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
- Drop the
BlueprintCheatsfolder into<Project>/Plugins/. - Regenerate project files and build.
- Launch the editor. Confirm the plugin is enabled under Edit → Plugins → Other → BlueprintCheats.
- 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.
- Open the IMC and confirm the bound key on
IA_BlueprintCheats_Menuis what you want (default ships preconfigured). - 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
- In the Content Browser, right-click → Blueprints → Blueprint Cheat
Script. Name it
BPCheat_GodMode. - 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.
- Set Script Display Name to
- Implement the Execute event (right-click in the event graph →
Execute). It receives the executingPlayerController, a map of cheat arguments by name, and an outOutcomeMessagefor logging. Returntruewhen 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 true4. Add an argument (optional)
If your cheat takes input — say a damage multiplier:
- In Class Defaults, expand Named Expected Arguments.
- Add an entry. Set the key (e.g.
Multiplier) — this becomes the argument name used inExecuteand shown in the menu. - 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.
- Position =
- In
Execute, look upMultiplierinCheatArguments, then callGet Cheat Argument As Floatfrom the Argument library.
The menu auto-builds a typed widget for each argument. Console parsing maps
positional tokens to arguments in Position order:
GodMode 2.5 → Multiplier = 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_GodModeclass. 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/EnableScriptsonUBlueprintCheatsSubsystem(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 typeGodMode 2.5. If you set a project-wide console prefix (e.g.mygame), the command becomesmygame.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:
- Blueprint API — editor field names and BP node names. Start with Cheat Scripts, Cheat Arguments, and UI for customizing the overlay.
- C++ API — header
signatures,
UPROPERTYdeclarations, and templated accessors. Start with Cheat Scripts and Cheat Arguments.
Shared concepts (trigger sources, console parsing, lifecycle) live on the API index.