Made For Unreal — Docs
Blueprint CheatsAPI Reference

API Reference

Reference index. Pick the parallel Blueprint or C++ tree depending on how you author cheats.

The API reference is split into two parallel folders. Pick the one that matches how you author cheats — the trees are mirror images of each other, so the page you want has the same name in either folder.

  • Blueprint — for projects that author cheats as Blueprint assets. Editor field names, BP node names, no C++.
  • C++ — for projects that author cheats in C++. Header signatures, properties, virtuals, templated accessors.

Both reference the same runtime types — you can mix the two (a C++ base class with a Blueprint subclass that fills in arguments is a common pattern). Just read whichever pages match what you're touching.

Page index

Concepts (shared)

A few facts are true regardless of authoring path. They're collected here so neither folder has to repeat them.

Cheat trigger sources

Three ways a cheat is invoked:

  1. Overlay menu — opened with the menu hotkey from the configured Input Mapping Context. Each enabled cheat appears as a row with one widget per argument and an execute button.
  2. Console command — registered automatically when the cheat opts in. Optionally project-prefixed (e.g. mygame.GodMode).
  3. Hotkey — an Enhanced Input action bound directly to the cheat. Hotkey invocations pass an empty argument list, so cheats meant for hotkeys must either take no arguments or default every argument.

Argument types

TypeEBlueprintCheatArgumentType
BoolBoolean
IntInt
FloatFloat
DoubleDouble
StringString
EnumEnum

Each argument carries three universal fields: Position (positional console index, also drives menu sort), bOptional (parsing succeeds without this token), DisplayName (UI label, falls back to the argument's name).

Console parsing example

Given:

Position 0 : Multiplier (float, default 1.0)
Position 1 : DurationSeconds (float, optional)
Console inputResult
cheatMultiplier = 1.0 (default), DurationSeconds not set.
cheat 2.5Multiplier = 2.5, DurationSeconds not set.
cheat 2.5 10Multiplier = 2.5, DurationSeconds = 10.
cheat fooParse failure; outcome message names the offending argument.

If Multiplier had no default and was not optional, the bare cheat invocation would fail with Argument Multiplier is required but was not specified or defaulted.

Lifecycle

The subsystem creates one cheat-script instance per enabled class on world match start. That instance owns its argument instances for the lifetime of the level. After a menu-driven execution the script's ResetState clears every argument's runtime value back to "no value" so the same instance can be reused for the next click.

Shipping builds

Cheats are stripped from shipping builds by default (see the Settings pages). The subsystem refuses to spawn under shipping when that flag is on, which means no cheat script, console command, or hotkey is registered.