Commandlet

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In this page we're going to see what Commandlets are and what function each one performs.

Overview

According to the Unreal Engine documentation, "Commandlets are command line programs that run inside of the Unreal Engine environment. They are most often used to make bulk changes to content, iterate over content to get information about it, or as a unit testing mechanism. They are basically little applets that have the engine initialized but are mostly just confined to Windows console output. The engine automatically tries to see whether a command you passed on the commandline is a commandlet, and if it matches, executes the associated code."

Commandlets are executed from the ucc.exe command line utility, using the following syntax: ucc.exe package_name.commandlet_class_name [parm=value].... Each of these commandlets have their syntax and a brief explanation of what each option does. If a commandlet is ran and the exact typed isn't found, then ucc.exe appends the text "commandlet" to the name and tries again.

Commandlets can also be simplified, provided they're properly defined in Editor.int (or the respective language's version). This allows users to just type ucc server ... instead of ucc Engine.ServerCommandlet ... for example.

Availability table

The following table is a recollection of the commandlets as they appear on the different games.

NOTE: Test commands such as ArrayTest (U2 Core), HelloWorld (Core, all games) and simple (Core, UTv436 onwards) will NOT appear in this table.

Item Package Unreal v226* Unreal v227j UT v436 UT v469c Unreal II UT2003 v2225 UT2004 v3369
AnalyzeBuild Editor - - - - - Yes Yes
AnalyzeContent Editor - - - - Yes Yes Yes
AssetCulling Editor - - - - Yes - -
AudioPackage Editor - Yes - - Yes - -
BatchExport Editor Yes Yes Yes Yes Yes Yes Yes
BatchImport Editor - - - - - Yes Yes
BatchingSummary Editor - - - - - - Yes
BatchMeshExport Editor - Yes - - - - -
CheckEmitters Editor - - - - - - Yes
CheckSounds Editor - - - - - - Yes
CheckStaticMeshes Editor - - - - - - Yes
CheckSum Engine - - Yes Yes - - -
ChecksumPackage Editor Yes Yes Yes Yes Yes Yes Yes
CheckTextures Editor - - - - - - Yes
CheckUnicode Editor - Yes Yes Yes - Yes Yes
ClassFlag Editor - - - - - - Yes
CompareInt Editor - - - Yes - Yes Yes
Compress IpDrv - Yes Yes Yes Yes Yes Yes
CompressTextures Editor - - - - - - Yes
Conform Editor Yes Yes Yes Yes Yes Yes Yes
ConvertMaterial Editor - - - - Yes Yes Yes
CutdownContent Editor - - - - - Yes Yes
DataRip Editor - Yes Yes Yes Yes Yes Yes
Decompress IpDrv - Yes Yes Yes Yes Yes Yes
DumpConfig Editor - - - - - - Yes
DumpFontInfo Editor - - - Yes - - -
DumpInt Editor - Yes - Yes - Yes Yes
DumpMeshInfo Editor - Yes - Yes - - -
DumpTextureInfo Editor - Yes - - - - -
DXTConvert Editor - - - - Yes Yes Yes
Exec Editor - - - Yes - - -
ExportCache Engine - - - - - - Yes
ExportPackage Editor - - - Yes - - -
FontCompress Editor - Yes - - - - -
FontPageDiff Editor - Yes - - - - -
FullBatchExport Editor - Yes - - - - -
GroupRepair Editor - - - - - Yes Yes
ListExports Editor - - - - - - Yes
LinkerUpdate Engine - Yes - - - - -
ListObjects Editor - Yes - Yes - - -
LoadPackage Editor - - - - - - Yes
Make Editor Yes Yes Yes Yes Yes Yes Yes
MapConvert Editor - - - - Yes Yes Yes
MapKillZ Editor - - - - - - Yes
Master Editor Yes Yes Yes Yes Yes Yes Yes
MasterMD5 Engine - - - - - Yes Yes
MasterServer IpDrv Yes Yes Yes Yes Yes - -
MD5 Editor - - - Yes - - -
MergeDXT Editor - - Yes Yes - - -
MergeInt Editor - - - - - Yes Yes
MusicPackages Editor - Yes - - - - -
ObjectRename Editor - - - - - Yes Yes
PackageDump Editor - - - Yes - - -
PackageFlag Editor - Yes Yes Yes Yes Yes Yes
Pkg Editor - - - - Yes Yes -
PkgList Editor - - - - Yes - -
ProdigiosumInParvo Editor - Yes - - - - -
PS2Convert Editor - Dis Yes - - Yes Yes
RearrangeInt Editor - - - - - Yes Yes
Rebuild Editor - - - - - Yes Yes
RebuildImports Editor - Yes - - - - -
ReduceTextures Editor - Yes - - - - -
ResRays Editor - - - Yes - - -
RipAndTear Editor - Yes - - - - -
SaveEmbedded Editor - Yes - - - - -
ScriptRays Editor - - - Yes - - -
Server Engine Yes Yes Yes Yes Yes Yes Yes
SetNormalLOD Editor - - - - - Yes Yes
SHAUpdate Engine - Yes - - - - -
SoundConvert Editor - - - - - - Yes
SoundLoc Editor - - - - - Yes Yes
StaticMesh Editor - - - - - - Yes
Stream Engine - - - - - - Yes
StripSource Editor - Yes - Yes - Yes Yes
SurfaceType Editor - - - - - Yes Yes
TextureInfo Editor - - - - - Yes Yes
TextureLOD Editor - - - - - Yes Yes
TextureMerger Editor - Yes - - - - -
TextureStrip Editor - - - - - Yes Yes
UMODUnpack Engine - - - - - Yes Yes
UpdateServer IpDrv Yes Yes Yes Yes Yes - -
UpdateUMOD Editor Yes Yes Yes Yes Yes Yes Yes
xAdmin xAdmin - - - - - Yes Yes
xWebAdmin xWebAdmin - - - - - Yes Yes

Commandlet List

AnalyzeContent

  • Package: Editor
  • Syntax: analyzecontent mapname
  • Availability: Unreal II, UT2003, UT2004.

Analyses a map.

  • mapname - Path to a map file. Relative to the location of UCC.

NOTE: In Unreal II, unfortunately, this commandlet is mostly broken. If you use it on a regular map, you get a General Protection Fault. It seems to relate to another commandlet that handles textures. The only time the AnalyzeContent commandlet seems to work is if the level contains only particular types of textures. If you try and analyse CS_Titles.un2, you get some statistics. Maps that the AnalyzeContent commandlet can analyse include CS_Titles, Entry, PA_Acheron, PA_Hell, PA_Janus, PA_Sanctuary, PD_Acheron, PD_Avalon, PD_Hell, PD_NaKoja, PD_Sanctuary and PD_Sulferon. It seems that it's because these cinematic maps have hardly any real walls with textures applied to them.

AssetCulling

  • Package: Editor
  • Syntax: See below.
  • Availability: Unreal II.

This commandlet doesn't have any help associated with it, but it seems to be automatic. It goes through all of the assets in the game - maps, sounds, static meshes etc., and saves them into directories with a New prefix. You need to create those directories manually first, or else the commandlet crashes. The newly generated assets seem to be smaller - it seems that the commandlet drops any unreferenced assets from the packages, reducing their size. For instance, the combined size of the static meshes decrease by 11 MiB after culling. So it appears to be a way to clean up packages of any unwanted elements, albeit in a somewhat destructive way.

Note that this commandlet is not part of the standard commandlets, therefore you need to specify the whole reference to it in order to run it. (i.e. ucc editor.assetcullingcommandlet)

AudioPackage

  • Package: Editor
  • Syntax: audiopackage <input directory>
  • Availability: Unreal v227j, Unreal II.

Creates an audio package out of a directory. If you specify a directory with .wav files in it, this commandlet will build an .uax file with those Wave files imported. For instance, if you create a directory Unreal/MySounds, and put files SoundA.wav and SoundB.wav in it, then use this commandlet, you will get a MySounds.uax file generated in the Unreal/Sounds directory, and it will contain your two files. If you want to place the sounds into different groups, you can place the .wav files in subdirectories, and they will be treated as groups.

The source directory is relative to the location of UCC.

BatchExport

  • Package: Editor
  • Syntax: batchexport package.ext classname export_ext [path]
  • Availability: Unreal v226* onwards, UT v436 onwards, Unreal II, UT2003, UT2004.

Exports resources from Unreal packages in bulk.

  • package.ext: Package whose objects you wish to export. Extension and directory are optional: (e.g. Botpack.u, ..\Maps\CTF-Face.unr or just CTF-Face)
  • classname: The type of objects to export from the package. It can be one of class, texture, sound, music, level, model, polys or textbuffer.
  • export_ext: Extension used for the exported files. The accepted file extensions per class are as follows:
  • class: uc, h.
  • texture: bmp, pcx.
  • sound: wav.
  • music: s3m, xm, it or any other tracker format.
  • level, model and polys: t3d. level exports the complete map with all actors and brushes; model exports all the brushes used in a map (with the red builder being Brush.t3d while the other brushes being Model##.t3d); and polys exports polygons (?) to files named Polys#.t3d.
  • textbuffer: txt. Exports all kinds of text sources in the package. Script code is exported as ScriptCode.txt for each class, so the files will instantly overwrite each other. Maps have an additional text buffer with camera settings for UnrealEd.
  • path: Path to export files to, like C:\MyPath.

BatchMeshExport

  • Package: Editor
  • Syntax: batchmeshexport <pkg> <format> <outpath>
  • Availability: Unreal v227j.

Batch exports meshes.

CheckSum

  • Package: Engine
  • Syntax: checksum packagename.u
  • Availability: UT v436 onwards

Calculates package checksum for stat logging.

  • packagename.u: Filename to calculate the checksum from.

ChecksumPackage

  • Package: Editor
  • Syntax: checksumpackage packagename
  • Availability: Unreal v226* onwards, UT v436 onwards, Unreal II, UT2003, UT2004.

Displays the checksum for the selected package file.

  • packagename: The name of the package to checksum.

CheckUnicode

  • Package: Editor
  • Syntax: checkunicode <filewildcard>
  • Availability: Unreal v227j, UT v436 onwards, UT2003, UT2004.

Checks if the contents of a text file contains Unicode characters. Basically, it tries to find any characters in a file, then reports how many of them were found in total. It seems to be able to find characters in many different encodings, and even in binary files.

  • <filewildcard>: The files to check for Unicode characters. Wildcards such as "?" and "*" are accepted.

CompareInt

Main article: Localization.

  • Package: Editor
  • Syntax: compareint packageint miscint
  • Availability: Unreal v227g-i; UT v469a onwards, UT2003, UT2004.

Compare 2 language files and delete/remove language entries that you compare with.

In Unreal, ever since v227j, this command has been fused with DumpInt, as that one generates the missing files and lines in all the languages.

  • packageint: Main language file.
  • miscint: Secondary language file (to edit).

Compress

Main article: Unreal v227 Manual/Server admin tools.

  • Package: IpDrv
  • Syntax: compress File1 [File2 [File3 ...]]
  • Availability: Unreal v227g, UT v413 onwards, Unreal II, UT2003, UT2004.

Compresses an Unreal package for autodownloading. A file with extension .uz will be created.

  • Files: The wildcard or file names to compress.

Examples of use:

ucc compress ..\maps\dk*.unr
ucc compress ..\textures\customskins1.utx ..\textures\customskins1.utx ..\maps\as-bridge.unr

NOTE: In Unreal, UT and Unreal II it creates .uz files. In UT2003 and UT2004, it instead generates .uz2 files.

Conform

  • Package: Editor
  • Syntax: conform existing_file.ext old_file.ext
  • Availability: Unreal v226 onwards, UT v436 onwards, Unreal II, UT2003, UT2004.

Generates conforming binary files. Used to make Unreal packages network-compatible.

  • existingfile.ext: Existing binary file to load, conform, and save.
  • oldfile.ext: Old file to make source file binary compatible with.

ConvertMaterial

  • Package: Editor
  • Syntax: See below
  • Availability: Unreal II, UT2003, UT2004.

Works very similarly to the AssetCulling commandlet, as it goes over all the assets, and then creates new packages in directories with the New prefix that has to be created beforehand. It also reduces the file size and removes unused parts. It is uncertain what differences there are between the two commandlets. Judging by the name of this commandlet, it should convert some materials, but it is uncertain what they could be.

Note that this commandlet is not part of the standard commandlets, therefore you need to specify the whole reference to it in order to run it. (i.e. ucc editor.convertmaterialcommandlet)

DataRip

  • Package: Editor
  • Syntax: datarip srcpackage.ext dstpackage.ext
  • Availability: Unreal v227*, UT v436 onwards, Unreal II, UT2003, UT2004.

Creates a package with Texture, Music and Sound data ripped out.

  • srcpackage.ext: Source Package.
  • dstpackage.ext: Destination Package.

Decompress

  • Package: IpDrv
  • Syntax: decompress CompressedFile
  • Availability: Unreal v227g, UT v413 onwards, Unreal II, UT2003, UT2004.

Decompresses a file compressed with ucc compress. This commandlet doesn't support wildcards, so decompressing a complete folder can not be decompressed with something like ucc decompress *.uz. That can be very painful if you need to recover your files from a http redirect folder. For this specific task, you may need a batch or bash file.

  • CompressedFile: The .uz file to decompress.

DumpFontInfo

  • Package: Editor
  • Syntax: dumpfontinfo <pkg>
  • Availability: UT v469*.

Dumps information about fonts.

DumpInt

Main article: Localization.

  • Package: Editor
  • Syntax: dumpint packagename
  • Availability: Unreal v227f onwards; UT v469a onwards, UT2003, UT2004.

Dumps the language text contents out of a file.

In Unreal v227j, the command was changed. Now it prints an [ENG] string in any non-translated string of non-English localization files. This also removed the CompareInt commandlet.

  • packagename: The name of the package to dump language text of.

DumpMeshInfo

  • Package: Editor
  • Syntax: dumpmeshinfo <pkg>
  • Availability: Unreal v227j; UT v469*.

Dumps information about meshes.

DumpTextureInfo

  • Package: Editor
  • Syntax: dumptextureinfo <pkg>
  • Availability: Unreal v227j.

Prints out a detailed info about textures inside a package.

DXTConvert

  • Package: Editor
  • Syntax: dxtconvert srcpath destpath
  • Availability: Unreal II, UT2003, UT2004.

Convert DXT3/5 textures to DXT1/RGBA. Can be used for batch converting DXT5 and DXT3 textures to DXT1 textures. Useful for processing large amounts of data.

  • srcpath - Path containing source files
  • destpath - Path for destination files

Exec

  • Package: Editor
  • Syntax: exec filename
  • Availability: UT v469*.

Executes a command file in a minimal editor environment.

ExportPackage

  • Package: Editor
  • Syntax: exportpackage packagename
  • Availability: UT v469*.

Simply exports a package contents to .uc files in prior directory.

  • packagename: The name of the package to export UC files of.

FontCompress

  • Package: Editor
  • Syntax:
  • Availability: Unreal v227j.

TO-DO: Add info.

FontPageDiff

  • Package: Editor
  • Syntax: fontpagediff <left font> <right font>
  • Availability: Unreal v227j.

Compares font pages.

FullBatchExport

  • Package: Editor
  • Syntax: fullbatchexport <pkg> <outpath>
  • Availability: Unreal v227j.

Extracts package with directory structure.

  • -DefaultFontExtension: Optional, to define export format.
  • -DefaultMusicExtension: Optional, to define export format.
  • -DefaultSoundExtension: Optional, to define export format.
  • -DefaultTextureExtension: Optional, to define export format.

LinkerUpdate

Main article: Unreal v227 Manual/Server admin tools.

  • Package: Engine
  • Syntax: linkerupdate <filename>
  • Availability: Unreal v227i onwards.

Adds all checksums of the files within the directory automatically to the file SHALinkerCache.ini. This way it should be very easy to secure and update the server also for custom packages such as textures. Note that this protection is limited to Unreal packages (no dll and exe files) and may not be able to detect newer cheats. 227i contains already the checksums of the older clients for 224,225,226b and 226f as well as some popular packages.

  • <filename>: The file to calculate the checksum for posterior storage.

ListObjects

  • Package: Editor
  • Syntax: listobjects [-switch1 [-switch2 [...]]] <package> [<baseclass>]
  • Availability: Unreal v227*; UT v469*.

Lists Objects in a package.

  • -switch1, -switch2...: Option switches, can be one or more of the following:
  • -cp: Prints pathname instead of name for Class.
  • -op: Prints pathname instead of name for Object.
  • -na: Do not align output.
  • -ni: Do not indent object hierarchy.
  • -nc: Do not display class.
  • -co: Just display Object Classes instead of each Object.
  • pkg: Package file.
  • baseclass: Optional base class of listed objects.

Make

  • Package: Editor
  • Syntax: make [-option...] [parm=value]...
  • Availability: Unreal v226 onwards, UT v436 onwards, Unreal II, UT2003, UT2004.

Rebuilds UnrealScript packages. Used to compile UnrealScript packages, mainly.

  • Silent: No prompts; assume 'yes' to all questions.
  • NoBind: Don't force native functions to be bound to DLLs.
  • All: Clean rebuild (otherwise rebuild is incremental).

In Unreal II, this commandlet has received quite a few additions. First and foremost, it no longer functions only as an UnrealScript compiler, but also as a Golem compiler. Even without any options, the Make commandlet rebuilds all of the Golem assets (textures and meshes, outputs with a prefix "Glm" and suffix "T" or "G" respectively). Running this commandlet is required for any texture or mesh reference related changes in the Golem Editor to take effect. Interestingly enough, a Makefile used by Legend Entertainment with the filename System.mak has been left in the System directory of the game. It is a more convenient way of using UCC Make, but more importantly, it shows a few undocumented parameters that can be passed into the Make commandlet:

  • -nogolem - Prevents UCC from rebuilding Golem packages.
  • -uccdebugcode - Enables UCC debug code. Unclear what this does in practise.
  • -noloadwarn - Presumably disables warnings about package loading.
  • -lineinfo - Shows information about which line the error occurred on.
  • -donesound - Plays a sound after UCC completes all its tasks.

MapConvert

  • Package: Editor
  • Syntax: mapconvert SrcFilename DstFilename
  • Availability: Unreal II, UT2003, UT2004.

Converts Maps from old format to new (no brush transforms). It is unknown what maps are considered to be old format. The commandlet crashes if an Unreal map is passed to it.

  • SrcFilename - The map filename to read from.
  • DstFilename - The map filename to write to.

Master

  • Package: Editor
  • Syntax: master [-option...] [parm=value]...
  • Availability: Unreal v226 onwards, UT v436 onwards, Unreal II, UT2003, UT2004.

Builds master installer files, also known as .umod files. These files allow you to install and uninstall Unreal/UT addons in a clean way without having to worry about paths.

  • MasterPath: Root directory to copy source files from.
  • SrcPath: Root directory to copy source (release) files to.
  • RefPath: Path for delta-compressed path reference.

MasterServer

  • Package: IpDrv
  • Syntax: masterserver [-option...] [parm=value]
  • Availability: Unreal v226 onwards, UT v436 onwards, Unreal II.

Maintains a master list of servers.

  • ConfigFile: Configuration file to use. Default: MasterServer.ini.

MD5

  • Package: Editor
  • Syntax: md5 [-option Filename|Wildcard]
  • Availability: UT v469*.

Manage the Packages.md5 checksums list.

  • -a Wildcard: Adds all files matching the wildcard to the Packages.md5 list.
  • -l [Filename]: Prints the current contents of the specified Packages.md5 file. If no Filename is given, Packages.md5 will be used.
  • -m Filename: Merges the contents of two Packages.md5 files. Filename should point to a valid Packages.md5 file.
  • -p Wildcard: Removes the checksum for the all files matching the wildcard from the Packages.md5 list.

MergeDXT

  • Package: Editor
  • Syntax: mergedxt srcpath oldpath destpath
  • Availability: UT v469*.

Merges DXT textures with standard textures.

  • srcpath: Path containing source files.
  • oldpath: Path containing old files.
  • destpath: Path for destination files.

MusicPackages

  • Package: Editor
  • Syntax: musicpackages <input directory> [<output directory>]
  • Availability: Unreal v227j.

Creates .umx music packages out of a directory full of music source files. If no output path is speficied in the settings, it defaults to Music.

PackageDump

  • Package: Editor
  • Syntax: packagedump [Filename]
  • Availability: UT v469*.

Dumps the structure of an Unreal Package to stdout.

PackageFlag

  • Package: Editor
  • Syntax: packageflag src.ext [<+|->flag [<+|->flag] ...]
  • Availability: Unreal v227*, UT v436 onwards, Unreal II, UT2003, UT2004.

Sets package flags in package files. Normally, clients connecting to a game server will download all the packages currently in use by the server. If you don't want that because it's unnecessary, you can set certain package flags to specify how the server should handle this package.

  • src.ext: Existing package file to load.
  • flag: + to set a flag, or - to remove a flag, followed by one of:
  • AllowDownload: Clients are allowed to download this package from the server.
  • ClientOptional: Clients can choose whether or not to download this package from server.
  • ServerSideOnly: The package has no network relevancy on a server.
  • BrokenLinks: Allows the package to load with missing links.
  • Unsecure: Unused.

Pkg

  • Package: Editor
  • Syntax: pkg [import/export] [texture/sound] [packagename] [directory]
  • Availability: Unreal II, UT2003.

Imports/Exports data to/from packages using directory structures.

  • import/export - What you are attempting to do with the data
  • texture/sound - The type of package you are working with
  • packagename - The package you are creating/exporting from
  • directory - The directory to read from/write to

NOTE: In Unreal II, it seems to crash with Error saving 'Golem.u'; unrecoverable error - bombing out every time. Use BatchExportCommandlet and AudioPackageCommandlet instead.

PkgList

  • Package: Editor
  • Syntax: See below.
  • Availability: Unreal II.

Same as the PkgCommandlet above, crashes with the same error. This is a non-standard commandlet, however, and has to be invoked using the command ucc editor.pkglist.

ProdigiosumInParvo

  • Package: Editor
  • Syntax: prodigiosuminparvo <pkg> <format> <outpath>
  • Availability: Unreal v227j.

Batch exports all mip map levels.

PS2Convert

  • Package: Editor
  • Syntax:
  • Availability: Unreal v227* (disabled), UT v436, UT2003, UT2004.

Disabled in 227 (used to convert sounds into PS2 audio format).

RebuildImports

  • Package: Editor
  • Syntax: rebuildimports <pkg> [-upkg]
  • Availability: Unreal v227*.

Rebuilds import script for a package.

  • -upkg: Switches output to upkg format. Default is uc.

ReduceTextures

  • Package: Editor
  • Syntax: reducetextures <inpkg> <outpkg>
  • Availability: Unreal v227j.

Purges unneeded uncompressed mipmaps. Moves the compressed textures to the slot of the uncompressed ones, so you can have pure S3TC packages.

ResRays

  • Package: Editor
  • Syntax: resrays <package>
  • Availability: UT v469b onwards.

Rebuilds the import #EXEC statements for a given package.

  • <package>: The package from where the #EXEC statementes must be rebuilt.

RipAndTear

  • Package: Editor
  • Syntax: ripandtear <inputmap> <outputmap> <outputresources>
  • Availability: Unreal v227j.

Splits MyLevel resources from a map and saves the map and its resources as separate packages.

  • <inputmap>: The map to read MyLevel resources from.
  • <outputmap>: The map to output the non-MyLevel'd map to.
  • <outputresources>: The class of output resources to take from the input map.

SaveEmbedded

  • Package: Editor
  • Syntax: saveembedded <pkg> <embpkg> <outfile>
  • Availability: Unreal v227j.

Extracts embedded objects from a package and saves them to separate files. As you can embed packages into other ones in scripts using some line, like #exec OBJ LOAD FILE=textures\FireEffect18.utx PACKAGE=UnrealShare.Effect18 which is mostly used for firetextures which you can't really export, this commandlet extracts the embedded Firetexture by using ucc saveembedded UnrealShare Effect18 FireEffects18.utx.

ScriptRays

  • Package: Editor
  • Syntax: scriptrays <pkg>[.<cls>] <out_d> [-disassemble|-mugshot]
  • Availability: UT v469*.

Rebuilds script source for a package or class.

  • pkg[.cls]: Package or class to rebuild.
  • out_d: Output directory.
  • -disassemble: Output disassembly instead of code.
  • -mugshot: Output declarations instead of code.

Server

  • Package: Engine
  • Syntax: server map.unr[?game=gametype] [-option...] [parm=value]...
  • Availability: Unreal v226 onwards, UT v436 onwards, Unreal II, UT2003, UT2004.

Starts a network game server.

  • Log: Specifies the log file to generate.
  • AllAdmin: Gives all players admin privileges.

SHAUpdate

Main article: Unreal v227 Manual/Server admin tools.

  • Package: Engine
  • Syntax: shaupdate <filename>
  • Availability: Unreal v227i onwards.

Adds all SHA256 checksums of the files within the directory automatically to the file SHALinkerCache.ini. These checksums are used to validate all files in use, including native .exe and .dll files (also applies to Linux .so and .bin files) and is way extensive than the checks possible on pre 227i clients.

  • <filename>: The file to calculate the SHA256 checksum for posterior storage.

StripSource

  • Package: Editor
  • Syntax: stripsource packagename
  • Availability: Unreal v227f onwards; UT v469a onwards, UT2003, UT2004.

Strips the script buffers from a package.

  • packagename: The name of the package to strip sources from.

TextureMerger

  • Package: Editor
  • Syntax: texturemerger [packagename].utx
  • Availability: Unreal v227j.

Merges .dds/.bmp textures from ..\TextureMerge\PackageName\Group\ folder into an existing texturepackage, replacing all textures found, but keeping the package (net) conform. Possible are base-, detail-, and macrotextures. TextureName_NORM.dds will be added as normalmap (bumpmap) texture into the package. TextureName_HEIGHT imports heightmaps (for parallax). Additionally adds various texture information (.upkg file): GlobalCompressionLevel (Value 1-7: TEXF_BC1 - TEXF_BC7, for .bmp, dds needs to be compressed), Footstepsounds and clampmode (UClampMode/VClampMode Clamp/Wrap f.e. for skybox). The .upkg needs to be in the root folder for the texture replacement and named like the package (f.e. TextureMerge\PlayrShp\PlayrShp.upkg). A sample file is in the TextureMerge directory (TextureMergerSample.upkg).

  • [packagename]: An optional parameter, it's the package where the textures will be saved to. If no PackageName is specified, the TextureMerge directory is used in order to locate the names of all subfolders in searching for corresponding packages.

UpdateServer

  • Package: IpDrv
  • Syntax: updateserver [-option...] [parm=value]
  • Availability: Unreal v226 onwards, UT v436 onwards, Unreal II.

Service Unreal Engine auto update requests.

  • ConfigFile: Configuration file to use. Default: UpdateServer.ini.

UpdateUMOD

  • Package: Editor
  • Syntax: updateumod UmodFile Command [Filename]
  • Availability: Unreal v226 onwards, UT v436 onwards, Unreal II, UT2003, UT2004.

Adds, deletes, replaces or extracts files from an .umod file created with the master commandlet.

  • UmodFile: The umod file to change or view.
  • Command: Can be one of the following:
  • EXTRACT: File extraction
  • ADD: File addition
  • DELETE: File deletion
  • REPLACE: File replacement
  • LIST: File listing
  • Filename: The file where to perform EXTRACT, ADD, DELETE or REPLACE.

External links and resources