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I think you get that error if there is no spawned creature of that class, since I had already tamed both giga and carcha before I figured out the command exist it always worked for me since my creatures existed. Try using it on some other creature, you can look at the fandom wiki to see spawn commands for each creature and the last part of the spawn command is the creature class.
Example to find all dodos: (there should be a bunch of them spawned so shouldn't get that error)
GetAllLocation Dodo_Character_BP_C
If you want to read the coordinates it output then first coordinate is X (horizontal) and second coordinate is Y (vertical). 0 0 is the middle of the screen. divide the X coordinate by 8000 and the Y coordinate by 8500 to find out what coordinate it actually is at.
-80000 -60000 would be at -10 -7 from middle (which would actually be 40, 43).
it seems to do what you are trying to achieve but in a cleaner more functional way.
you can find all dinos on the map with level, sex, stat info provided.
the recent update put in a tab and improved search function. big shout out to the person who made it....
is it possible to have Mods that only the server Admins can use. ?
Simple Dino finder allows you to Track dinos both tame and wild using the new map POI function. it would be perfect for your event dinos you are placing.
i am surprised no one has made an "Admin mod pack" with tools to help track stats, dinos and events.
I'm not familiar with dino finder mods but as long as the function is tied to craftable buildings/items one can always hide the engrams and only spawn it in for admin use.
This way players have no access.
I'm pretty sure the parsing of the feedback is buggy. For instance, if there are Zero detected instead of saying zero detected it just defaults to saying 'unrecognized command'.
Also, I am not sure about this, but I think the new way the devs have dinos in a different state now when not rendered in, that command will fail until you actually fly over one and spawn it in world. If it has been spawned in, and then subsequently placed into idle state, I think it would work then. However prior to actual initial render, it may have issues working as you are trying to use it.
Hope this helps!