Testing commands
The game has a set of console commands that help you test a mod quickly: jump to a day, give yourself money or tools, open a map, hide the HUD for a clean screenshot.
These commands work only in the Creator Kit editor: in Play In Editor, or in a standalone game window launched from the editor. They do not work in the released game.
How to enter a command
- Start Play In Editor (or a standalone game from the editor).
- Press the console key:
~(Tilde). The kit also accepts^(Caret), so on layouts without a~key use that one. - Type the command and press Enter.
Commands are not case-sensitive. Arguments in <angle brackets> are required, arguments in [square brackets] are optional.
:::note Steam
If you launch a standalone window from the editor while Steam is running, AddMoney and CompleteDay may update your own Steam stats and achievements. Keep this in mind if you test on the account you play on.
:::
Days and campaign
| Command | Effect | Example |
|---|---|---|
GoToDay <Day> | Sets the day to jump to. It takes effect after you finish the current day: sleep in the bed, or use CompleteDay. | GoToDay 5 |
CompleteDay | Ends the current day immediately. | CompleteDay |
StartQuest <QuestName> | Starts a quest. The name is matched as a substring of the quest Blueprint class name from the quest library. Mod quests are found only if they are registered in that library. | StartQuest <part of the quest name> |
QuestNextStep | Skips the current quest step (sends the "skip step" message to the quest system). | QuestNextStep |
SkipQuestStep | Moves the quest started with StartQuest to its next step. | SkipQuestStep |
CompleteDay is not safe. It caches data from the previous day and may leave the game in an incorrect state. Use it rarely, and do not trust a save made right after it.
Tools and items
| Command | Effect | Example |
|---|---|---|
AddTool <Name> | Gives the player a tool. All gives every base tool. | AddTool Scanner |
UpgradeTool <Name> <Upgrade> | Applies a tool upgrade (1 to 4) to a tool. The name is matched like in AddTool. | UpgradeTool Scanner 2 |
AddSyringe [Count] | Adds syringes (default 1). | AddSyringe 5 |
AddTool accepts a part of the name (any case): light (flashlight), pistol, scanner, multi (multitool, the thermo-pulsometer), steth (stethoscope), syringe, hammer, shock or electro (electroshock), math (mathiascope), xray, stick (UV stick), uv (UV tower), wanted or notebook (wanted notebook, Miami), and all.
AddTool does not look tools up in a data table. It maps the name to a fixed list of base-game tool tags, so a tool added by a mod cannot be added with it, and an unrecognised name silently gives the flashlight. To test a mod tool, grant it the normal way, from your campaign or day settings (see Testing a mod). Also note that any name containing all adds every base tool.
Money, resources, upgrades
| Command | Effect | Example |
|---|---|---|
AddMoney <Amount> | Gives the player money. | AddMoney 9999 |
AddResource <Resource> [Count] | Adds base resources (default 1). Resource is matched as a case-insensitive substring of the resource tag. The amount is clamped to the resource limit. | AddResource food 50 |
AddUpgrade <Zone> <Upgrade> | Buys a base upgrade in a zone for free. Zone is a substring of a zone tag (see below). Upgrade: m1 to m6 (main) or s1 to s6 (side); anything else gives m1. | AddUpgrade lab m2 |
OpenAllUpgrades <Zone> | Buys every upgrade available for a zone. Zone names are the same as in AddUpgrade. | OpenAllUpgrades lab |
AddRP <Amount> [Source] | Adds research points (RP). Source is an optional number, default 0. | AddRP 1000 |
Resource and Zone are matched as case-insensitive substrings of gameplay tags. An unknown name only prints a warning to the Output Log.
Resources (tags Base.Resource.*): Food, Water, Medical, Ammo, Fuel, Energy, QuarantineMedical. Use food, water, ammo, fuel, energy, quarantinemedical. For plain Medical use resource.medical: plain medical may also match QuarantineMedical. Example: AddResource food 50.
Zones (tags Base.Zone.*): Canteen, Checkpoint, Defense, Elimination, Energy, Lab, Medical, Quarantine, Recreation, TentCamp, Tower. Use e.g. lab, quarantine, canteen; for Medical use zone.medical. Example: AddUpgrade lab m2.
Symptoms
| Command | Effect |
|---|---|
OpenAllSymptoms | Marks every symptom as discovered. |
Levels and maps
| Command | Effect | Example |
|---|---|---|
OpenLevelByTag <Tag> | Opens a level by its Level.* gameplay tag. This is the way to open a mod map: the tag comes from your QzLevelDataAsset. An unknown tag prints a warning and does nothing. | OpenLevelByTag Level.Chicago |
open <MapName> | Standard Unreal command: opens a map by name or path. It loads the map directly, without going through a campaign. | open L_BuildDLC_Miami |
OpenLevelDefenseBase | Loads the Base Defense level, carrying over money and defence data from the current game. | OpenLevelDefenseBase |
OpenLevelDefenseConvoy | Loads the Convoy Defense level, carrying over money. | OpenLevelDefenseConvoy |
For a mod map, prefer starting your campaign (see Testing a mod) or OpenLevelByTag with your own Level.* tag. open <MapName> skips the campaign setup, so gameplay that depends on the campaign may not initialise.
NPCs and zones
Zone names in these commands are matched by a part of the word: bl (block), qua (quarantine), liq (liquidation), lab (laboratory).
| Command | Effect | Example |
|---|---|---|
MoveFreeNPCsToZone <Zone> | Teleports all NPCs that have no destination yet to a zone. | MoveFreeNPCsToZone block |
MoveTo <Zone> | Sends the NPC currently in your inspection slot to a zone. An unknown zone means the block. | MoveTo qua |
ToCage | Puts a zombie (a turned NPC) into a cage. | ToCage |
AddDeadBody [Count] | Adds corpses (default 1) to the body bag storage, to feed the zombie in a cage. | AddDeadBody 5 |
ToggleProfileDebug | Shows or hides the profile debug info (ProfileInfo) on debug NPCs. | ToggleProfileDebug |
NPC.DisableID <0 or 1> | Console variable: 1 hides the NPC ID and state text above NPCs, 0 shows it. | NPC.DisableID 1 |
Laboratory
| Command | Effect | Example |
|---|---|---|
ShowLaboratorySlot | Prints the state of the current laboratory slot and the NPC ID on screen. | ShowLaboratorySlot |
KillNPCInLaboratory | Instantly kills the NPC in the laboratory. | KillNPCInLaboratory |
SendNPCFromLaboratory <Zone> | Sends the laboratory NPC to a zone. Accepts quar, liq, blo (or the full word). | SendNPCFromLaboratory quar |
EndlessLab | Puts a body into the laboratory immediately and switches the lab to debug mode. | EndlessLab |
EndlessLab is unstable and must be entered again after every completed laboratory sequence.
Miami map
These commands work only on the Miami map.
| Command | Effect | Example |
|---|---|---|
ToggleDebugWanted | Shows or hides the "WANTED" debug text over today's wanted NPCs. | ToggleDebugWanted |
YachtStartRepair <SectionTagPart> | Starts repairing the yacht section whose tag contains the text. | YachtStartRepair engine |
YachtAssignSurvivors <SectionTagPart> <NPCIds> | Sends NPCs to repair a section. IDs are separated by commas or spaces. | YachtAssignSurvivors engine 12,15 |
YachtEndDay | Resolves the yacht repair assignments as at the end of a day. | YachtEndDay |
AddAllDrugs | Adds all drug types to the laboratory (3 of each type). | AddAllDrugs |
OpenAllWorkbenches | Unlocks all workbenches. Not needed when story mode is off: then all workbenches are unlocked already. | OpenAllWorkbenches |
The section text in the Yacht commands is a part of the section tag, matched without case. The first section whose tag contains it is used.
Environment
| Command | Effect | Example |
|---|---|---|
WeatherNext | Forces a weather change. | WeatherNext |
SetTimeOfDay <Time> | Sets the time of day, clock style from 0 to 2400. | SetTimeOfDay 1800 |
Utility
| Command | Effect | Example |
|---|---|---|
SkipCinematic | Skips the current cut-scene. | SkipCinematic |
Death | Kills the player character (for respawn tests). | Death |
DisableHUDAndDebug <0 or 1> | 1 hides the HUD, screen messages, NPC IDs and quest markers; 0 brings them back. Handy for clean screenshots. | DisableHUDAndDebug 1 |
slomo <Value> | Standard Unreal command: global time speed. 1 is normal, 2 is twice as fast, below 1 is slow motion. | slomo 2 |