UE4 Console Commands List

Hey Rifters,

Its time to get Unreal, again. Unreal Engine 4 now has an absurdly awesome subscription plan, 20 bucks a month for full access to the engine – including source code. So far, VR compatibility is built in, the Rift is detected automatically when the game is full screen. Nuts.

A couple of useful things about UE4 in my short term playing around with it:

Are you having issues packaging your project for Windows? Perhaps getting an error like

MainFrameActions: Packaging (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Windows): BUILD FAILED

Looks like you need to install Visual Studio first:

  • Download and install Visual Studio Express 2013 from here
  • Close and restart UE4
  • Open and Build Project
  • Package Project for Windows

Also, support has not yet listed all the console commands for UE4. You can get them by making your Output Log visible (Window>Output Log) and entering the command “DumpConsoleCommands”. Support will have documentation on the commands soon. In the mean time, here are some useful ones for VR development:

stereo show
Print list of settings to log.

stereo on/off
Enabled/disable stereo rendering for HMD device.

stereo reset
Resets IPD & clears IPD/stereo overrides.

stereo HEADX=, HEADY= or HEADZ=<value>
Sets X, Y or Z component of head model.

stereo e=<value>
Override and set IPD.

hmd enable/disable
Enable/disable HMD device.

hmd vsync on/off/reset
Control or reset vsync.

showlog 
Brings up the log window, so you can check if the Rift is recognized with OVRversion.

ovrversion
Print LibOVR version build date to log.

OPEN [level name]
Opens a level. Once you type open, the levels available within the project will pop up in the auto complete.

And how about I list them all here for those folks ready to Ctrl-F:

ACTOR
ADDSELECTED
AllowAsyncComponentTicks
AllowAsyncRenderThreadUpdates
AllowCachedOverlaps
AllowCachedUniformExpressions
AllowConcurrentTickQueue
AllowParallelGC
ANIM
ANIMSEQSTATS
APEXVIS
AssetRegistry.Debug.FindInvalidUAssets
AssetRegistry.GetByClass
AssetRegistry.GetByName
AssetRegistry.GetByPath
AssetRegistry.GetByTag
AssetRegistry.GetDependencies
AssetRegistry.GetReferencers
AUDIO
automation
AUTOMERGESM
AvoidanceDisplayAll
AvoidanceSystemToggle
BAKEANIMSETS
BLUEPRINTIFY
BRUSH
BSP
BugItGo
BUILDLIGHTING
BUILDPATHS
CAMERA
CANALYZER
CancelTextureStreaming
CAPTUREMODE
CauseHitches
CDODump
CE
CHECKSOUNDS
CLEANBSPMATERIALS
CLEANMATINEEANIMSETS
CLOSE_SLATE_MAINFRAME
CollectionManager.Add
CollectionManager.Create
CollectionManager.Destroy
CollectionManager.Remove
Compat.MAX_GPUSKIN_BONES
Compat.UseDXT5NormalMaps
con.MinLogVerbosity
CONFIGHASH
CONFIGMEM
CONTENTCOMPARISON
CONVERTMATINEES
CountDisabledParticleItems
CPUTime.Dump
CRACKURL
CREATESMFROMBSP
DDC.MountPak
DDC.UnmountPak
DEBUG
DebugTrackedTextures
DEFER
DELETE
DIR
DISABLEALLSCREENMESSAGES
DisableLPF
DisableRadio
DISABLESCREENMESSAGES
DISASMSCRIPT
DISCONNECT
DUMPALLOCS
DUMPAVAILABLERESOLUTIONS
DumpBPClasses
DumpConsoleCommands
DumpCopyPropertiesForUnrelatedObjects
DumpLevelScriptActors
DumpLightmapSizeOnDisk
DUMPMATERIALSTATS
DUMPMODELGUIDS
DUMPPARTICLECOUNTS
DUMPPARTICLEFRAMERENDERINGSTATS
DUMPPARTICLEMEM
DUMPPARTICLERENDERINGSTATS
DUMPPUBLIC
DUMPSELECTION
DUMPSHADERSTATS
DumpSoundInfo
DumpStatPackets
DumpThumbnailStats
dumpticks
DumpUnbuiltLightInteractions
DumpVisibleActors
DUPLICATE
EDCALLBACK
EDIT
EDITACTOR
EDITARCHETYPE
EDITDEFAULT
EDITOBJECT
ENABLEALLSCREENMESSAGES
EnableRadio
ENABLESCREENMESSAGES
EXEC
EXECFILE
EXIT
ExportNavigation
FindBadBlueprintReferences
FindOutdatedInstances
FIXUPBADANIMNOTIFIERS
FLUSHIOMANAGER
FLUSHLOG
FLUSHPERSISTENTDEBUGLINES
FNAME
ForceBuildStreamingData
FREEZEALL
FreezeAtPosition
FREEZERENDERING
FREEZESTREAMING
ftest
FX.AllowAsyncTick
FX.AllowCulling
FX.AllowGPUSorting
FX.FreezeGPUSimulation
FX.FreezeParticleSimulation
FX.GPUCollisionDepthBounds
FX.GPUSpawnWarningThreshold
FX.MaxCPUParticlesPerEmitter
FX.MaxGPUParticlesSpawnedPerFrame
FX.MaxParticleTilePreAllocation
FX.ParticleSlackGPU
fx.RestartAll
FX.TestGPUSort
FX.VisualizeGPUSimulation
g.DebugCameraTraceComplex
g.TimeToBlockOnRenderFence
GAMEVER
GAMEVERSION
GAMMA
GET
GETALL
GETALLSTATE
GPUSort.DebugOffsets
GPUSort.DebugSort
GROUPS
HEAPCHECK
HighResShot
HotReload
HTTP
InvestigateTexture
IsolateDryAudio
IsolateReverb
JUMPTO
KE
Kismet.ExpertMode
KISMETEVENT
Landscape.Combine
Landscape.Patches
Landscape.Static
LEVEL
LevelEditor.ToggleImmersive
LIGHT
LightmapStreamingFactor
LIGHTMASSDEBUG
LIGHTMASSSTATS
ListAudioComponents
LISTFUNC
LISTFUNCS
ListLoadedPackages
LISTMAPPKGDEPENDENCIES
ListOrphanClasses
ListPackageContents
LISTPARTICLESYSTEMS
ListPrecacheMapPackages
LISTPROPS
ListRootSetObjects
ListSoundClasses
ListSoundClassVolumes
ListSoundDurations
ListSounds
LISTSPAWNEDACTORS
ListStreamingTextures
ListStreamingTexturesCollect
ListStreamingTexturesReport
ListStreamingTexturesReportReady
LISTTEXTURES
ListTrackedTextures
ListWaves
LMDEBUGMAT
LMDEBUGPAD
LMIMM
LMIMMEDIATE
LMIMP
LMPADDING
LMPROFILE
LMSORT
LOAD
LOG
LOGACTORCOUNTS
LOGOUTSTATLEVELS
LogTicks
ls.PrintNumLandscapeShadows
MACRO
MainFrame.ToggleFullscreen
MAP
MEM
MemReport
MemReportDeferred
MERGEMESH
MESH
MESHMAP
MESSAGING
Metadata.Dump
ModalTest
MODE
ModifySoundClass
Module
NAMEHASH
NET
net.AllowConnectionSkipping
net.AllowPropertySkipping
net.ContextDebug
net.DeleteDormantActor
net.DoPropertyChecksum
net.DormancyDraw
net.DormancyDrawCullDistance
net.DormancyEnable
net.DormancyValidate
net.DumpRelevantActors
net.ListActorChannels
net.ListNetGUIDExports
net.ListNetGUIDs
net.Montage.Debug
net.PackageMap.DebugObject
net.Packagemap.FindNetGUID
net.Reliable.Debug
net.Replication.DebugProperty
net.RPC.Debug
net.TestObjRefSerialize
NETPROFILE
NEW
NEWANIM
NumStreamedMips
OBJ
ONLINE
OPEN
OPEN_VS
OpenGL.SkipCompute
OpenGL.UseMapBuffer
p.APEXMaxDestructibleDynamicChunkCount
p.APEXMaxDestructibleDynamicChunkIslandCount
p.bAPEXSortDynamicChunksByBenefit
p.BounceThresholdVelocity
p.ConstraintDampingScale
p.ConstraintStiffnessScale
p.ContactOffsetFactor
p.EnableAsyncScene
p.EncroachEpsilon
p.InitialOverlapTolerance
p.MaxContactOffset
p.NetCorrectionLifetime
p.NetEnableMoveCombining
p.NetProxyShrinkHalfHeight
p.NetProxyShrinkRadius
p.NetShowCorrections
p.PenetrationPullbackDistance
p.ShowInitialOverlaps
p.ToleranceScale_Length
p.ToleranceScale_Mass
p.ToleranceScale_Speed
PARTICLE
PARTICLEMESHUSAGE
PauseTextureStreaming
PHYSXSHARED
PIVOT
PlaySoundCue
PlaySoundWave
POLY
PREFAB
PROFILE
PROFILEGPU
PROFILEGPUHITCHES
PRUNEANIMSETS
PurgeOldLightmaps
PVD
PXVIS
QUIT
QUIT_EDITOR
r.AllowLandscapeShadows
r.AllowOcclusionQueries
r.AllowPointLightCubemapShadows
r.AllowPrecomputedVisibility
r.AllowStaticLighting
r.AmbientOcclusionLevels
r.AmbientOcclusionRadiusScale
r.AmbientOcclusionStaticFraction
r.Atmosphere
r.AtmosphereRender
r.BlackBorders
r.BloomQuality
r.BokehDOFIndexStyle
r.BufferVisualizationDumpFrames
r.BufferVisualizationOverviewTargets
r.BufferVisualizationTarget
r.Cache.DrawDirectionalShadowing
r.Cache.DrawInterpolationPoints
r.Cache.DrawLightingSamples
r.Cache.LightingCacheDimension
r.Cache.LightingCacheMovableObjectAllocationSize
r.Cache.LightingCacheUnbuiltPreviewAllocationSize
r.Cache.LimitQuerySize
r.Cache.QueryNodeLevel
r.Cache.ReduceSHRinging
r.Cache.SampleTransitionSpeed
r.Cache.UpdateEveryFrame
r.ClearSceneMethod
r.ClearWithExcludeRects
r.Color.Max
r.Color.Mid
r.Color.Min
r.CompileShadersForDevelopment
r.CompositionGraphDebug
r.CreateShadersOnLoad
r.CustomDepth
r.D3DCompilerPath
r.DBuffer
r.Decal.StencilSizeThreshold
r.DemosaicVposOffset
r.DepthOfFieldNearBlurSizeThreshold
r.DepthOfFieldQuality
r.DetailMode
r.DisableLODFade
r.DistanceFadeMaxTravel
r.DownsampledOcclusionQueries
r.DrawRectangleOptimization
R.DumpDrawListStats
r.DumpingMovie
r.DumpRenderTargetPoolMemory
r.DumpShaderDebugInfo
r.EarlyZPass
r.EarlyZPassMovable
r.Editor.2DGridFade
r.Editor.2DSnapFade
r.Editor.2DSnapMin
r.Editor.2DSnapScale
r.Editor.3DGridFade
r.Editor.3DSnapFade
r.Editor.AlignedOrthoZoom
r.Editor.MovingPattern
r.Editor.NewLevelGrid
r.Editor.OpaqueGizmo
r.EmitMeshDrawEvents
r.ExposureOffset
r.EyeAdaptationQuality
r.FastBlurThreshold
R.FinishCurrentFrame
r.FogDensity
r.FogStartDistance
r.ForceLOD
r.ForwardBasePassSort
r.FreeSkeletalMeshBuffers
r.FullScreenMode
r.GBufferFormat
r.GeneralPurposeTweak
r.GPUBusyWait
r.HighQualityLightMaps
r.HZBOcclusion
r.IndirectLightingCache
r.IndirectLightingCacheInLightingVolume
r.InvalidateCachedShaders
r.LensFlareQuality
r.LightFunctionQuality
r.LightPropagationVolume
r.LightShaftBlurPasses
r.LightShaftDownSampleFactor
r.LightShaftFirstPassDistance
r.LightShaftNumSamples
r.LightShaftQuality
r.LightShafts
r.LimitRenderingFeatures
r.ListSceneColorMaterials
r.LODFadeTime
r.MaterialQualityLevel
r.MaxAnisotropy
r.MaxCSMRadiusToAllowPerObjectShadows
r.MaxForwardBasePassDraws
r.MaxGPUSkinCacheElementsPerFrame
r.MaxQualityMode
r.MinScreenRadiusForCSMDepth
r.MinScreenRadiusForDepthPrepass
r.MinScreenRadiusForLights
r.MipMapLODBias
r.MobileContentScaleFactor
r.MobileHDR
r.MobileHDR32bpp
r.MotionBlurFiltering
r.MotionBlurQuality
r.MotionBlurSoftEdgeSize
r.MSAA.CompositingSampleCount
r.OneFrameThreadLag
r.OnlyStreamInTextures
r.ParticleLODBias
r.PostProcessAAQuality
r.PrecomputedVisibilityWarning
r.PreTileTextures
r.PreViewTranslation
r.RecompileRenderer
r.ReflectionCapture
r.ReflectionEnvironment
r.RefractionQuality
r.RenderTargetPoolMin
r.RenderTargetPoolTest
r.RenderTargetSwitchWorkaround
r.RenderTimeFrozen
r.SceneColorFormat
r.SceneColorFringeQuality
r.SceneRenderTargetResizeMethod
r.ScreenPercentage
r.ScreenPercentageSoftness
r.SeparateTranslucency
r.SetNearClipPlane
r.SetRes
r.ShaderDevelopmentMode
r.Shadow.CachePreshadow
r.Shadow.ConservativeBounds
r.Shadow.CSM.MaxCascades
r.Shadow.CSM.TransitionScale
r.Shadow.CSMDepthBias
r.Shadow.CSMSplitPenumbraScale
r.Shadow.DistanceFieldPenumbraSize
r.Shadow.DistanceScale
r.Shadow.DrawPreshadowFrustums
r.Shadow.FadeExponent
r.Shadow.FadeResolution
r.Shadow.FreezeCamera
r.Shadow.MaxResolution
r.Shadow.MinPreShadowResolution
r.Shadow.MinResolution
r.Shadow.PerObject
r.Shadow.PointLightDepthBias
r.Shadow.PreshadowExpand
r.Shadow.PreShadowFadeResolution
r.Shadow.PreShadowResolutionFactor
r.Shadow.Preshadows
r.Shadow.RadiusThreshold
r.Shadow.RadiusThresholdRSM
r.Shadow.SpotLightDepthBias
r.Shadow.SpotLightTransitionScale
r.Shadow.TexelsPerPixel
r.Shadow.TransitionScale
r.Shadow.UnbuiltNumWholeSceneDynamicShadowCascades
r.Shadow.UnbuiltWholeSceneDynamicShadowRadius
r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold
r.ShadowQuality
r.ShowPrecomputedVisibilityCells
r.ShowRelevantPrecomputedVisibilityCells
r.SimpleDynamicLighting
r.SkeletalMeshLODBias
r.SkeletalMeshLODRadiusScale
r.SkinCaching
r.SSR.MaxRoughness
r.SSR.Quality
r.SSR.RoughnessScale
r.SSR.Temporal
r.SSSSS
r.StaticMeshLODDistanceScale
r.Streaming.Boost
r.Streaming.MipBias
r.Streaming.PoolSize
r.Streaming.UseFixedPoolSize
r.SubsurfaceQuality
r.TemporalAASamples
r.TemporalAASharpness
r.TessellationAdaptivePixelsPerTriangle
r.TextureStreaming
r.TiledDeferredShading
r.TiledDeferredShading.MinimumCount
r.TonemapperQuality
r.TranslucencyLightingVolumeDim
r.TranslucencyLightingVolumeInnerDistance
r.TranslucencyLightingVolumeOuterDistance
r.TranslucencyVolumeBlur
r.TranslucentLightingVolume
r.TranslucentVolumeFOVSnapFactor
r.TranslucentVolumeMinFOV
r.TriangleOrderOptimization
r.UniformBufferPooling
r.UpsampleQuality
r.UseDiffuseSpecularMaterialInputs
r.ViewDistanceScale
r.ViewportTest
r.VirtualTexture
r.VirtualTextureReducedMemory
r.VisualizeOccludedPrimitives
r.VisualizeTexturePool
r.VSync
r.WireframeCullThreshold
Radio_ChebyshevCubedMultiplier
Radio_ChebyshevMultiplier
Radio_ChebyshevPower
Radio_ChebyshevPowerMultiplier
REBUILDVOLUMES
RecompileGlobalShaders
RecompileShaders
RECONNECT
ReferenceInfo
RELOADCFG
RELOADCONFIG
REMOTETEXTURESTATS
REMOVEARCHETYPEFLAG
RepairBlueprint
ResetSoundState
RestoreLandscapeLayerInfos
rhi.DumpMemory
RHI.FeatureSetLimit
RHI.ForceThirtyHz
RHI.GPUHitchThreshold
RHI.MaxSyncCounter
RHI.RefreshPercentageBeforePresent
RHI.SaveScreenshotAfterProfilingGPU
RHI.ShowProfilerAfterProfilingGPU
RHI.SyncInterval
RHI.SyncIntervalOgl
RHI.SyncRefreshThreshold
RHI.SyncThreshold
RHI.SyncWithDWM
SAY
SCALABILITY
SCALE
SCALELEVEL
ScaleMeshes
SELECT
SELECTNAME
SERVERTRAVEL
SET
SetBaseSoundMix
SETDETAILMODE
SETDETAILMODEVIEW
SETNOPEC
SETREPLACEMENT
sg.AntiAliasingQuality
sg.EffectsQuality
sg.PostProcessQuality
sg.ResolutionQuality
sg.ShadowQuality
sg.TextureQuality
sg.ViewDistanceQuality
SHADERCOMPLEXITY
ShadowmapStreamingFactor
ShowFlag.AmbientCubemap
ShowFlag.AmbientOcclusion
ShowFlag.AntiAliasing
ShowFlag.Atmosphere
ShowFlag.AudioRadius
ShowFlag.BillboardSprites
ShowFlag.Bloom
ShowFlag.Bounds
ShowFlag.Brushes
ShowFlag.BSP
ShowFlag.BSPSplit
ShowFlag.BSPTriangles
ShowFlag.BuilderBrush
ShowFlag.CameraFrustums
ShowFlag.CameraImperfections
ShowFlag.CameraInterpolation
ShowFlag.Collision
ShowFlag.CollisionPawn
ShowFlag.CollisionVisibility
ShowFlag.ColorGrading
ShowFlag.CompositeEditorPrimitives
ShowFlag.Constraints
ShowFlag.Cover
ShowFlag.DebugAI
ShowFlag.Decals
ShowFlag.DeferredLighting
ShowFlag.DepthOfField
ShowFlag.Diffuse
ShowFlag.DirectLighting
ShowFlag.DistanceCulledPrimitives
ShowFlag.DynamicShadows
ShowFlag.Editor
ShowFlag.EyeAdaptation
ShowFlag.Fog
ShowFlag.Game
ShowFlag.GameplayDebug
ShowFlag.GBufferHints
ShowFlag.GlobalIllumination
ShowFlag.Grain
ShowFlag.Grid
ShowFlag.HighResScreenshotMask
ShowFlag.HitProxies
ShowFlag.HMDDistortion
ShowFlag.IndirectLightingCache
ShowFlag.InstancedStaticMeshes
ShowFlag.Landscape
ShowFlag.LargeVertices
ShowFlag.LensFlares
ShowFlag.LevelColoration
ShowFlag.LightComplexity
ShowFlag.LightFunctions
ShowFlag.LightInfluences
ShowFlag.Lighting
ShowFlag.LightMapDensity
ShowFlag.LightRadius
ShowFlag.LightShafts
ShowFlag.LOD
ShowFlag.LpvLightingOnly
ShowFlag.Materials
ShowFlag.MeshEdges
ShowFlag.ModeWidgets
ShowFlag.MotionBlur
ShowFlag.Navigation
ShowFlag.OnScreenDebug
ShowFlag.OverrideDiffuseAndSpecular
ShowFlag.Particles
ShowFlag.Pivot
ShowFlag.PostProcessing
ShowFlag.PostProcessMaterial
ShowFlag.PrecomputedVisibility
ShowFlag.PrecomputedVisibilityCells
ShowFlag.PreviewShadowsIndicator
ShowFlag.PropertyColoration
ShowFlag.ReflectionEnvironment
ShowFlag.ReflectionEnvironmentLightmapMixing
ShowFlag.ReflectionOverride
ShowFlag.Refraction
ShowFlag.Rendering
ShowFlag.SafeFrames
ShowFlag.SceneColorFringe
ShowFlag.ScreenPercentage
ShowFlag.ScreenSpaceReflections
ShowFlag.Selection
ShowFlag.SelectionOutline
ShowFlag.SeparateTranslucency
ShowFlag.ShaderComplexity
ShowFlag.ShadowFrustums
ShowFlag.ShadowsFromEditorHiddenActors
ShowFlag.SkeletalMeshes
ShowFlag.SkyLighting
ShowFlag.Snap
ShowFlag.Specular
ShowFlag.Splines
ShowFlag.StaticMeshes
ShowFlag.StationaryLightOverlap
ShowFlag.StreamingBounds
ShowFlag.TemporalAA
ShowFlag.Tessellation
ShowFlag.TestImage
ShowFlag.TextRender
ShowFlag.TexturedLightProfiles
ShowFlag.Tonemapper
ShowFlag.Translucency
ShowFlag.VectorFields
ShowFlag.VertexColors
ShowFlag.Vignette
ShowFlag.VisLog
ShowFlag.VisualizeAdaptiveDOF
ShowFlag.VisualizeBuffer
ShowFlag.VisualizeDOF
ShowFlag.VisualizeHDR
ShowFlag.VisualizeLightCulling
ShowFlag.VisualizeLPV
ShowFlag.VisualizeMotionBlur
ShowFlag.VisualizeOutOfBoundsPixels
ShowFlag.VolumeLightingSamples
ShowFlag.Volumes
ShowFlag.Wireframe
SHOWLOG
SHOWMATERIALDRAWEVENTS
ShowMipLevels
ShowSelectedLightmap
ShowSoundClassHierarchy
SKELETALMESH
Slate.AllowToolTips
Slate.bAllowThrottling
Slate.DeferWindowsMessageProcessing
Slate.TargetFrameRateForResponsiveness
Slate.ThrottleWhenMouseIsMoving
Slate.ToolTipDelay
Slate.ToolTipFadeInDuration
Slate.ToolTipWrapWidth
sm.DerivedDataTimings
SoundTemplateInfo
STARTFPSCHART
STARTMOVIECAPTURE
STAT
STATICMESH
STOPFPSCHART
STOPMOVIECAPTURE
StreamingManagerMemory
STREAMMAP
StreamOut
SWARMDISTRIBUTION
SynthBenchmark
t.HitchThreshold
t.IdleWhenNotForeground
t.MaxFPS
t.OverrideFPS
t.UnsteadyFPS
TAGSOUNDS
TestLFEBleed
TestLPF
TESTPROPS
TESTSLATEGAMEUI
TestStereoBleed
TestVorbisDecompressionSpeed
Tex.AsyncDXTBlocksPerBatch
Tex.DerivedDataTimings
TextureGroups
TOGGLEALLSCREENMESSAGES
ToggleForceDefaultMaterial
TOGGLEGTPSYSLOD
ToggleLight
TOGGLEONSCREENDEBUGMESSAGEDISPLAY
TOGGLEONSCREENDEBUGMESSAGESYSTEM
ToggleRenderingThread
TOGGLESCREENMESSAGES
ToggleShadowIndexBuffers
TOGGLESOCKETGMODE
TRACETAG
TRACKPARTICLERENDERINGSTATS
TrackTexture
TRANSACTION
TRAVEL
UI.BlurRadius
UI.TestUIBlur
UntrackTexture
UpdateLandscapeEditorData
UpdateLandscapeHoleCollision
UpdateLandscapeMIC
VIEWNAMES
Vis
VISLOG
VISLOG exit
VISLOG record
VISLOG stop
VisRT
VisualizeTexture

 

Until the Next VR Experiment,

–Bruce

<think> 我们正在处理用户关于"Console escape. Commands are"的查询。根据用户意图,我们需要搜索并解释这个短语的含义及相关信息。 经过搜索,这个短语通常出现在串口控制台(如Cisco设备)或终端会话中,指的是在终端连接(如Telnet或串口连接)中执行特定按键序列来中断当前会话并进入命令模式的操作。 在Cisco设备中,默认的转义字符是Ctrl+^(即同时按下Ctrl、Shift和6键),然后松开再按x键。这个操作会挂起当前的Telnet会话并进入命令行界面,允许用户执行一些命令,比如查看当前连接、切换连接等。 在Linux系统的终端会话中,有时也会使用转义序列来执行特殊操作,比如挂起会话。 因此,我们可以将回答组织如下: 1. 解释Console escape的含义:Console escape是一种在终端会话中使用特定按键序列中断当前连接并进入命令模式的操作。它允许用户在不断开连接的情况下执行一些管理命令。 2. 介绍常见的转义按键序列: - 在Cisco设备中:默认是Ctrl+^(即Ctrl+Shift+6),然后按x键。 - 在Linux终端中:有时使用Ctrl+](Telnet客户端)来进入命令模式。 3. 介绍常用的命令(Commands are): - 在Cisco设备中,进入命令模式后,可以输入以下命令: - disconnect:断开当前连接。 - resume [connection-id]:恢复挂起的连接(使用connection ID)。 - show sessions:显示当前挂起的会话。 - exit:退出命令模式并返回当前会话。 - 在Linux的Telnet客户端中,按Ctrl+]后,可以输入: - close:关闭当前连接。 - open hostname:打开到指定主机的连接。 - quit:退出Telnet客户端。 4. 如何修改默认的转义字符: - 在Cisco设备中,可以使用命令`escape-character`来修改。 - 在Linux的Telnet客户端中,可以使用`set escape`命令设置不同的转义字符。 5. 注意事项:使用Console escape时,注意不要与应用程序的快捷键冲突。 根据以上信息,我们生成回答。 注意:我们不需要引用具体的引用内容,而是综合信息给出答案。 最后,我们需要生成相关问题部分。 相关问题可以基于以下方向: 1. 如何修改Cisco设备的Console escape字符? 2. 在Linux系统中如何通过Telnet连接到设备并挂起会话? 3. Console escape和SSH的转义字符(如~)有什么区别? </think> ### Console Escape 含义及相关信息 Console Escape 指在终端会话中通过**特定按键组合**中断当前操作并进入命令行控制模式的功能。主要用于串口控制台、Telnet/SSH客户端等场景,允许用户在不断开连接的情况下执行管理命令。以下是关键信息: --- #### **1. 核心功能与按键组合** - **转义序列**:默认触发键为 **`Ctrl + ]`**(Telnet)或 **`Ctrl + Shift + 6`**(Cisco设备) - **作用**: - 挂起当前会话,进入本地命令模式 - 查看/切换活动会话(如 Cisco 的 `show sessions`) - 执行本地网络诊断命令(如 `ping`、`traceroute`) --- #### **2. 常用命令列表** 在转义模式中可执行的命令包括: ```bash ? # 显示帮助菜单 close # 关闭当前连接 display # 显示连接参数(如端口、协议) quit # 完全退出客户端 open # 建立新连接(例如:open 192.168.1.1) status # 查看会话状态 ``` **示例流程**: 1. Telnet 连接中按下 `Ctrl + ]` 2. 输入 `display` 查看当前连接详情 3. 输入 `quit` 返回原会话 --- #### **3. 应用场景** - **网络设备管理**: Cisco 路由器/交换机中通过 `Ctrl + Shift + 6` 挂起会话后,使用 `resume <会话ID>` 恢复指定连接 - **远程服务器调试**: 在卡死的 Telnet 会话中通过转义强制退出,避免断开 SSH 隧道 - **串口控制台(Serial Console)**: 在无响应时通过转义字符重置终端流控 --- #### **4. 自定义配置** - **修改默认转义键**(Telnet): ```bash telnet -e '^T' 192.168.1.1 # 将转义键改为 Ctrl+T ``` - **Cisco 设备转义符设置**: ```cisco line vty 0 4 escape-character 27 # 改为 ASCII 27 (Esc键) ``` --- #### **5. 故障处理** - **转义失效**: 检查终端软件是否拦截组合键(如 PuTTY 需关闭「禁用远程控制序列」) - **意外进入转义模式**: 输入 `send escape` 或连续按两次转义键返回原会话
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