Console Commands
Complete AT console command and variable reference for time, regions, weather, profiling, and diagnostics
Console Commands
Agentic Atmos registers the following AT.* console commands and variables for Unreal Engine 5.8. Run them from Unreal's console. World-aware commands operate on the calling world; calendar commands require a calendar subsystem, normally in Play In Editor.
The registered usage / argument text below preserves the registration's syntax. Where the registration has no usage clause, the table says so instead of inventing one. Angle brackets denote required values; square brackets denote optional values. Registered example asset paths are examples, not a guarantee that those assets ship.
Time
| Command | Registered usage / argument text | Purpose |
|---|---|---|
AT.Time.Set | Usage: AT.Time.Set <HH:MM[:SS]>. | Jump within the current day without rolling the date. |
AT.Time.Advance | Usage: AT.Time.Advance 3600 | Advance by signed in-game seconds; negative rewinds. |
AT.Time.Pause | Usage: AT.Time.Pause 1 | Pause with 1, resume with 0. |
AT.Time.Dilation | Usage: AT.Time.Dilation 10.0 | Set a non-negative clock-rate multiplier. |
AT.Time.Dump | No usage clause; no arguments. | Print world/apparent time, day, source, dilation, pause, day length, and time warps. |
AT.Time.Pause 1
AT.Time.Set 18:30
AT.Time.DumpAn external clock driver can overwrite a manual time-of-day change on its next push. Pausing holds the clock only until resume; move the external driver itself for a durable change. Advance is relative, so repeating it moves time again.
Calendar
| Command | Registered usage / argument text | Purpose |
|---|---|---|
AT.Calendar.AdvanceDays | Usage: AT.Calendar.AdvanceDays 7 | Shift by whole in-game days; negative values rewind. |
AT.Calendar.SetDate | Usage: AT.Calendar.SetDate <Year> <Month> <Day> | Force an in-game calendar value. |
AT.Calendar.Dump | No usage clause; no arguments. | Print the current calendar state. |
Regions and weather
| Command | Registered usage / argument text | Purpose |
|---|---|---|
AT.Atmosphere.SetActiveRegion | Usage: AT.Atmosphere.SetActiveRegion /AgenticAtmosphere/Region/DA_Region_Khandav_Forest.DA_Region_Khandav_Forest | Set the active region using an asset object path. Replace the registered example with your actual region. |
AT.Atmosphere.DumpResolverState | No usage clause; no arguments. | Print world tags, active region, and active day cycle. |
AT.Atmosphere.QueryAt | Usage: AT.Atmosphere.QueryAt <X> <Y> <Z> | Probe spatial region resolution at a world location. |
AT.Atmosphere.RebuildAndRepick | No usage clause; no arguments. | Gather world tags again and select the active cycle again. |
AT.Atmosphere.ClearActiveRegion | No usage clause; no arguments. | Drop the active region and exercise the region-exit path. |
AT.Atmosphere.ForceWeather | Usage: AT.Atmosphere.ForceWeather <KindTag> [Severity=1.0] [DurationSec=120]. Example: AT.Atmosphere.ForceWeather Atmos.Weather.Rain 0.85 60 | Force a matching weather kind from the active region. |
AT.Atmosphere.DumpWeatherState | No usage clause; no arguments. | Print the simulator's current weather state for the active region. |
A forced kind must be registered and available in the active region. An actor's OverrideWeather authoring pin can take priority over what the simulator selects. Inspect both the simulator and the sky actor when the frame does not match a force request.
Profiling
These commands collect or compare measurements; they are not fixed performance guarantees. Hold the camera still while sampling or comparing.
| Command | Registered usage / argument text | Purpose |
|---|---|---|
AT.Profile.Sample | Average [frames=60] frames of atmosphere cost and log the result with full capture context. | Collect a sample with its context. |
AT.Profile.Isolate | Args: [framesPerPhase=60]. | Sample live, reduce atmosphere to a null state, sample again, restore, and report attributable cost. |
AT.Profile.DaySweep | Args: [steps=24] [framesPerStep=30]. | Sample across the day, write a CSV, and restore the original time of day. |
AT.Profile.SaveBaseline | Args: <name>. | Save the most recent sample as a named baseline. |
AT.Profile.CompareToBaseline | Args: <name>. | Compare the most recent sample with a stored baseline, including regressions above 5% and zero-to-nonzero counters. |
AT.Profile.DiagnoseAuthority | No usage clause; no arguments. | Report duplicate sky authorities and expensive defaults. |
AT.Profile.Compare | Args: [framesPerLeg=60]. | Sample this sky and the comparison rig's reference sky, then log both legs and their delta. |
AT.Profile.Isolate temporarily changes atmosphere state. AT.Profile.Compare swaps the comparison rig's sky actors and refuses while the clock is paused. Configure a reference rig before using it; this command is not the paused visual-pair workflow exposed by AtmosLook.CompareToReference.
Debug and buffer probes
| Command or variable | Registered usage / argument text | Purpose |
|---|---|---|
AT.Debug.MpcDump | Usage: AT.Debug.MpcDump [collection object path] | Log live wetness, darkening, rain amount, and puddle coverage from a parameter collection. |
AT.Debug.HUD | No usage clause; levels 0–3 are registered below. | On-screen state, authoring, and diagnostic overlay. |
AT.Shelter.LogCaptures | 1 = log every shelter-buffer capture and every shelter-channel publish, with frame numbers, so a human camera glide can be replayed off the log. 0 = silent (default). | Toggle detailed shelter capture/publish logging. |
AT.Shelter.ProbeBuffer | Usage: AT.Shelter.ProbeBuffer [WorldX WorldY] (defaults to 0 0). | Read actual shelter-buffer float texels at a world point. |
AT.SnowTrails.Probe | Usage: AT.SnowTrails.Probe [WorldX WorldY] (defaults to 0 0). | Read snow-trails buffers back from the GPU at a world point. |
AT.Snow.MaxLiveSprites | No usage clause; default -1. | Ceiling on live snow-flake sprites, intersected with the snow effect's own MaxLiveSprites setting. -1 lets the asset decide; scalability can set this value. |
HUD levels
| Value | Registered level description |
|---|---|
0 | off (draw delegate is not registered; zero cost) |
1 | state: time, segment, day cycle, weather, wind, region, adapters |
2 | + authoring/cost: group provenance, the EFFECT STACK's per-op contributor ledger (recorded only at this level or above), per-layer game-thread us vs the 50us at-rest budget, counters, frame context |
3 | + diagnostics: authority scan (1 Hz) and adapter resolution |
AT.Debug.HUD 2
AT.Profile.DiagnoseAuthority
AT.Debug.HUD 0For structured editor results rather than console logs, see toolsets. For help interpreting a result, contact support.