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Blueprint CheatsAPI ReferenceBlueprint API

Subsystem (Blueprint)

Runtime brain of the plugin — local-player subsystem, BP-callable nodes, and what happens on world match start.

Blueprint Cheats Subsystem is the runtime brain of the plugin. It's a Local Player Subsystem, meaning one per local player. You usually don't interact with it directly — adding a cheat to Project Settings → Blueprint Cheats → Enabled Scripts is enough — but a few BP nodes are exposed for runtime control.

Accessing the subsystem

Use Get Local Player Subsystem (or Get Player Subsystem) with Blueprint Cheats Subsystem as the class.

Get Player Controller (0)
  └─ Get Local Player
       └─ Get Local Player Subsystem (Class = Blueprint Cheats Subsystem)
            └─ Cheats Subsystem

If the class returns None, the subsystem hasn't been spawned. The most common cause is a shipping build with Disable On Shipping on — see Settings.

BP-callable nodes

Enable Script

Enable Script(Script Class : Subclass of Blueprint Cheat Script)

Enables a single script class at runtime. The subsystem instantiates the class, runs OnEnabled, and registers its hotkey and console command if configured. Use this when a cheat should become available mid-session (e.g. unlocked by a debug menu).

Enable Scripts

Enable Scripts(Script Classes : Array of Subclass of Blueprint Cheat Script)

Convenience — calls Enable Script once per entry.

Execute Script

Execute Script(Script To Execute : Blueprint Cheat Script)

Closes the menu (if open), runs the script through Can ExecuteExecuteReset State, and logs the result. This is the node the default menu row calls. Custom menu/UI implementations call it directly.

The argument it takes is a script instance (the kind the subsystem hands to the menu's Set Cheat Scripts), not a class. To execute by class, you'd typically:

  1. Find the matching instance in the subsystem's enabled list (no BP accessor for this — call from C++).
  2. Or just rely on the menu / console / hotkey path.

Triggering paths

The subsystem owns three trigger paths. None of these need BP code to work:

TriggerWired byArgs
Menu hotkeyThe IMC's Menu Hotkey action.typed
Per-cheat hotkeyA cheat's Input Action field.empty
Console commandA cheat's Add Console Command toggle.tokens

Hotkey invocations pass an empty token list — every argument must default or be optional, otherwise the cheat fails to execute.

What happens on world match start

  1. Clears any previously enabled scripts.
  2. Loads classes from Enabled Scripts (project-wide).
  3. Loads classes from World Enabled Scripts matching the current world.
  4. If the level uses BlueprintCheatsWorldSettings, loads its World Cheat Scripts array.
  5. Instantiates each script, calls OnEnabled, binds its hotkey, and registers its console command if applicable.
  6. Adds the configured Input Mapping Context to the local player's Enhanced Input subsystem and binds the menu hotkey.

Hotkey and menu-key bindings are skipped on mobile platforms. Console commands still work there.

Logging

  • Log category: LogBlueprintCheats.
  • Successful runs log at Display; failures log at Error.
  • On-screen messages (5-second TTL, green for success, red for failure) are gated by Display Messages To Player in the project settings.