VerifiedAll console commandsBuild 2026.08.11.1121610.2-Rel-i343-Meteorite-2607-CU4

Engine globals

Named engine variables the console reads and writes: type the name alone to read it, or the name and a value to set it. In this build most of them are names without a variable behind them: they read as zero and ignore writes, and the console says so.

With storage
43
No storage in this build
217

With storage

These have a variable in the simulation DLL. Reading returns its current value; writing changes it.

GlobalTypeDescription
chud_debug_highlight_objectobject
chud_debug_highlight_object_color_alphareal
chud_debug_highlight_object_color_bluereal
chud_debug_highlight_object_color_greenreal
chud_debug_highlight_object_color_redreal
debug_duckersboolean
debug_sound_enable_multithreadedboolean
debug_sound_listenersboolean
disable_expensive_physics_rebuildingboolean
effects_corpse_nonviolentboolean
material_culling_enabledboolean
minimum_havok_biped_object_accelerationreal
minimum_havok_object_accelerationreal
prune_error_geometryboolean
prune_globalboolean
prune_global_dialog_soundsboolean
prune_global_keep_playableboolean
prune_global_material_effectsboolean
prune_scenario_add_single_bsp_zonesboolean
prune_scenario_for_environment_editingboolean
prune_scenario_for_environment_editing_keep_cinematicsboolean
prune_scenario_for_environment_editing_keep_sceneryboolean
prune_scenario_for_environment_finishingboolean
prune_scenario_for_environment_pathfindingboolean
prune_scenario_force_single_bsp_zone_setboolean
prune_scenario_use_gray_shaderboolean
pruning_keep_scriptsboolean
render_far_clip_distancereal
render_lightmap_shadowsboolean
render_near_clip_distancereal
render_rainboolean
render_screen_flashesboolean
render_tessellated_meshboolean
render_water_interactionboolean
render_water_refractionboolean
render_water_tessellatedboolean
sound_enable_expensive_obstructionboolean
sound_enable_new_obstruction_collisionboolean
survival_performance_modeboolean
texture_camera_exposurereal
texture_camera_illum_scalereal
texture_camera_near_planereal
variant_culling_enabledboolean

No storage in this build

The name survives in the globals array, but its storage pointer is null. The classic cheats are all here.

GlobalTypeDescription
allow_all_sounds_on_playerboolean
cheat_bottomless_clipbooleanWeapons never need reloading.
cheat_bump_possessionboolean
cheat_chevybooleanVehicles run like they used to.
cheat_controllerboolean
cheat_deathless_playerbooleanPlayers cannot die.
cheat_infinite_ammobooleanWeapons never run out of ammunition.
cheat_infinite_equipment_energyboolean
cheat_inhibit_input_only_when_activatingboolean
cheat_jetpackbooleanHolding jump keeps the player airborne.
cheat_medusabooleanAI dies as soon as it sees the player.
cheat_omnipotentbooleanEvery shot the player fires kills.
cheat_porcupineboolean
cheat_reflexive_damage_effectsboolean
cheat_super_jumpbooleanJumps go much higher.
cheat_valhallaboolean
chud_debug_animation_speedreal
chud_debug_crosshairboolean
chud_debug_gridboolean
chud_debug_messagesboolean
chud_debug_metagameboolean
chud_debug_reticle_radiusreal
chud_enabledboolean
collision_damage_debugboolean
collision_log_detailedboolean
collision_log_extendedboolean
collision_log_renderboolean
collision_log_timeboolean
collision_log_totals_onlyboolean
debug_acousticsboolean
debug_animation_assassination_selectionboolean
debug_animation_blend_test_horizontalreal
debug_animation_blend_test_parent_relativeboolean
debug_animation_blend_test_verticalreal
debug_animation_camera_offset_disableboolean
debug_animation_fik_correction_enableboolean
debug_animation_fik_subframe_precision_enableboolean
debug_animation_footlock_disableboolean
debug_animation_footlock_drawboolean
debug_animation_footlock_draw_contactboolean
debug_animation_footlock_draw_displacementboolean
debug_animation_footlock_draw_fittedboolean
debug_animation_footlock_draw_grid_samplingboolean
debug_animation_footlock_draw_rawboolean
debug_animation_footlock_draw_raycastboolean
debug_animation_footlock_draw_turn_samplingboolean
debug_animation_footlock_draw_turnedboolean
debug_animation_footlock_locking_disableboolean
debug_animation_gait_preserve_frame_ratioboolean
debug_animation_ik_chains_disableboolean
debug_animation_ik_sets_disableboolean
debug_animation_maximum_channels_displayedlong
debug_animation_move_preserve_frame_ratioboolean
debug_animation_object_space_offset_disableboolean
debug_animation_object_space_offset_drawboolean
debug_animation_override_blend_channel_inputstring_id
debug_animation_phonebooth_draw_timereal
debug_animation_phonebooth_test_drawboolean
debug_animation_precomputed_velocity_boundaries_disableboolean
debug_animation_root_offset_disableboolean
debug_animation_snap_nearest_pose_blendboolean
debug_animation_turn_radius_drawboolean
debug_animation_unsafe_debug_enableboolean
debug_boarding_force_enemyboolean
debug_camera_projectionboolean
debug_disable_ambiant_channelboolean
debug_disable_cinematic_channelboolean
debug_disable_dialog_channelboolean
debug_disable_looping_channelsboolean
debug_disable_music_channelboolean
debug_disable_nonlooping_channelsboolean
debug_disable_other_channelboolean
debug_disable_vehicle_channelboolean
debug_disable_weapon_channelboolean
debug_effects_allocationboolean
debug_effects_fullboolean
debug_effects_lightprobe_samplingboolean
debug_effects_locationsboolean
debug_effects_nonviolentboolean
debug_effects_play_distancesboolean
debug_enable_easy_weapon_down_clawboolean
debug_enable_force_phonebooth_assassinateboolean
debug_enable_press_to_assassinateboolean
debug_enable_same_team_assassinateboolean
debug_game_saveboolean
debug_looping_soundboolean
debug_no_frustum_clipboolean
debug_object_dump_logboolean
debug_object_garbage_collectionboolean
debug_object_schedulerboolean
debug_orbiting_camera_maximum_distance_overridereal
debug_player_melee_attackboolean
debug_player_respawnboolean
debug_pose_overlay_force_interpolation_across_sphereboolean
debug_soundboolean
debug_sound_channel_overflowboolean
debug_sound_channelsboolean
debug_sound_channels_fadeoutboolean
debug_sound_force_first_person_listenerboolean
debug_sound_impulse_spamboolean
debug_sound_impulse_timeboolean
debug_sound_spatializedboolean
debug_sound_spatialized_fadeoutboolean
debug_survival_modeboolean
debug_survival_mode_infinite_livesboolean
debug_survival_mode_respawn_if_ironboolean
debug_unit_active_camo_frequency_modulatorreal
debug_unit_active_camo_frequency_modulator_biasreal
debug_unit_all_animationsboolean
debug_unit_animationsboolean
debug_unit_illuminationboolean
debug_vehicle_animated_trick_animation_namestring_id
debug_vehicle_animated_trick_camera_namestring_id
disable_analog_movementboolean
disable_animated_source_interpolationboolean
disable_node_interpolationboolean
disable_player_rotationboolean
disable_transition_animationsboolean
effects_enableboolean
enable_animation_influenced_flightboolean
enable_flight_noiseboolean
enable_pain_screen_aim_fixupboolean
enable_pc_soundboolean
fake_precache_percentagelong
g_animation_statistic_accumulator_enabledboolean
g_editor_edited_object_spring_constantreal
g_editor_maximum_edited_object_speedreal
g_editor_maximum_rotation_speedreal
g_synchronous_client_maximum_catchup_chunk_sizelong
game_pausedboolean
game_speedrealSimulation speed multiplier; 1 is normal.
game_state_verify_on_readboolean
game_state_verify_on_writeboolean
game_time_lockboolean
game_time_statisticsboolean
havok_batch_add_entities_disabledboolean
havok_cleanup_inactive_agentsboolean
havok_collision_tolerancereal
havok_deactivation_reference_distancereal
havok_debug_modelong
havok_disable_deactivationboolean
havok_display_statsboolean
havok_ease_penetrationboolean
havok_ease_penetration_durationreal
havok_enable_back_steppingboolean
havok_enable_check_penetration_runtimeboolean
havok_enable_sweep_shapesboolean
havok_environment_typelong
havok_initialize_profilingboolean
havok_jumping_beansboolean
havok_pause_time_on_contact_point_countlong
havok_pause_time_on_find_initial_contact_pointsboolean
havok_play_biped_impact_effectsboolean
havok_play_impact_effectsboolean
havok_render_environment_queriesboolean
havok_shape_cacheboolean
havok_shape_cache_debugboolean
havok_shape_radiusreal
havok_specify_penetration_depths_for_tiny_shapesboolean
havok_thread_countlong
havok_weld_environmentboolean
impacts_debugboolean
light_local_basisboolean
lightmap_pointsampleboolean
map_info_debugboolean
neuticle_renderboolean
neuticle_spawnboolean
neuticle_updateboolean
physics_debugboolean
player_effects_enabledboolean
player_rotation_scalereal
proxies_debugboolean
prune_global_use_emptyboolean
recover_saved_games_hackboolean
render_cloud_textureboolean
render_cluster_enabledboolean
render_debug_acoustic_sectorsboolean
render_debug_aspect_ratio_scalereal
render_debug_display_command_buffer_databoolean
render_debug_effects_locationsboolean
render_debug_enable_first_person_squishboolean
render_debug_enable_z_prepassboolean
render_debug_force_4x3_aspect_ratioboolean
render_debug_force_cinematic_lightsboolean
render_debug_instance_occlusionboolean
render_debug_lens_flaresboolean
render_debug_min_single_pass_rendering_distancereal
render_debug_modeshort
render_debug_occlusion_bsp_indexlong
render_debug_occlusion_instance_indexlong
render_debug_safe_frame_boundsboolean
render_debug_save_surfacelong
render_debug_slow_transparentsboolean
render_debug_transparent_cullboolean
render_debug_transparent_cull_flipboolean
render_debug_transparent_sort_methodshort
render_debug_transparentsboolean
render_debug_turn_on_cache_stateboolean
render_decalsboolean
render_dynamic_lightsboolean
render_environmentboolean
render_first_personboolean
render_instanced_geometryboolean
render_lens_flaresboolean
render_low_res_transparentsboolean
render_objectsboolean
render_per_pixel_lit_enviromentboolean
render_per_vertex_lit_environmentboolean
render_single_probe_lit_environmentboolean
render_skyboolean
render_structureboolean
render_tessellated_wireframeboolean
render_transparentsboolean
render_waterboolean
render_water_wireframeboolean
shell_frontend_allow_script_commands_without_game_in_progressboolean
skull_floor_is_lava_debug_playerlong