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@ironclownfish
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This allows the client to execute a command in Unreal's native console, via an API.

  • Has access to the countless built-in commands such as "stat unit", "stat fps", "open [map]", adjust any config settings, etc. etc.
  • Allows the user to create their own APIs much more easily, by adding a custom event to the level blueprint, and then calling the console command "ce MyEventName [args]". This will be very useful internally for bespoke APIs; they're faster to implement and won't clutter the AirSim interface.

@rajat2004
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rajat2004 commented Sep 2, 2020

Just noticed that ConsoleCommand returns a FString, which I guess contains the output of the command if any. Could we perhaps return that instead of just a boolean to indicate whether the command was run?
Still, a way would be needed to indicate whether the command was executed, maybe returning something like Failed?

Also needs an unimplemented placeholder function in Unity for compilation, for some reason Travis isn't appearing in the checks

@ironclownfish
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ConsoleCommand always returns the empty string. The last line of the function in the engine source is actually return TEXT("");

@rajat2004
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Oh, wasn't aware of that, thanks!
Nothing's mentioned in the docs, very strange actually, maybe they kept it that way for some backwards compatibility?

@ironclownfish
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It is very strange that the documentation for the function doesn't explain what the return value is.

@ironclownfish
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Accidentally closed and reopened.

@madratman
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madratman commented Sep 2, 2020

lgtm. It would be great to have a docstring, and an example script (for say stat fps / stat unit) as well!

@madratman madratman merged commit 8d80ccd into microsoft:master Sep 2, 2020
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3 participants