Made For Unreal — Docs
Blueprint Cheats

Quick Start

Install the plugin, write your first cheat, and trigger it from the menu, console, or hotkey in roughly five minutes.

This guide walks you from a fresh project to a working cheat in roughly five minutes. By the end you will have a cheat that can be executed from the cheat overlay menu, from the console, and from a hotkey.

1. Install the plugin

  1. Drop the BlueprintCheats folder into <Project>/Plugins/.
  2. Regenerate project files and build.
  3. Launch the editor. Confirm the plugin is enabled under Edit → Plugins → Other → BlueprintCheats.
  4. Open Project Settings → Plugins → Blueprint Cheats. This page is the entry point for enabling cheats globally or per-world. See Settings & Registration for the full reference.

2. Open the cheat menu in PIE

The plugin ships with a default Input Mapping Context (/BlueprintCheats/Input/IMC_BlueprintCheats_Default) and a sample "Reset Level" cheat. The menu hotkey lives on IA_BlueprintCheats_Menu.

  1. Open the IMC and confirm the bound key on IA_BlueprintCheats_Menu is what you want (default ships preconfigured).
  2. Press Play. Press the menu hotkey. The overlay opens — empty for now, because no cheats are enabled yet.

The menu pauses the game by default. Toggle this with the Pause Game With Menu setting in Settings.

3. Author your first cheat

  1. In the Content Browser, right-click → Blueprints → Blueprint Cheat Script. Name it BPCheat_GodMode.
  2. Open the asset. In the Class Defaults:
    • Set Script Display Name to God Mode (optional; falls back to the class name).
    • Set Help Description to Toggles invulnerability on the local pawn.
    • Tick Add To Menu (default on).
    • Tick Add Console Command and set Console Command to GodMode.
    • Optionally assign an Input Action for a hotkey.
  3. Implement the Execute event (right-click in the event graph → Execute). It receives the executing PlayerController, a map of cheat arguments by name, and an out OutcomeMessage for logging. Return true when the cheat ran successfully.

Minimal Execute graph (pseudocode):

Execute(Controller, Args, OutcomeMessage)
  -> Pawn = Controller.GetPawn()
  -> Pawn.SetCanBeDamaged(NOT Pawn.CanBeDamaged())
  -> OutcomeMessage = "Toggled god mode"
  -> Return true

4. Add an argument (optional)

If your cheat takes input — say a damage multiplier:

  1. In Class Defaults, expand Named Expected Arguments.
  2. Add an entry. Set the key (e.g. Multiplier) — this becomes the argument name used in Execute and shown in the menu.
  3. For the value, pick Float Argument. Set:
    • Position = 0 (first console token after the command).
    • Default Value to 1.0 (optional). When set, the argument is defaulted if the player omits it on the console.
    • Min/Max Value if you want the menu spinner clamped.
  4. In Execute, look up Multiplier in CheatArguments, then call Get Cheat Argument As Float from the Argument library.

The menu auto-builds a typed widget for each argument. Console parsing maps positional tokens to arguments in Position order: GodMode 2.5Multiplier = 2.5. See Cheat Arguments for the full type list.

5. Enable the cheat

A cheat script is authored in step 3, but it must be enabled before the subsystem registers its menu entry, console command, or hotkey.

Pick one:

  • Project-wide — Project Settings → Blueprint Cheats → Enabled Scripts → add your BPCheat_GodMode class. Available in every level.
  • Per-world — Project Settings → Blueprint Cheats → World Enabled Scripts → add a row keyed by the world asset, then add the script class to the row's collection. Only enabled in that level.
  • Per-world, via World Settings — change the level's World Settings class to BlueprintCheatsWorldSettings, then add the script to World Cheat Scripts. Useful when the level itself owns its cheat list.
  • At runtime — call EnableScript / EnableScripts on UBlueprintCheatsSubsystem (local-player subsystem). Useful for cheats unlocked by player progression.

All four sources are union'd at level start — no precedence rules to worry about.

6. Trigger it

Reload the level (the subsystem rebuilds enabled scripts on OnWorldMatchStarting). Then any of the following:

  • Press the menu hotkey, click your cheat row, fill in arguments, press the execute button.
  • Open the console (~) and type GodMode 2.5. If you set a project-wide console prefix (e.g. mygame), the command becomes mygame.GodMode 2.5.
  • Press the input action you bound on the script (skips arg entry — args use their defaults if available, otherwise the cheat fails to execute).

Successful executions print a green on-screen message; failures print red. Both go through LogBlueprintCheats. Toggle the on-screen messages with the Display Messages To Player setting in Settings.

Where next

This guide is BP-flavored. The full API reference is split into two parallel folders:

Shared concepts (trigger sources, console parsing, lifecycle) live on the API index.