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 1scenedirector.debug 0
What it shows:
- number of active graphs;
- number of active tasks;
- number of unique participants;
Task tick averagetable 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 0scenedirector.debugnode <Tag1> <Tag2> ...(enable with tag filter)
Examples:
scenedirector.debugnodescenedirector.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.debugnodeis 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.