r/RocketLeagueMods • u/Inside-Sympathy-1218 • 3h ago
HELP Player Anthems since EAC update
hello, i’ve been checking this subreddit for a long time and, i wanna know how to make a custom anthem with the Easy AntiCheat Update. thanks
r/RocketLeagueMods • u/Dasoccerguy • Apr 07 '21
April 6, 2021 - The Mr. Swaggles Update
Rocket League modding techniques may only be used to enhance the game aesthetically, or to offer new experiences outside of the competitive ladder. Any attempts to use mods to gain an edge in online competitive play go against the spirit of the community and jeopardizes our good-faith understanding with Psyonix. Please do not undermine all that we have done.
Why is Bakkesmod broken?
Bakkesmod must be updated after every update to Rocket League. Make sure it is up-to-date and installed correctly.
How do I play custom maps with friends?
The simplest method uses Bakkesmod, Rocket Plugin, and Hamachi (for a "direct" connection between two computers). Simply find the map in the Rocket Plugin GUI and press Host. Your friends must paste your IP address into the GUI and press Join. This works on the Epic Games version of Rocket League as well as Steam.
Why is Rocket Plugin broken?
Make sure that Bakkesmod is up to date. Make sure your network connection is not blocked, either by using port forwarding, a VPN service, or a dedicated server. Join the Rocket Plugin discord for more help.
Why is AlphaConsole Plugin broken?
Make sure that Bakkesmod is up to date. Make sure the plugin is enabled. Join the AlphaConsole discord for more help.
How do I make custom maps?
You will need an idea, patience, and likely a lot of help. The process technically only requires UDK (Unreal Engine 3), but 3D modeling and image editing software are highly recommended. Join the Mapmaking discord for more help.
How do I download from rocketleaguemods.com?
Register an account and sign in to download. If you are unable to register, specify what you are trying to download in a request for help.
How do I download a map from Steam?
If you play Rocket League on Steam, simply visit the map's workshop page. For the Epic Games version, use a service like https://steamworkshopdownloader.io/ or request the map from someone who has already downloaded it.
Can I edit an existing map? Can I give myself a [insert idea] in multiplayer?
Rocket League modding, aside from minor cosmetic changes, is prohibited in online multiplayer games. The reason it is such a great game is that everybody has the exact same powers and limitations. Any attempts to disrupt that go against the spirit of the game and the community.
Rocket League continues to be bolstered and improved by the modding community. Custom bots, vastly improved overlay systems, and entirely new game modes are regularly released by dedicated modders. The modding community has never been stronger.
Nor has it ever been more decentralized. While this subreddit (and the corresponding Discord) once were the go-to place for all facets of the modding community, circumstances change. The founding members were kind enough to entrust me (Mr. Swaggles) with the subreddit to give it a much-needed refresh.
Thank you to everyone who has stayed through the ups and downs!
Rocket League Mods has essentially split into its constituent pieces, which are listed below:
Community |
Focus |
Discord |
Website |
|---|---|---|---|
| Bakkesmod | Plugin development and support | https://discord.gg/7tKZRct | https://www.bakkesmod.com/ |
| RLBots | Custom bots and scenarios | https://discord.gg/BehuKqg | http://rlbot.org/ |
| Rocket League Mapmaking | Custom maps and game modes | https://discord.gg/PWu3ZWa | https://rocketleaguemapmaking.com/ |
| Community Workshop Games | Custom map multiplayer lobbies | https://discord.gg/WNfN5ky | https://twitter.com/BalancedWaffle |
| Rocket League Skins Wiki | Custom car and ball decals | https://discord.gg/c8UQAar | https://twitter.com/rl_skinswiki |
| Alpha Console Plugin | Support for Alpha Console Plugin (formerly Alpha Console) | https://discord.gg/alphaconsole | https://bakkesplugins.com/plugins/view/108 |
| Rocket Plugin | Support for Rocket Plugin (formerly Rocket Launcher) | https://discord.gg/hWPX9tq | https://bakkesplugins.com/plugins/view/26 |
And of course, you are welcome to join the Rocket League Mods Discord where it all began: https://discord.gg/CgFSe9p . I would love for it to become a thriving hub of creativity once again, where ideas can cross-pollenate and grow to new heights.
r/RocketLeagueMods • u/Dasoccerguy • Sep 02 '23
Let me know if there are any glaring omissions!
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r/RocketLeagueMods • u/Inside-Sympathy-1218 • 3h ago
hello, i’ve been checking this subreddit for a long time and, i wanna know how to make a custom anthem with the Easy AntiCheat Update. thanks
r/RocketLeagueMods • u/Basic-Squash-789 • 4d ago
If anyone has the file to Noob Dribble by dmc can you send the download link
r/RocketLeagueMods • u/Bahaeddinezzz • 4d ago
Does any one have Parkour-map 1 upk or udk file?
r/RocketLeagueMods • u/Ignice • 5d ago
Disclaimer: This post was originally ~128000 characters long, but the post limit is 40000 characters, so quite a bit of content has been removed or shortened. I did my best to keep the important stuff.
Sharing some old notes I used as a quick-lookup / reference when learning about rl internals. This post is about unreal_commands specifically. Basically just shows commands, some examples, and some output samples. Some unrelated information may be peppered throughout. Its not very serious.
Keep in mind commands may be used to create invalid state (which I am defining as any object memory layout that could not be reached through normal gameplay). RL is actually quite good at protecting you from going online in invalid states (it did this pre-eac also). The primary concern of invalid state is that it can be saved or cached. Thus it may persist to the next session, preventing you from queueing online (and also potentially messing up singleplayer stuff too). The fix is easy: simply delete your save and caches. Highly recommend you back up your TAGame folder before you begin. Do not run arbitrary commands if you aren't comfortable with this. Commands that only print information (and have no side effects) are safe.
If I was brand new to rl modding, I would start by launching the game with -log flag, or running unreal_command SHOWLOG once the game launches to get a log window. This log window will automatically "flush" output (which means it shows up as soon as it happens) but has limited capacity and preventing scrolling by highlighting will freeze the game until enter is pressed.
Running unreal_command SHOWLOG a second time will silently disconnect the log output console from the log output stream (in other words, the window will still be there but is no longer getting new information). A disconnected log console window can safely be closed, a live one will also close the game with it.
Alternatively you can look at log file output in TAGame/Logs/Launch.log. This will not freeze the game when scrolled, and does not need a seperate window (you can simply open the file whenever). The downside is that you will need to unreal_command LOGFLUSH to ensure contents are up-to-date and written to disk.
Once you do one of these two methods you will know how to view log output. Then the rest of the commands come into play. Here's a mini guide to start viewing game objects in memory to get a feel for things:
----- search and explore easy quickstart guide ------
- start by printing some objects, e.g.
unreal_command "GETALL ObjectProvider MyObjects"
- or just choose some generic value like ArrayProperty and list its fields
unreal_command "LISTPROPS ArrayProperty Name"
- one of the fields is called Name, lets look at that...
- list every single array by name
unreal_command "GETALL ArrayProperty Name"
you now have ~7k results that can be filtered, searched, etc. with the commands below
this is a nice starting point.
------------------------------------------
Commands are (loosely) ordered from most to least useful.
Hopefully this is helpful for at least a few people ❤️ .
-unreal commands --------------------------------------------------------------
(to execute, open bakkesmod console and type `unreal_command "COMMAND"`)
(in unrealscript ' is reserved for literals and " for strings)
(not all commands are sync! see https://docs.unrealengine.com/udk/Three/ActorTicking.html )
(not all commands do "something"! Some "no operation" or noop commands are included. As a rule, I include the command if rl successfully handles it, whether or not the command does something once handled is much harder to judge in some cases. That said, most do something)
LISTPROPS [class] \*
- e.g. LISTPROPS PlayerInput_Game_TA *
LISTPROPS [class] [wildcard * or string]
- e.g. LISTPROPS PlayerInput_Game_TA Deadzone
will search only for properties containing the word "Deadzone"
MATCHVALUE [class] [string]
- "bread and butter" search command
- the only command that, from a [class] name alone, can be used to find all instances, dump all fields of each instance, their values, allows optional filter string, and previews large collections by showing the first ~256 values only
MATCHVALUE [class] _
- since every single piece of output includes its full path, and because every path has an underscore for package conventions, the "_" becomes a defacto wildcard:
- to look at only the object actually in the level (as opposed to templates, defaults, etc), add "Persis" (short for Persistent) to the filter string
GETALLSTATE [class]
SET [class] [property] [value]
- set a property value
- some properties are protected. FOV for example.
SETNOPEC [class] [property] [value]
- same as SET except will not notify listeners
RESET [class] [property]
- resets to default, not necessarily the archtype?
TOGGLE [class] [boolean property]
- toggle a true/false value. Equivalent of "if boolean property p is True: then set p to False. Otherwise set p to True"
GET [class] [property]
GETALL [class] [property]
GETALL [class] [prop] SHOWDEFAULTS DETAILED
VERIFYCOMPONENTS
CRACKURL
SHOWLOG
FLUSHLOG
CONFIGHASH
- prints every configuration file, what it configured, its value, where in the hierarchy, local/remote/precompiled
- does not reflect that RL makes use of Archetypes that essentially act as additional defaults (applied during runtime)
CONFIGMEM
- prints out all configuration files (some of which were compiled or cooked into the build, others of which exist on the player's PC and can be edited) used by the game (sorted by in-game memory size)
ANALYZEOCTREE
ANALYZEOCTREE [[optional] "VERBOSE"]
SHRINKOCTREE
NAVOCTREE
COLLAPSEOCTREE
TexturePoolSize
DUMPAWAKE
LOGACTORCOUNTS
ShowGameState
- `Log: GameInfo_Basketball_TA_0 current state: PendingMatch`
ShowPlayerState
- `Log: PlayerController_TA_0 current state: Driving`
UTrace
- toggles tracing/logging of function calls
- either a noop or works silently?
RestartLevel
ListConsoleEvents
- cant get this one to work without also changing loglevel?
SaveClassConfig [classname]
SaveActorConfig [actorname]
SetBind [bindname] [command]
- e.g. use "SetBind Backslash Pause" for pause button
- NOTE: behavior changed since EAC. Not too useful now.
:::::::::::::::WARNING:::::::::::::
Single and Double quotes are NOT interchangable.
This WILL work:
unreal_command 'SetBind Backslash "STAT UNIT"'
This will NOT work:
unreal_command "SetBind Backslash 'STAT UNIT'"
Note: Most SetBind notes were written pre-EAC. It is much less powerful now (this is good!).
:::::::::::::::::::::::::::::::::::
// snapshots of the ue rigidbodies
unreal_command "GETALL RBVehicleHistory_TA RBVehicleSnapshots"
unreal_command "MATCHVALUE RBVehicleHistory_TA _"
unreal_command 'SetBind Backslash "MATCHVALUE RBVehicleSnapshot WheelContactData"'
unreal_command "MATCHVALUE RBVehicleSnapshot WheelContactData"
unreal_command "MATCHVALUE RBVehicleHistory_TA "
unreal_command "GETALL RBVehicleHistory_TA RBPhysicsSnapshots"; unreal_command "GETALL RBVehicleHistory_TA RBVehicleSnapshots"; unreal_command "GETALL RBVehicleHistory_TA BackupVehicleInputs"; unreal_command "GETALL RBVehicleHistory_TA RBFrameSnapshots"; unreal_command "GETALL RBVehicleHistory_TA ServerSnapshots"
// e.g. ServerConsume,
unreal_command "MATCHVALUE NetworkInputBuffer_TA _"
unreal_command "MATCHVALUE ClientInputData_TA _"
// e.g.[1907.46] Log: 0) ClientInputData_TA Transient.ClientInputData_TA_4.InputFrames =
[1907.46] Log: 0: (frame=15944,TimeStamp=140.565918)
[1907.47] Log: 1: (frame=15945,TimeStamp=140.574249)
[1907.47] Log: 2: (frame=15946,TimeStamp=140.582581)
unreal_command "GETALL ClientInputData_TA InputFrames"
unreal_command "MATCHVALUE ShakeComponent_X ShakeReceiver"
unreal_command "MATCHVALUE ShakeComponent_X FlipReset"
unreal_command 'SetBind Backslash "MATCHVALUE RPCBatch_X Trans"'
unreal_command 'SetBind Backslash "MATCHVALUE PendingRPC_X Trans"'
unreal_command 'SetBind Backslash "MATCHVALUE ActionQueue_X Trans"'
unreal_command 'SetBind Backslash "MATCHVALUE RPCQueue_X PendingRPCs | GETALL RPCQueue_X PendingBatches"'
unreal_command "MATCHVALUE RPC_AutoTour_GetSchedule_TA _"
[14391.78] Log: 237) GameViewportClient_TA Transient.GameEngine_TA_0:GameViewportClient_TA_0.GlobalInteractions = (GFxInteraction'Transient.GameEngine_TA_0:GameViewportClient_TA_0.GFxInteraction_0',UIInteraction'Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0',PlayerManagerInteraction'Transient.GameEngine_TA_0:GameViewportClient_TA_0.PlayerManagerInteraction_0')
[14391.78] Log: 238) GameViewportClient_TA Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIControllerClass = Class'Engine.UIInteraction'
[14391.78] Log: 239) GameViewportClient_TA Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIController = UIInteraction'Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0'
unreal_command "MATCHVALUE Engine _"
unreal_command "MATCHVALUE WindowsClient _"
unreal_command "MATCHVALUE GameViewportClient _"
---------------
PACKAGEMAP
- must be on a level for this to work
[10880.36] DynamicMapEvents: Activating event: bEventActive=(False) EventId=(FNI_LotusOff)
[10880.36] DynamicMapEvents: Activating event: bEventActive=(False) EventId=(FNI_LotusSmall)
[10880.36] DynamicMapEvents: Activating event: bEventActive=(False) EventId=(FNI_LotusMedium)
[10880.36] DynamicMapEvents: Activating event: bEventActive=(False) EventId=(FNI_LotusBig)
[10884.61] Log: Package Map:
[10884.61] Log: Server url=18.88.3.125 remote=18.88.3.125:7836 local=0.0.0.0:57278 state: Open
[10884.61] Log: Package 0: Name=(Core) Guid=(397C68644C141E0E186592B028F2F333), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(0) ObjectCount=(2725)
[10884.61] Log: Package 1: Name=(Engine) Guid=(11A50ECA4920F6DAF58FD4A06FEA5961), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(2725) ObjectCount=(33441)
[10884.61] Log: Package 2: Name=(GFxUI) Guid=(582C0C7848F9CA50AC719B8B3EDF04EA), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(36166) ObjectCount=(824)
[10884.61] Log: Package 3: Name=(AkAudio) Guid=(EE86E9734C4CF6147FCC70894B19070B), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(36990) ObjectCount=(636)
[10884.61] Log: Package 4: Name=(ProjectX) Guid=(DA0D87034C6E69109486EDA7585F0AFA), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(37626) ObjectCount=(19318)
[10884.61] Log: Package 5: Name=(TAGame) Guid=(0A864923483689B34046578735F3AD5B), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(56944) ObjectCount=(79617)
[10884.62] Log: Package 6: Name=(Archetypes) Guid=(21C70719FAA1219C8848EEB27F8B18C8), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(136561) ObjectCount=(4813)
[10884.62] Log: Package 7: Name=(PhysicalMaterials) Guid=(1BB28D134386A89620C785AA0E214D18), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(141374) ObjectCount=(74)
[10884.62] Log: Package 8: Name=(StatEvents) Guid=(6A987AF74227FBFF836862814AA1CBC9), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(141448) ObjectCount=(162)
[10884.62] Log: Package 9: Name=(FNI_Stadium_P) Guid=(DAA0BC7D4C9E644487BC0BA51D9F2598), LocalGeneration=(28) RemoteGeneration=(28) BaseIndex=(141610) ObjectCount=(1092)
[10884.62] Log: Package 10: Name=(GameInfo_Soccar) Guid=(3C62E44E3A4A118D82C896830CE5095E), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(142702) ObjectCount=(5)
[10884.62] Log: Package 11: Name=(PongBall) Guid=(D72B670D41550737695E65B0F3912F6C), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(142707) ObjectCount=(292)
[10884.62] Log: Package 12: Name=(Mutators) Guid=(2A19500447FC019A14BF232E9D4B6245), LocalGeneration=(1) RemoteGeneration=(1) BaseIndex=(142999) ObjectCount=(264)
[10884.62] Log: Package 13: Name=(FNI_Stadium_Field) Guid=(A2355A9640C8662B002C46B0B3B11C81), LocalGeneration=(11) RemoteGeneration=(11) BaseIndex=(143263) ObjectCount=(749)
[10884.62] Log: Package 14: Name=(FNI_Stadium_OOB) Guid=(542297E745445B7F9A4AC2A59BD4A59C), LocalGeneration=(28) RemoteGeneration=(28) BaseIndex=(144012) ObjectCount=(664)
[10884.62] Log: Package 15: Name=(FNI_Stadium_OOB_Mountains) Guid=(CF2C875945E1A00708F27C93B35F8392), LocalGeneration=(9) RemoteGeneration=(9) BaseIndex=(144676) ObjectCount=(130)
[10884.62] Log: Package 16: Name=(FNI_Stadium_SFX) Guid=(3ECBC7E8449CC4404068CE8697A9C594), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(144806) ObjectCount=(74)
[10884.62] Log: Package 17: Name=(FNI_Stadium_VFX) Guid=(2A01F39E409124B17F53009578971A4A), LocalGeneration=(30) RemoteGeneration=(30) BaseIndex=(144880) ObjectCount=(130)
[10884.62] Log: Package 18: Name=(FNI_Stadium_OOB_LOD) Guid=(AC29277D4C8860C8F40532B74CE197BB), LocalGeneration=(3) RemoteGeneration=(3) BaseIndex=(145010) ObjectCount=(91)
TAGame.PlayerBindingUtils_TA:FindDuplicateBindingIndexes
- in-game memory scans let us find C++ mixins (forget what they call it in c++). Including some serverside only utility commands. The names and sigs. let us infer quite a bit of serverside logic (see netcode txt).
SetBind lost a lot of power with EAC (which is good).
unreal_command 'SetBind Backslash "ToggleJump true | OnRelease ToggleJump false"'
- before the EAC dynamic rebinds (and poisonable local actions) would lead me to omit this one
Konami Code (alternative to entering the sequence on splash screen)
`unreal_command KonamiCode`
Show all existing input sequences. A few legacy ones and konami code. I have not been able ever catch them being loaded past the main menu screen.
unreal_command "MATCHVALUE PlayerInputSequence_TA _";
Show octtree, optimize octree, show "optimized" octtree. Its optimized for space not performance.
- don't really want to do this. I would rather use more memory if it means faster lookup times and rebalancing.
unreal_command ANALYZEOCTREE; unreal_command SHRINKOCTREE; unreal_command COLLAPSEOCTREE; unreal_command ANALYZEOCTREE;
Bindings=(Name="Backslash",Command="StatGraphNext")
- bindings are another place where direct command strings may be defined.
- does this work in normal TAInput? unlikely due to RL's parser
- this may work by using additional defined preset that can be injected from TAInput
- or just dynamic bind at runtime and change pointer to that table instead?
- not messing with it
See self-rebinding bind example
Changing some replicated and non-transients may taint the session (and .save if it was written) preventing online play until reset.
ListCE
ShowPlayerState
ShowGameState
KonamiCode
- use on splash screen for easter egg (alternative to entering the actual Konami Code sequence)
Pause
UTrace
CLOSESECONDSCREEN
- removes player 2
CAUSEEVENT [event?]
- no output
RESETRHI
- ?
- see also nullrhi launch flag
RESETGFXVIEWPORT
- ?
Graph IBuf
- shows a ibuffer buffer graph
- see example how to dump circularbuffer containing unsent physics car inputs (1/60s marshal and send vs 1/120s fixed tick bullet)
SCALE <Command> [parameter] [parameter]
- Command = Dump, DumpMobile, DumpPrefs, DumpDebug, DumpUnknown, DumpTextures, Bucket BucketName, LowEnd, HighEnd, Screenshot, Reset, Set Key Value, Toggle Key, Shrink, Expand
- !!! Undocumented command !!!
- unreal_command "Scale TOGGLEINVISITEK"
- appears to be a noop at first. However running it on a map that has a StaticMeshActor outside of the World will give octree warnings:
[2863.83] Log: Octree Warning (AddPrimitive): StaticMeshActor_SMC_121 (Owner: EuroStadium_Dusk_P.TheWorld:PersistentLevel.MeshCollector1) Outside World.
[2863.83] Log: Octree Warning (AddPrimitive): StaticMeshActor_SMC_39 (Owner: EuroStadium_Dusk_P.TheWorld:PersistentLevel.MeshCollector1) Outside World.
--
: bakkescmd
unreal_command PARANOIDDEVICELOSTCHECKING
unreal_command ToggleRenderingThread
unreal_command SHRINKOCTREE
unreal_command COLLAPSEOCTREE
ToggleRenderingThread
- sometimes take a second for effect to work. once it does, a message is printed to console
USENEWMOUSEINPUT
- UE3 mouse input was built on a deeply flawed premise. The new input is used by default, is also bad, but is less bad.
TexturePoolSize
SHOWDEBUG
- show debug overlay (defaults to leftmost tab, re-run to goto next tab)
SHOWDEBUG [TabName]
- open debug overlay to the indicated tab
SHOWDEBUG Hide
- hide debug overlay
GAMEVER
GAMEVERSION
- same as GAMEVER
KISMETLOG
STREAMMAP
- streams a new map (random if no args? it sometimes changes but doesn't seem like a uniform random)
- detaches camera (or switches to a fixed view? there are like 9 cameras. todo check with SHOWDEBUG Camera
LogLoc
- "Logs the current location of the player in BugIt format, but without taking a screenshot or further actions."
ListConsoleEvents / ListCE
RemoveEvent [EventName] / RE [EventName]
CANCEL
DISCONNECT
PEER
EXIT
Reconnect
OPEN
SERVERTRAVEL
// busy spin instead of sleep
SPINSLEEP
SPINSLEEP 0
SPINSLEEP 1
NXVRD
- use remote debugger
- remoting requires launch flags: -remotecontrol -wxwindows
- first enables remoting (if static compile flag was on when compiling cooking) wxwindows is for windows window manager
- shoutout to editor mouse movement being halved in remote desktop mode haha https://github.com/CodeRedModding/UnrealEngine3/blob/601d6a1f50a0a4a67e3ee0c352333783408d1ba7/Development/Src/WinDrv/Src/WinClient.cpp#L669
NXVRD CONNECT [ip]
NXVIS
RELOADLOC
RELOADCFG
RELOADCFG (TREATLOADWARNINGSASERRORS?)
RELOADCONFIG
DEFER
DEFERRED_STOPMEMTRACKING_AND_DUMP
DEMOREC
DEMOREC STOP
DEMOPLAY [file]
SHOT
- same as SCREENSHOT, which
SCREENSHOT
- not sure if this works, its just not a noop
tiledshot
- take a very high resolution screenshot
- works rendering and screenshotting multiple small sections of the game at a time
- then they are all stiched together for a big screenshot
- default behavior is 4 tiles (so 4x res)
- accepts optional params (see below)
- see: https://docs.unrealengine.com/udk/Three/TakingScreenshots.html#Tiledshot
tiledshot 2
- produce a tiled screenshot 2x the current resolution
tiledshot 6 128
- produce a screenshot with 6x6 the resolution, and sets a 128 pixel tile overlap
togglescreenshotmode
- ?
SAY [message]
- GUI server only
- cant get to work, but not a noop
GETMAXTICKRATE
SUPPRESS [tag]
- suppress logging (exact command is: unreal_command "SUPPRESS Log")
- can freeze the game if attempting to logflush
UNSUPPRESS [tag]
- noop?
these are SCALE subset commands may need scale ahead?
unreal_command "setres 1920x1080w"
unreal_command "setres 1920x1080full"
unreal_command "GAMMA 2"
Ad
- unknown, not a noop?
TOGGLECROWDS
- unknown, not a noop?
TOGGLELOGDETAILEDDUMPSTATS
- unknown , not a noop?
CHART
DUMPALLOCS
FB
FRAMECOMPUPDATES
PerfMem_Memory
HEAPCHECK
PUSHVIEW
SavePackagesThatHaveFailedLoads
NXDUMP
STRUCTPERFDATA
- requires compiled flags - so useless
------------------------------------------------------------------------------
todo add bakkeswiki link:
Using "the page's" example: running `unreal_command "CRACKURL mapname?Game=TAGame.GameInfo_GameType_TA?AdditionalFlags?GameTags=GameSetting1,GameSetting2,...,GameSettingX?NumPublicConnections=10?NumOpenPublicConnections=10?Lan?Listen"` in the bakkes console outputs
```
[82745.41] Log: Protocol: unreal
[82745.41] Log: Host:
[82745.41] Log: Port: 7777
[82745.41] Log: Map: mapname
[82745.41] Log: NumOptions: 7
[82745.41] Log: Option 0: Game=TAGame.GameInfo_GameType_TA
[82745.41] Log: Option 1: AdditionalFlags
[82745.41] Log: Option 2: GameTags=GameSetting1,GameSetting2,...,GameSettingX
[82745.41] Log: Option 3: NumPublicConnections=10
[82745.41] Log: Option 4: NumOpenPublicConnections=10
[82745.41] Log: Option 5: Lan
[82745.41] Log: Option 6: Listen
[82745.42] Log: Portal:
[82745.42] Log: String: 'mapname?Game=TAGame.GameInfo_GameType_TA?AdditionalFlags?GameTags=GameSetting1,GameSetting2,...,GameSettingX?NumPublicConnections=10?NumOpenPublicConnections=10?Lan?Listen'
```
----------------------------------------------------------
unreal_command "GET ControlPreset_X GamepadBindings"
unreal_command "GET ProfileGamepadSave_TA ControllerDeadzone"
unreal_command "GET ProfileGamepadSave_TA DodgeInputThreshold"
unreal_command "GET ProfileGamepadSave_TA SteeringSensitivity"
unreal_command "GET ProfileGamepadSave_TA AirControlSensitivity"
unreal_command "GETALL GFxData_Controls_TA GamepadBindings"
unreal_command "GETALL ObjectProvider MyObjects"
unreal_command "GETALL OnlinePlayerStorageQueue_X PendingObjects"
unreal_command "GETALL OnlinePlayerStorageQueue_X QueuedObjects"
unreal_command "GETALL OnlinePlayerStorageQueue_X StorageMaxSizes"
unreal_command "GETALL ProfileGamepadSave_TA GamepadBindings"
You can list properties of a class with "LISTPROPS Class *" (without quotes) where * represents a wildcard. For example:
unreal_command "LISTPROPS GFxData_Controls_TA *"
------------------------------------------------------------------------------
arrows are not valid commands, just for ctrlf/grep
unreal_command "-=-=-> Camera_TA <-=-=-";
unreal_command FLUSHLOG; unreal_command SHOWLOG;
unreal_command "-=-=-> Camera_TA <-=-=-";
unreal_command "MATCHVALUE Camera_TA _";
unreal_command "-=-=-> CameraConfig_TA <-=-=-";
unreal_command "MATCHVALUE CameraConfig_TA _";
unreal_command "-=-=-> CameraSettingsActor_TA <-=-=-";
unreal_command "MATCHVALUE CameraSettingsActor_TA _";
unreal_command "-=-=-> CameraSettingsActorCopy_TA <-=-=-";
unreal_command "MATCHVALUE CameraSettingsActorCopy_TA _";
unreal_command "-=-=-> CameraState_BallCam_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_BallCam_TA _";
unreal_command "-=-=-> CameraState_BallCamInverted_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_BallCamInverted_TA _";
unreal_command "-=-=-> CameraState_Car_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_Car_TA _";
unreal_command "-=-=-> CameraState_CarInverted_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_CarInverted_TA _";
unreal_command "-=-=-> CameraState_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_TA _";
unreal_command "-=-=-> CameraState_BallCamInverted_TA <-=-=-";
unreal_command "MATCHVALUE CameraState_BallCamInverted_TA _";
unreal_command "-=-=-> ViewTransitionTarget <-=-=-";
unreal_command "MATCHVALUE ViewTransitionTarget _";
unreal_command "-=-=-> ProfileCameraSettings <-=-=-";
unreal_command "MATCHVALUE ProfileCameraSettings _";
unreal_command "-=-=-> CameraSettingsActor_TA <-=-=-";
unreal_command "MATCHVALUE CameraSettingsActor_TA _";
unreal_command "-=-=-> Camera_TA SwivelExtent <-=-=-";
unreal_command "GETALL Camera_TA SwivelExtent SHOWDEFAULTS DETAILED";
unreal_command "-=-=-> Camera_TA CurrentSwivel <-=-=-";
unreal_command "GETALL Camera_TA CurrentSwivel SHOWDEFAULTS DETAILED";
unreal_command "-=-=-> Camera_TA GroundClampZOffset <-=-=-";
unreal_command "GET Camera_TA GroundClampZOffset";
unreal_command FLUSHLOG
---
https://docs.unrealengine.com/udk/Three/CharactersTechnicalGuide.html#Player%20Controller
huge if any of these work! todo add to tester exec
PlayerTick [DeltaTime]
ConsoleCommand [Command]
-----------------------
unreal_command "MATCHVALUE TAGame.PlayerInput_Menu_TA _"
Log: 37) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bUpdateInputProcessingStatus = False
[15983.03] Log: 38) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bUpdateSceneViewportSizes = False
[15983.03] Log: 39) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bEnableDebugInput = True
[15983.03] Log: 40) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bRenderDebugInfo = False
[15983.03] Log: 41) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.bCaptureUnprocessedInput = True
[15983.03] Log: 42) GameUISceneClient Transient.GameEngine_TA_0:GameViewportClient_TA_0.UIInteraction_0.GameUISceneClient_0.NavAliases = ("UIKEY_NavFocusUp","UIKEY_NavFocusDown","UIKEY_NavFocusLeft","UIKEY_NavFocusRight")
[15640.46] Log: 5754) ArrayProperty TAGame.PlayerBindingUtils_TA:ResetBinding.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5755) ArrayProperty TAGame.PlayerBindingUtils_TA:ResetBinding.Bindings.Name = Bindings
[15640.46] Log: 5756) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveBinding.Bindings.Name = Bindings
[15640.46] Log: 5757) ArrayProperty TAGame.PlayerBindingUtils_TA:SetDefaultPressType.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5758) ArrayProperty TAGame.PlayerBindingUtils_TA:SetDefaultPressType.Bindings.Name = Bindings
[15640.46] Log: 5759) ArrayProperty TAGame.PlayerBindingUtils_TA:SetDefaultRemappable.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5760) ArrayProperty TAGame.PlayerBindingUtils_TA:SetDefaultRemappable.Bindings.Name = Bindings
[15640.46] Log: 5761) ArrayProperty TAGame.PlayerBindingUtils_TA:FindDuplicateBindingIndexes.Bindings.Name = Bindings
[15640.46] Log: 5762) ArrayProperty TAGame.PlayerBindingUtils_TA:FindDuplicateBindingIndexes.ReturnValue.Name = ReturnValue
[15640.46] Log: 5763) ArrayProperty TAGame.PlayerBindingUtils_TA:FindDuplicateBindingIndexes.Indexes.Name = Indexes
[15640.46] Log: 5764) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDuplicateBindingIndexes.Indexes.Name = Indexes
[15640.46] Log: 5765) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDuplicateBindingIndexes.Bindings.Name = Bindings
[15640.46] Log: 5766) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDuplicateBindingIndexes.SortLocal_0x1.Name = SortLocal_0x1
[15640.46] Log: 5767) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDefaultBindings.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5768) ArrayProperty TAGame.PlayerBindingUtils_TA:RemoveDefaultBindings.Bindings.Name = Bindings
[15640.46] Log: 5769) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeUserBindings.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5770) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeUserBindings.UserBindings.Name = UserBindings
[15640.46] Log: 5771) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeUserBindings.ReturnValue.Name = ReturnValue
[15640.46] Log: 5772) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeUserBindings.MergedBindings.Name = MergedBindings
[15640.46] Log: 5773) ArrayProperty TAGame.PlayerBindingUtils_TA:CheckForNewBindings.DefaultBindings.Name = DefaultBindings
[15640.46] Log: 5774) ArrayProperty TAGame.PlayerBindingUtils_TA:CheckForNewBindings.Bindings.Name = Bindings
[15640.46] Log: 5775) ArrayProperty TAGame.PlayerBindingUtils_TA:BindingsIdentical.Left.Name = Left
[15640.46] Log: 5776) ArrayProperty TAGame.PlayerBindingUtils_TA:BindingsIdentical.Right.Name = Right
[15640.46] Log: 5777) ArrayProperty TAGame.PlayerBindingUtils_TA:MergeLegacyBindings.PlayerBindings.Name = PlayerBindings
// shortened for space
--
Kinda weird that `ENABLECHEATS` is either a noop or has silent behavior.
--
> PARANOIDDEVICELOSTCHECKING
[0454.61] Log: GParanoidDeviceLostChecking=0
WARNING: this is a toggle command. Running it a second time will set GParanoidDeviceLostChecking back to true.
--
> unreal_command "ANALYZEOCTREE | SHRINKOCTREE | COLLAPSEOCTREE | ANALYZEOCTREE | FLUSHLOG"
[0454.61] Log: -------ANALYZEOCTREE------------
[0454.61] Log: -------------------
[0454.61] Log: 1520 Total Nodes, 365 Empty Nodes, 228 Nodes With One Primitive, 124 Nodes With Two Primitives
[0454.61] Log: 122 Total Primitives, 122 Total Colliding Primitives
[0454.61] Log: 2080 Primitive Array Slack (bytes)
[0454.61] Log: -------------------
[0454.61] Log: PRIMITIVES
[0454.61] Log: 1: 228
[0454.61] Log: 2: 124
[0454.61] Log: 3: 134
[0454.61] Log: 4: 136
[0454.61] Log: 5: 126
[0454.61] Log: 6: 86
[0454.61] Log: 7: 75
[0454.61] Log: 8: 86
[0454.61] Log: 9: 79
[0454.61] Log: 10: 73
[0454.61] Log: 11: 8
[0454.61] Log: -------------------
[0454.61] Log: SLACK
[0454.61] Log: 0: 1051
[0454.61] Log: 16: 52
[0454.61] Log: 24: 52
[0454.61] Log: -------------------
[0454.61] Log: Shrink Octree Slack: Took 0.050299 ms
[0454.61] Log: CollapseTreeChildren: Took 0.091899 ms
[0454.61] Log: -------ANALYZEOCTREE------------
[0454.61] Log: -------------------
[0454.61] Log: 1520 Total Nodes, 365 Empty Nodes, 228 Nodes With One Primitive, 124 Nodes With Two Primitives
[0454.61] Log: 122 Total Primitives, 122 Total Colliding Primitives
[0454.61] Log: 0 Primitive Array Slack (bytes)
[0454.61] Log: -------------------
[0454.61] Log: PRIMITIVES
[0454.61] Log: 1: 228
[0454.62] Log: 2: 124
[0454.62] Log: 3: 134
[0454.62] Log: 4: 136
[0454.62] Log: 5: 126
[0454.62] Log: 6: 86
[0454.62] Log: 7: 75
[0454.62] Log: 8: 86
[0454.62] Log: 9: 79
[0454.62] Log: 10: 73
[0454.62] Log: 11: 8
[0454.62] Log: -------------------
[0454.62] Log: SLACK
[0454.62] Log: 0: 1155
[0454.62] Log: -------------------
> unreal_command "ANALYZEOCTREE VERBOSE | SHRINKOCTREE | COLLAPSEOCTREE | ANALYZEOCTREE VERBOSE | FLUSHLOG"
// long output omitted
--
- FRAMECOMPUPDATES (known, but confirmed non-noop?)
- KISMETLOG
- LISTAWAKEBODIES
[7283.59] Log: BI Farm_Night_P.TheWorld:PersistentLevel.Car_Freeplay_TA_4.CarMeshComponent_TA_4 0
[7283.59] Log: BI Farm_Night_P.TheWorld:PersistentLevel.Ball_TA_9.StaticMeshComponent_1072 0
TOTAL: 2 awake bodies.
- LISTPAWNCOMPONENTS
[7283.59] Log: Components for pawn: Ball_TA_9 (collision component: StaticMeshComponent_1072)
[7283.59] Log: 0: CylinderComponent_24
[7283.59] Log: 1: GroupComponent_ORS_110
[7283.59] Log: 2: ReplayComponent_TA_14
[7283.59] Log: 3: StaticMeshComponent_1072
[7283.59] Log: 4: PitchTekDrawingComponent_TA_14
[7283.59] Log: 5: AkParamGroup_127
[7283.59] Log: 6: ImpactEffectsComponent_TA_14
[7283.59] Log: 7: BallCamTarget_TA_9
[7283.59] Log: 8: AkSoundSource_114
[7283.59] Log: Components for pawn: Car_Freeplay_TA_4 (collision component: CarMeshComponent_TA_4)
[7283.59] Log: 0: CylinderComponent_22
[7283.59] Log: 1: GroupComponent_ORS_108
[7283.59] Log: 2: ReplayComponent_TA_12
[7283.59] Log: 3: PitchTekDrawingComponent_TA_12
[7283.59] Log: 4: CarTrajectoryComponent_TA_4
[7283.59] Log: 5: AkParamGroup_124
[7283.59] Log: 6: NameplateComponentCar_TA_4
[7283.59] Log: 7: ViralItemFXComponent_TA_4
[7283.59] Log: 8: NameplateMeshComponent_TA_19
[7283.59] Log: 9: CarMeshComponent_TA_4
[7283.59] Log: 10: VehicleSim_TA_4
[7283.59] Log: 11: ImpactEffectsComponent_TA_12
[7283.59] Log: 12: AkSoundSource_107
[7283.59] Log: 13: AkSoundSource_108
[7283.59] Log: 14: AkPlaySoundComponent_232
[7283.59] Log: 15: AkPlaySoundComponent_233
[7283.59] Log: 16: EngineAudioBlowoffComponent_TA_9
[7283.59] Log: 17: WheelSpeedComponent_TA_9
[7283.59] Log: 18: ThrottleStateComponent_TA_9
[7283.59] Log: 19: EngineAudioREVComponent_TA_4
[7283.59] Log: 20: TargetIndicator_TA_17
- LISTSKELMESHES
[7283.60] Log: 53250 Vertices for LOD 0 of SkeletalMesh body_garage.Body_Garage_SK
[7283.60] Log: * 0 Component : CarMeshComponent_TA Farm_Night_P.TheWorld:PersistentLevel.Car_Freeplay_TA_4.CarMeshComponent_TA_4
[7283.60] Log: Owner : Car_Freeplay_TA Farm_Night_P.TheWorld:PersistentLevel.Car_Freeplay_TA_4
[7283.60] Log: LastRender : 0.008301
[7283.60] Log: CullDistance : 0.000000 Distance: 16.933706 Location: (-1231.4,-2236.4, 30.9)
[7283.60] Log: 768 Vertices for LOD 0 of SkeletalMesh Farm_FX.crow.crow
[7283.60] Log: 0 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_7.SkeletalMeshComponent_1
[7283.60] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_7
[7283.60] Log: LastRender : 2620.517090
[7283.60] Log: CullDistance : 0.000000 Distance: 11005.846680 Location: (-12215.1,-2282.8, 503.4)
[7283.60] Log: 1 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_0.SkeletalMeshComponent_1
[7283.61] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_0
[7283.61] Log: LastRender : 2620.517090
[7283.61] Log: CullDistance : 0.000000 Distance: 10997.412109 Location: (-12206.7,-2163.3, 499.7)
[7283.61] Log: 2 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_10.SkeletalMeshComponent_1
[7283.61] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_10
[7283.61] Log: LastRender : 2620.517090
[7283.61] Log: CullDistance : 0.000000 Distance: 8273.684570 Location: (-8425.1,-5728.3, 2105.8)
[7283.61] Log: 3 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_11.SkeletalMeshComponent_1
[7283.61] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_11
[7283.61] Log: LastRender : 2620.517090
[7283.61] Log: CullDistance : 0.000000 Distance: 8406.833008 Location: (-8422.3,-6043.9, 2095.7)
[7283.61] Log: 4 Component : SkeletalMeshComponent Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_12.SkeletalMeshComponent_1
[7283.61] Log: Owner : SkeletalMeshActorMAT Farm_Night_P.TheWorld:PersistentLevel.SkeletalMeshActorMAT_12
[7283.61] Log: LastRender : 2620.517090
[7283.61] Log: CullDistance : 0.000000 Distance: 10075.552734 Location: ( 5451.1,-9490.6, 2117.7)
// shortened for space
- LOGACTORCOUNTS
[7283.62] Log: Num Actors: 243
[7283.62] Log: Dynamic Actors: 174
[7283.62] Log: Ticked Actors: 119
- SHOWEXTENTLINECHECK
noop?
- SHOWFACEFXBONES?
[7283.62] Log: ============================================================
[7283.62] Log: Verifying FaceFX Bones of SkeletalMeshComp : STARTING
[7283.62] Log: ============================================================
- MESHSCALES
[1088.14] Log: ----- STATIC MESH SCALES ------
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_AutoAdjust (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanLeftS (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanRightS (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_CoverSlipLeft (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_CoverSlipRight (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_SwatLeft (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_SwatRight (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_PlayerOnlyS (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy__BASE_SHORT (0) (1 HULLS)
[1088.14] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanLeftM (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanRightM (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanLeftMPref (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_LeanRightMPref (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_Climb (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_Mantle (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_PopUp (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_PlayerOnlyM (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy__BASE_TALL (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_AutoAdjustOff (0) (1 HULLS)
[1088.15] Log: NodeBuddies.3D_Icons.NodeBuddy_Enabled (0) (1 HULLS)
[1088.15] Log: EngineMeshes.Cube (0) (1 HULLS)
[1088.15] Log: EngineMeshes.Sphere (0) (0 HULLS)
[1088.15] Log: GFx_Meshes.NameplatePlane (0) (1 HULLS)
[1088.15] Log: FX_General.Meshes.Sphere01 (0) (0 HULLS)
[1088.15] Log: UI_Meshes.Plane (0) (1 HULLS)
[1088.15] Log: uptonogood_assets.Meshes.FogPlaneMesh (0) (0 HULLS)
[1088.15] Log: FutureStadium_Assets.Meshes.Field_NW (0) (0 HULLS)
[1088.15] Log: FX_General.Meshes.Circle_Sprite (0) (0 HULLS)
[1088.15] Log: Ball_GoldenlyChee.SM_Goldenlychee_Ball (0) (0 HULLS)
[1088.15] Log: Ball_Default.Meshes.Ball_DefaultBall00 (1) (0 HULLS)
[1088.15] Log: 1.000000,1.000000,1.000000
[1088.16] Log: EuroStadium_Assets.Meshes.OOBBuildings_Combined_04 (0) (0 HULLS)
[1088.16] Log: CollisionMeshes.Plane32768 (2) (0 HULLS)
[1088.16] Log: 0.266000,0.380000,0.380000
[1088.16] Log: 0.076000,0.380000,0.380000
[1088.16] Log: EuroStadium_Assets.Meshes.Grass_Base (0) (3 HULLS)
[1088.16] Log: Park_Assets.Meshes.Park_BannerFlag_CMB (0) (5 HULLS)
--
> unreal_command VERIFYCOMPONENTS
[4941.35] Log: Possible corrupted component: 'ThrottleShakeComponent_TA Archetypes.Car.Car_Cinematic:ThrottleShake' Archetype: 'Archetypes.Component.ThrottleShake' TemplateName: 'None' ResolvedArchetype: 'NULL'
[4941.35] Log: Possible corrupted component: 'TargetIndicator_TA Archetypes.Car.Car_Cinematic:BallIndicator' Archetype: 'Archetypes.Component.BallIndicator' TemplateName: 'None' ResolvedArchetype: 'NULL'
[4941.35] Log: Possible corrupted component: 'ViralItemFXComponent_TA Archetypes.Car.Car_Cinematic:ViralItemFXComponent' Archetype: 'Archetypes.Component.ViralItemFXComponent' TemplateName: 'None' ResolvedArchetype: 'NULL'
// removed for space
--
TODO TEST INCOMPLETE!!!!
- need to automate for tests that close or crash the game
- setup base install -> THEN vagrant provision (update, replace configs, stitch exec) -> THEN run??
- added more aggressive log flushing
- manually confirmed up to SHOWFACEFXBONES
- unreal_command "DEFERRED_STOPMEMTRACKING_AND_DUMP"
- todo (stateful)
- unreal_command "ENDTRACKINGTHREAD"
- todo (stateful)
r/RocketLeagueMods • u/TimeToOwnU1 • 8d ago
Hey everyone,
I’m getting really close to releasing a local AI companion for Rocket League and I could use a few beta testers. All of my friends have basically stopped playing RL, so I don't have anyone to help me test this and break it right now lol.
Here's a quick rundown of what it currently does:
I’m working on putting together a few proper demo videos over the next couple of days so you can see it in action. But right now, I’d love to get the installer into the hands of a few people just to test it out and see what bugs pop up in the wild.
If you’re interested in helping out, feel free to shoot me a DM on here. I also set up a Discord for the project if you just want to head over there and look around: https://discord.gg/qqN5ZH8X47
Thanks!
*Edit* I finally got around to making a quick demo video.. It can be found here https://www.youtube.com/watch?v=sx2P1hsCKEE
r/RocketLeagueMods • u/Useful_Buddy7676 • 9d ago
If anyone has a download link for the .udk file for the workshop map ''Hornetsnest'' i would be eternally greatfull. Have looked everywhere but can't find it.
r/RocketLeagueMods • u/Plenty_Wolverine_626 • 13d ago
I want to use my own MP3 file for when I score a goal. can you help me?
r/RocketLeagueMods • u/Basic-Squash-789 • 13d ago
If anyone has the udk or upk file to Hornet's Nest by dmc, can you please send the download?
r/RocketLeagueMods • u/Express_Analysis3293 • 19d ago
r/RocketLeagueMods • u/HunglowJohnson • 21d ago
Anybody know where I can find this map? I don’t see it on the bakkesplugins page.
r/RocketLeagueMods • u/East_Substance_4495 • Jun 20 '26
Like the title suggests I really enjoy the season mode but the bots are really easy. Can I use custom bots in the season mode?
r/RocketLeagueMods • u/ImGoatified • Jun 04 '26
Hi, I'm currently working on a rocket league themed project for a little mmr display and I was looking to use the boost meter asset from the game but I can't find a transparent version anywhere on the internet since most of the links to it are dead or to private google drive folders. Closest video I've found was this one however the drive folder linked in that which allegedly contains the original game assets is private. If anyone has these images and would be willing to share them with me or share how I could get them that would be fantastic. Thanks.

r/RocketLeagueMods • u/nixvio64 • Jun 03 '26
r/RocketLeagueMods • u/Burdenas0ul • May 27 '26
So I downloaded the backroom map by lethamyr's site and I extracted it. When I want to open it on Custom map loader app, I always get this message even if the folder is: program files>Epic Games>Rocketleague>MapFiles
Help me pls I'm sure it's one of my little mistake
r/RocketLeagueMods • u/Puzzled-Aioli-6324 • May 26 '26
Hey everyone,
Ever since Epic rolled out Easy Anti-Cheat (EAC), using memory-based tools for online cosmetics has become much more limited. If you still want custom setups without injecting into Rocket League, I built a tool that can help.
I'm releasing Alphy, a completely free Rocket League cosmetic mod manager. I got tired of manually swapping .upk files, tracking vanilla backups, and managing custom decals, bodies, goal explosions, balls, boost meters, and mod packs, so I automated the process.
(Alphy is a mod manager only. It does not come with pre-installed mods or paid items. You import your own mods, manage your own presets, and use the integrated plugins if you want to create swaps.)
Starting with Alphy v2.0.0, users must authorize with Discord to use the official build.
This is done through Discord OAuth. Alphy does not get your Discord password.
To use Alphy:
Once authorized, Alphy verifies your Discord server roles and unlocks the correct access for your account.
For now, the Member role is required to use the app. In the future, different roles may unlock different permissions such as beta features, plugins, or custom tools.
Sessions currently last up to 30 days, so you do not need to authorize every time you open the app.
Starting with Alphy v2.0.0, Alphy is now closed-source for security reasons.
The public repositories remain online for downloads, documentation, and legacy source history.
Alphy Public:
https://github.com/AC-Storm-YT/Alphy-Public
This repository keeps source history up to v1.7.1 and remains the main public hub for official downloads and documentation.
Alphy Swapper:
https://github.com/AC-Storm-YT/Alphy-Swapper
This repository keeps source history up to v1.0.3 and remains online for preservation.
Shadxw also provided his work for the swapping system used in Oryx, which allowed me to create a fallback engine for Alphy Swapper v1.1.0 (Fallback engine Discontinued):
https://discord.gg/sWhS6F8v9a
Additional thanks to Crunchy and RLUPKTools for the foundational technical research:
https://github.com/CrunchyRL/RLUPKTools
Discord:
https://discord.gg/A2mrCVdpPw
Alphy Public:
https://github.com/AC-Storm-YT/Alphy-Public
Alphy Swapper:
https://github.com/AC-Storm-YT/Alphy-Swapper
Let me know if you run into any bugs or have questions.
(Mention: AI helped assist this project.)
r/RocketLeagueMods • u/Potential_Leather639 • May 20 '26
r/RocketLeagueMods • u/happypinguin27 • May 11 '26
So I just stumbled across this video: https://www.youtube.com/watch?v=6LiYC4dZhqU
In this video the creator showed how to get alpha boost in the game by adding a upk file and that changes the bubble boost to alpha boost. But I'm not sure how this works so I'm wondering if this is safe and allowed by the easy anti cheat cuz I'm not trying to get banned.
Thanks guys.
r/RocketLeagueMods • u/bitsfdbb • May 09 '26
Hey, been working on this for a while. It's a Node.js CLI tool called RLItemMod that lets you swap the visual effects of items you own with other items in the game (e.g. making your boost look like Alpha Reward, or your explosion look like Hades Bomb).
what makes this different from RLDetect's item mod is that it patches the .upk locally and never downloads or makes any sort of request outside of your PC!
It works by calling into a Python engine that handles the full UPK binary format -AES decryption, LZO decompression, name table offset shifting - so it doesn't corrupt the game files like naive hex editors do.
Source code: https://github.com/bitsfdb/RLItemMod
i am aware of RLDetect but they download the files directly from their servers (which is really inconvenient and raises some concerns)
r/RocketLeagueMods • u/Burdenas0ul • Apr 06 '26
HELP.
So I've installed the workshop maps plugin for rocket league from the game not the site of bakkesmod bc when I tried to download it I can't.
So here I am, for example , I want to download the first map "orbital rings" this message pops up saying:" Access denied".
I put the application of bakkesmod as administrator and put it on the "documents" folder but still same issues.
help please