Blueprint Cheats

Blueprint Cheats is an Unreal Engine Blueprint cheats plugin that helps you build a dev cheat menu fast. Create cheats in Blueprints, then trigger them through an in-game overlay menu, console commands, or Enhanced Input hotkeys. It’s ideal for prototyping, QA, and tuning. Keep all your Unreal debug tools centralized instead of scattered across random Blueprints!

Basics

Creating a Script

Right click in the content browser and under the Better Cheats menu, select Better Cheat Script

Once you have all the default settings set, override the execute function.

Parameters:

  • Cheat Arguments are the arguments passed from the player. For example if the command entered was “CheatCommand Arg1 Arg2,” Args would have Arg1 in the first index and Arg2 in the second. These are a map where each entry is named based on how they are specified in the default settings.

Outputs:

  • OutputMessage used to report errors or messages from the execution of the script to the log or onscreen if enabled in settings

  • Success signifies if the execution of the script was successful. If false, an error will be reported to the log.

To access an expected arguments value, perform a find on the map based on the argument name and then pass that into a “Get Cheat Argument As…” function. This corresponds to the arguments that you have setup in the class defaults

Configure these values based on what the cheat script is meant to do.

  • Script Display Name: Friendly display name shown in the Cheats menu.

  • Help Description: Short description shown as a tooltip in the Cheats overlay and in console autocomplete/help text.

  • Named Expected Arguments: A map of expected arguments that are ordered, named, and typed. This is used when you want to have a cheat with arguments liked “Cheat Argument1

  • Input Action: Enhanced Input Action asset used to bind this cheat to a hotkey.

  • Add to Menus: Adds a button for this cheat in the Cheats overlay menu.

  • Display Order Priority: Sort order for this cheat’s button in the overlay (lower first / higher first—whichever your system uses).

  • Add Console Command: Registers a console command for this cheat.

  • Console Command: The exact console command string to register (used to run this cheat from the console).

  • Continue Executing with Ongoing Key Press: If enabled, the cheat keeps running while the hotkey is held (repeats until released).

If you expect arguments to be used with the cheat, you can specify these in the Named Expected Arguments.

  • Display Name: The name that is displayed in the user interface for the argument

  • Position: The expected position of the argument in the console or the order in which its displayed in the user interface

  • Option: If the argument is optional

  • Default Value: The default value of the argument

Open project settings and select Blueprint Cheats Settings under plugins.

Add the script to the Enabled Scripts collection but clicking the + icon and specifying the script class.

Input Setup

Blueprint Cheats uses Unreal’s Enhanced Input system and requires the Enhanced Input plugin. Hotkeys are bound through Input Actions. For details, see Epic’s Enhanced Input documentation.

To set up hotkey bindings for Blueprint Cheats, add your Input Actions to the dedicated mapping context: Blueprint Cheats Input Mapping Context.

This contains a specific Input Action binding for the the menu hotkey. There is already a default context setup in the plugin’s content (Plugins > BlueprintCheats Content > Input > IMC_BlueprintCheats_Default).

A input mapping context needs be set in the Blueprint Cheats Settings under the project settings.

For each cheat script that you would like to have a hotkey bound:

  1. A Input Action asset needs created .

  2. Associated to the script in its class defaults.

  3. Added to the mappings of the Blueprint Cheats Input Mapping Context.

If you also intend to use the cheat menu overlay, the Menu hotkey also needs bound.