Gamemode properties you can use with RCON
All of the following parameters can be adjusted with RCON – if you are unsure about the usage, just type the specific property in the RCON command line like this:
gamemodeproperty AIDifficulty
The server will answer like this:
AIDifficulty = "0.600000"
You can now use the following command to change the difficulty of the AI during the game (this will be reset on map change or restart):
gamemodeproperty AIDifficulty 0.5
The server then answers with the new and old setting:
AIDifficulty = "0.5" (was "0.600000")
That’s it, this way you can change all of the 322 below settings:
Gamemode properties (sorted by A-Z):
- ActiveObjectiveGroup
- ActiveObjectiveId
- AIDifficulty
- AIDirector
- AlarmDuration
- AttachmentReplication
- AutobalanceCheckInterval
- AutoBalanceDelay
- AutobalanceRoundEndThreshold
- AutoReceiveInput
- bActorEnableCollision
- bActorIsBeingDestroyed
- bActorSeamlessTraveled
- bAllowDeathCamera
- bAllowFriendlyFire
- bAllowPlayerTeamSelect
- bAllowReceiveTickEventOnDedicatedServer
- bAllowRestrictedAreas
- bAllowRetreatOnFinalWave
- bAllowThirdPersonSpectate
- bAllowTickBeforeBeginPlay
- bAllowUnbalancedTeams
- bAlwaysRelevant
- bAutoAssignClass
- bAutoAssignTeams
- bAutoBalanceTeams
- bAutoDestroyWhenFinished
- bAutoRecordReplaysDedicated
- bAwardSupplyInstantly
- bBlockInput
- bBots
- bBotsUseHumanLoadouts
- bCanBeDamaged
- bCanBeInCluster
- bCheckLastPersonStanding
- bCollideWhenPlacing
- bContestedObjective
- bDeadSay
- bDeadSayTeam
- bDeductWaveAfterRetreat
- bDelayedStart
- bDisableRestrictedAreasOnWaveDepletion
- bDisableVehicles
- bDynamicInGameLessonsAllowed
- bEnableAutoLODGeneration
- bEnforceFriendlyFireReflect
- bExchangedRoles
- bFindCameraComponentWhenViewTarget
- bFireSupportAllowed
- bFirstBloodObtained
- bForceRespawnOnRetreat
- bGamemodeHasOvertime
- bGamemodeOvertime
- bGenerateOverlapEventsDuringLevelStreaming
- bHandleDedicatedServerReplays
- bHasSeparateMinimumPlayersInProgress
- bHidden
- bIgnoreBotPurge
- bIgnoreRoundOver
- bIgnoresOriginShifting
- bIsArcadeMode
- bIsEditorOnlyActor
- bIsMatchServer
- bKillerInfo
- bKillerInfoRevealDistance
- bKillFeed
- bKillFeedSpectator
- bLastRoundDraw
- bLocalGame
- bLoseSpawnProtectionOnMove
- bLoseWhenAllPlayersDead
- BlueprintCreatedComponents
- bMapVoting
- bMinimumPlayersRequiresSingleTeam
- bNetLoadOnClient
- bNetStartup
- bNetTemporary
- bNetUseOwnerRelevancy
- bOnlyRelevantToOwner
- BotAmbushRadius
- BotAmbushRatio
- BotDPRMinimumTimeRemaining
- BotDPRRespawnFinal
- BotDPRRespawnFirst
- BotQuota
- BotTerritoryRadius
- BotWanderRadius
- bOvertime
- bPauseable
- bPendingBotQuotaAdjustment
- bPlayersFrozen
- bPromptKitMenuIfAutoAssignedClass
- bRedoRoundOnDraw
- bRelevantForLevelBounds
- bRelevantForNetworkReplays
- bReplayRewindable
- bReplicateMovement
- bReplicates
- bResetLoadoutOnNewRound
- bResetPointsEachRound
- bResetWavesOnRetreat
- bRestrictClassByPlayerLevel
- bRetreated
- bRetreatedFromElimination
- bRetreatOnElimination
- bRoundWonOnceWinLimitReached
- bStartPlayersAsSpectators
- bSupplyGainEnabled
- bSupportsObjectiveGroups
- bTearOff
- bUseEliminationRules
- bUseMapCycle
- bUseObjectiveCaptureGraceRespawn
- bUsePlayerStartScoring
- bUsesAdvancedSpawning
- bUseSeamlessTravel
- bUseSpecialWaves
- bUsesPointsScoring
- bUseVehicleInsertion
- bVoiceAllowDeadChat
- bVoiceEnemyHearsLocal
- bVoiceIntermissionAllowAll
- bWaitingMutatorLoad
- bWaitingRulesetLoad
- Children
- ClassDeathTimestamp
- ControllingMatineeActors
- CustomTimeDilation
- DefaultPawnClass
- DefaultPlayerName
- DefaultUpdateOverlapsMethodDuringLevelStreaming
- DefendTimer
- DiagramTexture
- DroppedWeaponLifespan
- EliminationRetreatDelay
- EngineMessageClass
- FinalDefendTimer
- FloatingObjectiveVisibility
- FriendlyBotQuota
- FriendlyFireModifier
- FriendlyFireReflect
- GamemodeAssets
- GamemodeOvertimeAdditionalRounds
- GamemodeOvertimeAdditionalWins
- GamemodeOvertimeSwitchTeamsEveryRound
- GameModeTagName
- GameSession
- GameSessionClass
- GameStartingIntermissionTime
- GameStartingIntermissionTimeMatch
- GameState
- GameStateClass
- GameTimeLimit
- HealthSnapshotTimer
- HUDClass
- IdleCheckFrequency
- IdleLimit
- IdleLimitLastOneStandingCombatZone
- IdleLimitLastOneStandingSpawnZone
- IdleLimitLowReinforcements
- InactivePlayerArray
- InactivePlayerStateLifeSpan
- InitialLifeSpan
- InitialPrepareTimer
- InitialSupply
- InputComponent
- InputPriority
- InsertionVehicles
- InsertionVehicleSpawners
- INSGameState
- InstanceComponents
- Instigator
- LastIdleCheckTimestamp
- LastWinningTeam
- Layers
- LeaverPenaltyGameStartTimeLimit
- LeaverPenaltyPlayerLeaveTime
- LeaverPenaltyPlayerLeftTimeLimit
- LoadedOverrideTheaterDefinition
- LocalizedName
- LocalizedRules
- LocalizedType
- LoseSpawnProtectionOnMoveGrace
- MatchState
- MaximumBotsPerAdditionalObjective
- MaximumBotsPerCompletedWave
- MaximumEnemies
- MaximumSupply
- MaxInactivePlayers
- MaxPlayerStartsToScore
- MaxPlayersToScaleEnemyCount
- MaxSpawnedPlayersEachFrame
- MessagesStartDefendingFinalWave
- MessageStartDefending
- MessageStartDefendingSpecial
- MessageStartForcedRetreat
- MessageStartPreparing
- MessageStartRetreat
- MinimumBotsPerAdditionalObjective
- MinimumBotsPerCompletedWave
- MinimumEnemies
- MinimumPlayers
- MinimumPlayersInProgress
- MinimumTotalFriendlyFireDamageToReflect
- MinNetUpdateFrequency
- MinRespawnDelay
- MultiplayerGameState
- MultiplayerScenario
- Mutators
- NetCullDistanceSquared
- NetDormancy
- NetDriverName
- NetPriority
- NetTag
- NetUpdateFrequency
- NumBots
- NumPlayers
- NumSpectators
- NumTravellingPlayers
- NumWaves
- ObjectiveCaptureTime
- ObjectiveCap�espawnTime
- ObjectiveMaxSpeedupPlayers
- ObjectiveRadioSpeedup
- ObjectiveResetTime
- ObjectiveSpeedup
- OnActorBeginOverlap
- OnActorEndOverlap
- OnActorHit
- OnBeginCursorOver
- OnClicked
- OnDestroyed
- OnEndCursorOver
- OnEndPlay
- OnFireSupportKilledDelegate
- OnHeroCaptureDelegate
- OnInputTouchBegin
- OnInputTouchEnd
- OnInputTouchEnter
- OnInputTouchLeave
- OnObjectiveCaptureDelegate
- OnObjectiveDestroyedDelegate
- OnPlayerSpawnedDelegate
- OnPreRoundStartedDelegate
- OnReleased
- OnRoundActiveDelegate
- OnRoundOverDelegate
- OnTakeAnyDamage
- OnTakePointDamage
- OnTakeRadialDamage
- OptionsString
- OutpostGameState
- OutpostWaveConfig
- OutpostWaveConfigAssetPath
- OverrideBotSquadLayoutAllFactions
- OverrideBotSquadLayouts
- OverrideSquadLayoutAllFactions
- OverrideSquadLayouts
- OverrideTheaterDefinition
- OvertimeTime
- Owner
- ParentComponent
- PlayerControllerClass
- PlayerInsertionVehicle
- PlayerPawnObject
- PlayersSpawnedThisFrame
- PlayerStateClass
- PostGameTime
- PostGameTimeExp
- PostRoundTime
- PrepareTimer
- PreRoundTime
- PrimaryActorTick
- RemoteRole
- ReplaySpectatorPlayerControllerClass
- ReplicatedMovement
- RequiredScenarioBanks
- RetreatTimer
- Role
- RootComponent
- RoundLimit
- RoundTime
- Rulesets
- Scenario
- ScenarioPendingSublevels
- ScoreboardConfig
- ScoringAmounts
- ServerHostname
- ServerStatReplicator
- ServerStatReplicatorClass
- SoloEnemies
- SoloReinforcementSystem
- SoloReinforcementTime
- SoloRoundTime
- SoloWaveIncrementOnObjectiveCapture
- SoloWaves
- SpawnCollisionHandlingMethod
- SpawnProtectionTime
- SpawnProtectionTimeOutsideSpawn
- SpecialWaveFrequency
- SpectatorClass
- StartingItems
- StatsManager
- SubMatchState
- SupplyGainFrequency
- SwitchTeamsEveryRound
- Taglines
- Tags
- TeamInfoClass
- TeamKillGrace
- TeamKillLimit
- TeamKillReduceTime
- TeamSwitchTime
- TimerHandle_ForceRetreat
- TimerHandle_TeamBalance
- UpdateOverlapsMethodDuringLevelStreaming
- WarmupEnterTime
- WavesCompleted
- WavesPlayed
- WaveSurvivalSupplyAward
- WinLimit
- WinTime