Settings & Registration (Blueprint)
Project Settings and per-level cheat lists — the four sources the subsystem unions on world match start.
This page covers the two settings surfaces that decide which cheats are available, how they are presented, and how they integrate with input and the console.
- Project Settings → Plugins → Blueprint Cheats — global config
(
UBlueprintCheatsSettings). - Per-level World Settings — when the level's World Settings asset
is
BlueprintCheatsWorldSettings, it carries a per-level cheat list.
Project Settings → Blueprint Cheats
Scripts
| Field | Notes |
|---|---|
| Enabled Scripts | Set of cheat classes available in every level. |
| World Enabled Scripts | Map keyed by world asset → array of cheat classes. Only loaded for that world. |
| Cheats Console Prefix | Prepended to every console command at registration time. e.g. prefix mygame turns GodMode into mygame.GodMode. Leave empty for no prefix. |
UI
| Field | Notes |
|---|---|
| Cheats Menu Class | Widget class for the overlay. Defaults to WBP_BlueprintsCheats_Menu. |
| Argument Type To Widget Map (Advanced) | Maps each argument class to the UMG widget used to edit it in the menu. Override entries to swap defaults; add entries for custom argument subclasses. |
| Pause Game With Menu | Pauses the game while the cheat overlay is open. Default: on. |
| Display Messages To Player | Shows green/red on-screen messages when a cheat runs. Default: on. The log entry to LogBlueprintCheats is independent of this. |
Input
| Field | Notes |
|---|---|
| Input Mapping Context | The IMC the subsystem registers on world match start. The IMC's Menu Hotkey action opens the overlay. Defaults to IMC_BlueprintCheats_Default. |
Build
| Field | Notes |
|---|---|
| Disable On Shipping | When on (default), the subsystem refuses to spawn in shipping builds — no menu, no console commands, no hotkeys. Turn off to ship a build with cheats intentionally enabled. |
Per-level cheat lists
You have three independent ways to enable a cheat for a specific level. They're additive — a cheat only needs to appear in one source.
1. World Enabled Scripts (in Project Settings)
Add a row to World Enabled Scripts keyed by the level's World
asset, then add cheats to that row's array. Only enabled when that
level loads. No need to modify the level's World Settings.
2. Blueprint Cheats World Settings
Switch the level's World Settings Class to Blueprint Cheats World Settings (Project Settings → Engine → General Settings, or per-level
override). Then add cheats to the World Cheat Scripts array on the
World Settings actor for that level. Useful when the level itself
should own its cheat list.
3. Runtime via the subsystem
Call Enable Script / Enable Scripts at runtime — see Subsystem. Useful for cheats unlocked by progression or by a debug menu.
Resolution order
On world match start the subsystem unions cheats from these four sources:
- Enabled Scripts (global).
- World Enabled Scripts[this world] (global, per-world map).
- World Cheat Scripts on the level's World Settings (level-owned).
- Anything passed to Enable Script / Enable Scripts at runtime.
There is no de-duplication step — if the same class appears in multiple sources you'll get one instance per appearance. Keep your sources distinct, or add cheats only at runtime on top of an empty configured set.