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出品Runtime Dev Console — Command Palette, CVars & Cheats for Packaged Buildsのメディア1

説明

The console you already use, everywhere it doesn't exist. Fuzzy command palette for

packaged builds — search and run 9,000+ cvars, commands, exec functions and cheats.

Everything works in PIE. Then you package the build — and the console is gone.

Unreal strips its own `~` console from Shipping, and even in Development builds it is

a bare input box: you have to already know the exact name of what you want. Runtime

Dev Console replaces that with the tool you use in your code editor every day — a

fuzzy command palette.

Press Ctrl+Shift+P in your packaged game. Type `screenper`. There it is —

`r.ScreenPercentage`, current value shown, Enter to run. That's the whole learning curve.

Search everything that can run

- 9,000+ console variables and commands, enumerated live with help text and

current values

- Your `UFUNCTION(Exec)` functions — with their real signatures, read via

reflection: `FOV (NewFOV: float)`

- Cheat Manager functions (C++ and Blueprint) — the plugin even spawns the cheat

manager for you when needed

- Your own commands — register a name from Blueprint, get an event when it runs

Built for how debugging actually works

- Log tail — the last 512 log lines with verbosity colors and a text filter,

docked under the palette or popped out into its own movable, resizable window that

stays up while you play

- Watch overlay — pin any cvar (or any object property, or values pushed from

Blueprint) to an always-on corner readout. Pins persist across sessions

- Presets — bundle the commands you always type into one palette entry

(`RDC.Preset.SaveFromHistory PerfCheck 3`). Presets are JSON files: copy the file,

share the workflow

- Bug report bundles — `RDC.BugReport` writes one folder: screenshot, build

version & CL, OS/CPU/GPU, current map, your last 20 commands, watch values and the

last 200 log lines. Path lands on the clipboard. QA sends the folder; you stop

asking "which build was that?"

- Undo safety net — `RDC.RevertAll` restores every cvar you touched to its

pre-session value

Drops in, stays out of the way

- Pure C++, no content, nothing to place in your levels — enable the plugin and press

the hotkey

- History and favorites (★) persist per project; favorites sort to the top

- Automatic Game-and-UI input handling while open (optional), optional pause-while-open

- The hotkey is a Slate preprocessor chord — fully rebindable, never binds gameplay keys

- Zero cost while closed

- Built-in diagnostic: launch with `-rdcselftest` and the plugin verifies its own

22-point pipeline — support round trips become one email

Honest support matrix

Development packaged builds: everything. Shipping (opt-in setting, off by default):

palette, cvars, commands and your Exec functions still work — the engine itself strips

its cheat manager and logging, and the docs say exactly that. Test configuration

requires a source-built engine. Win64, UE 5.6 / 5.7 / 5.8.

Roadmap (updates included)

Inline value widgets (toggle/slider on cvar rows) · gamepad navigation · touch/mobile ·

UE 5.4 back-compat · remote (client→server) execution — in the order you ask for

them. Leave a review with your top pick.

Pairs with [Runtime Details Panel] — browse and edit UObject properties in packaged

builds. This console runs commands; that panel edits properties. Together they are the

packaged-build debugging suite.

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