | Per-pawn physics overlay |
ShowDebug COLLISION | Collision shape draws |
Streaming / World Partition
| Command | What it does |
|---|---|
stat streaming | Texture streaming pool budget |
wp.Runtime.ToggleDrawRuntimeHash2D | 2D grid overlay of WP cells |
wp.Runtime.ToggleDrawRuntimeHash3D | 3D grid overlay |
wp.Runtime.ShowRuntimeSpatialHashGridLevel | Cycle which grid level is drawn |
loadtimes.dumpreport | Level-load timing report |
loadtimes.reset | Reset load timers |
Editor & View Visualization
| Command | What it does |
|---|---|
viewmode lit / unlit / wireframe | View mode switches (Alt+3 / Alt+2) |
viewmode shadercomplexity | Shader-instruction heatmap (Alt+8) |
viewmode lightcomplexity | Light-overlap heatmap |
viewmode detaillighting | Lighting-only contribution |
showflag.bounds 1 | Draw actor bounds |
showflag.distanceculledprimitives 1 | Show distance-culled meshes |
r.VisualizeOccludedPrimitives 1 | Occluded primitive overlay |
ToggleForceDefaultMaterial | Replace all materials with default |
Asset & Audit
| Command | What it does |
|---|---|
AssetManager.AssetAudit | Asset stats to log |
AssetManager.DumpAssetDependencies | Dependency graph |
AssetRegistry.DumpState | Registry snapshot |
bp.AuditFunctionCallsForBlueprint <BP> | Targeted BP function audit |
DumpBPClasses | Blueprint class info |
DumpDetailedPrimitives | Primitive detail to CSV |
DumpLevelCollections | Level collection state |
DumpConsoleCommands | All console commands and CVars |
Power-User Commands
| Command | Why useful |
|---|---|
stat dumphitches | Auto-dumps stats only on hitches; rare-spike catcher |
stat dumpave -num=30 | Averages stats over N frames; pairs with dumpmax/dumpsum |
dumpticks / dumpticks grouped | Find an actor class spending budget on Tick |
listtimers | Lists active timers; finds runaway SetTimerByEvent pile-ups |
au.DumpActiveSounds | Find sounds you forgot to stop |
r.RHISetGPUCaptureOptions 1 | Enables full naming for ProfileGPU/Insights GPU traces |
help <keyword> | Built-in fuzzy search over commands and CVars |
<cvar> ? | Print current value + help for any CVar |
Common gotchas
p.Chaos.DebugDraw.Enabled 1is required first — every otherp.Chaos.DebugDraw.*is silent until that master switch is on.ke *requires actors to expose UFUNCTION exec/CauseEvent matching the name.memreport -fullwrites toSaved/Profiling/MemReports/, not the log.- Stat overlays themselves cost frame time. Run
stat nonebetween A/B captures. DumpConsoleCommandsis compiled out in Shipping. Plan against Development/Test.