Scene Director Console Commands

This file lists all console commands registered by the Scene Director plugin.

1) RunSceneDirector

Runs an Action Graph by partial name (for the sake of simplicity).

Syntax:

  • RunSceneDirector <NamePart>
  • RunSceneDirector <NamePart1> <NamePart2> ...

Example:

  • RunSceneDirector Intro

2) scenedirector.debug

Toggles overview HUD for active graphs and average task tick time.

Syntax:

  • scenedirector.debug (toggle)
  • scenedirector.debug 1
  • scenedirector.debug 0

What it shows:

  • number of active graphs;
  • number of active tasks;
  • number of unique participants;
  • Task tick average table by task class.

3) scenedirector.debugnode

Draws 3D text above participants with currently active Scene Director tasks.

Syntax:

  • scenedirector.debugnode (enable for all)
  • scenedirector.debugnode 0
  • scenedirector.debugnode <Tag1> <Tag2> ... (enable with tag filter)

Examples:

  • scenedirector.debugnode
  • scenedirector.debugnode NPC_A

Limitations:

  • drawing happens in game viewport (PIE/Play);
  • no drawing on dedicated server;
  • if there are no active tasks, labels will not appear.

4) scenedirector.debugnode.cleartags

Clears tag filter for scenedirector.debugnode.

Syntax:

  • scenedirector.debugnode.cleartags

After execution:

  • tag-based filtering is disabled;
  • all participants are shown again (if scenedirector.debugnode is enabled).

5) Graph Trace (Editor UI)

Use it when you want to understand how the graph is running at runtime: which nodes were activated, what path was taken, and where execution stopped or failed.

Graph Trace is shown directly in the Action Graph editor.

  • Open the graph asset.
  • Turn on Toggle Graph Trace in the toolbar, or press T.
  • Watch runtime events in the Trace tab.
  • Trace data is temporary and is cleared after editor restart.

Trace includes node activations, route hops (including portals), task failures, abort/finish lifecycle events, and state restore after load.