Gamemode Properties

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