UCheatManager

Cheat Manager is a central blueprint to implement test and debug code and actions that are not to ship with the game.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/CheatManager.h

Include

#include "GameFramework/CheatManager.h"

Syntax

class UCheatManager : public UObject

Remarks

Cheat Manager is a central blueprint to implement test and debug code and actions that are not to ship with the game. As the Cheat Manager is not instanced in shipping builds, it is for debugging purposes only

Variables

Name Description

Public variable

uint32: 1

 

bDebugCapsuleSweep

Trace/Sweep debug start.

Public variable

uint32: 1

 

bDebugCapsuleTraceComplex

If we should trace complex collision in debug capsule sweeps.

Public variable

uint32: 1

 

bToggleAILogging

Holds information if we used ToggleAILogging cheat to activate AI logging

Public variable

int32

 

CurrentTraceIndex

Index of the array for current trace to overwrite.

Public variable

int32

 

CurrentTracePawnIndex

Index of the array for current trace to overwrite.

Public variable

TSubclassOf< cl...

 

DebugCameraControllerClass

Debug camera - used to have independent camera without stopping gameplay

Public variable

ADebugCameraCon...

 

DebugCameraControllerRef

Debug camera - used to have independent camera without stopping gameplay

Public variable

float

 

DebugCapsuleHalfHeight

Half distance between debug capsule sphere ends.

Public variable

float

 

DebugCapsuleRadius

Radius of debug capsule

Public variable

TEnumAsByte< en...

 

DebugTraceChannel

What channel are we tracing

Public variable

float

 

DebugTraceDistance

How far debug trace should go out from player viewpoint

Public variable

float

 

DebugTraceDrawNormalLength

How long to draw the normal result

Public variable

TArray< struct ...

 

DebugTraceInfoList

Array of information for capturing

Public variable

TArray< struct ...

 

DebugTracePawnInfoList

Array of information for capturing

Constructors

Name Description

Public function

UCheatManager

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddCapsuleSweepDebugInfo

(
    const FVector& LineTraceStart,
    const FVector& LineTraceEnd,
    const FVector& HitImpactLocation,
    const FVector& HitNormal,
    const FVector& HitImpactNormal,
    const FVector& HitLocation,
    float CapsuleHalfheight,
    float CapsuleRadius,
    bool bTracePawn,
    bool bInsideOfObject
)

Add Debug Trace info into current index - used when DebugCapsuleSweepPawn is on

Public function Virtual

void

 

BugIt

(
    const FString& ScreenShotDescripti...
)

This function is used to print out the BugIt location.

Public function Virtual

void

 

BugItGo

(
    float X,
    float Y,
    float Z,
    float Pitch,
    float Yaw,
    float Roll
)

This will move the player and set their rotation to the passed in values.

Public function Virtual

void

 

BugItGoString

(
    const FString& TheLocation,
    const FString& TheRotation
)

This will move the player and set their rotation to the passed in values.

Public function Virtual

void

 

BugItStringCreator

(
    FVector ViewLocation,
    FRotator ViewRotation,
    FString& GoString,
    FString& LocString
)

This will create a BugItGo string for us.

Public function Virtual

void

 

BugItWorker

(
    FVector TheLocation,
    FRotator TheRotation
)

This will move the player and set their rotation to the passed in values.

Public function Virtual

void

 

ChangeSize

(
    float F
)

Scale the player's size to be F * default size.

Public function

void

 

CheatScript

(
    FString ScriptName
)

Executes commands listed in CheatScript.ScriptName ini section of DefaultGame.ini

Public function Virtual

void

 

DamageTarget

(
    float DamageAmount
)

Damage the actor you're looking at (sourced from the player).

Public function Virtual

void

 

DebugCapsuleSweep()

Toggle capsule trace debugging.

Public function Virtual

void

 

DebugCapsuleSweepCapture()

Capture current trace and add to persistent list

Public function Virtual

void

 

DebugCapsuleSweepChannel

(
    enum ECollisionChannel Channel
)

Change Trace Channel

Public function Virtual

void

 

DebugCapsuleSweepClear()

Clear persistent list for trace capture

Public function Virtual

void

 

DebugCapsuleSweepComplex

(
    bool bTraceComplex
)

Change Trace Complex setting

Public function Virtual

void

 

DebugCapsuleSweepPawn()

Capture current local PC's pawn's location and add to persistent list

Public function Virtual

void

 

DebugCapsuleSweepSize

(
    float HalfHeight,
    float Radius
)

Change Trace capsule size

Public function Virtual

void

 

DestroyAll

(
    TSubclassOf< class AActor > aClass
)

Destroy all actors of class aClass

Public function Virtual

void

 

DestroyAllPawnsExceptTarget()

Destroy all pawns except for the (pawn) target.

Public function Virtual

void

 

DestroyPawns

(
    TSubclassOf< class APawn > aClass
)

Destroys (by calling destroy directly) all non-player pawns of class aClass in the level

Public function

void

 

DestroyServerStatReplicator()

Public function Virtual

void

 

DestroyTarget()

Destroy the actor you're looking at.

Protected function Virtual

void

 

DisableDebugCamera()

Switch controller from debug camera back to normal controller

Protected function Virtual

bool

 

DoGameSpecificBugItLog

(
    FOutputDevice& OutputFile
)

Do game specific bugIt

Public function Virtual

void

 

DumpChatState()

Dump known chat information

Public function Virtual

void

 

DumpOnlineSessionState()

Dump online session information

Public function Virtual

void

 

DumpPartyState()

Dump known party information

Public function Virtual

void

 

DumpVoiceMutingState()

Dump current state of voice chat

Protected function Virtual

void

 

EnableDebugCamera()

Switch controller to debug camera without locking gameplay and with locking local player controller input

Public function Virtual

void

 

FlushLog()

This will force a flush of the output log to file

Public function Virtual

void

 

Fly()

Pawn can fly.

Public function Virtual

void

 

FreezeFrame

(
    float Delay
)

Pause the game for Delay seconds.

Protected function Virtual

AActor *

 

GetTarget

(
    APlayerController* PlayerContr...,
    FHitResult& OutHit
)

Retrieve the given PlayerContoller's current "target" AActor.

Public function Virtual Const

UWorld *

 

GetWorld()

Use the Outer Player Controller to get a World.

Public function Virtual

void

 

Ghost()

Pawn no longer collides with the world, and can fly

Public function Virtual

void

 

God()

Invulnerability cheat.

Public function Virtual

void

 

InitCheatManager()

Called when CheatManager is created to allow any needed initialization.

Public function Virtual

void

 

InvertMouse()

Backwards compatibility exec function for people used to it instead of using InvertAxisKey

Public function Static

bool

 

IsDebugCapsuleSweepPawnEnabled()

Return true if debug sweeps are enabled for pawns.

Public function Virtual

void

 

LogLoc()

Logs the current location in bugit format without taking screenshot and further routing.

Public function Virtual

void

 

LogOutBugItGoToLogFile

(
    const FString& InScreenShotDesc,
    const FString& InScreenShotPath,
    const FString& InGoString,
    const FString& InLocString
)

Bug it log to file

Public function Virtual

void

 

OnlyLoadLevel

(
    FName PackageName
)

Load the given level.

Public function Virtual

void

 

PlayersOnly()

Freeze everything in the level except for players.

Public function

void

 

ReceiveEndPlay()

This is the End Play event for the CheatManager

Public function

void

 

ReceiveInitCheatManager()

BP implementable event for when CheatManager is created to allow any needed initialization.

Public function Virtual

void

 

ServerToggleAILogging()

Public function Virtual

void

 

SetLevelStreamingStatus

(
    FName PackageName,
    bool bShouldBeLoaded,
    bool bShouldBeVisible
)

Streaming level debugging

Public function Virtual

void

 

SetMouseSensitivityToDefault()

Exec function to return the mouse sensitivity to its default value

Public function

void

 

SetWorldOrigin()

Translate world origin to this player position

Public function Virtual

void

 

Slomo

(
    float NewTimeDilation
)

Modify time dilation to change apparent speed of passage of time.

Public function

void

 

SpawnServerStatReplicator()

Public function Virtual

void

 

StreamLevelIn

(
    FName PackageName
)

Stream in the given level.

Public function Virtual

void

 

StreamLevelOut

(
    FName PackageName
)

Stream out the given level.

Public function Virtual

void

 

Summon

(
    const FString& ClassName
)

Load Classname and spawn an actor of that class

Public function Virtual

void

 

Teleport()

Teleport to surface player is looking at.

Public function Virtual

void

 

TestCollisionDistance()

Test all volumes in the world to the player controller's view location

Public function

void

 

TickCollisionDebug()

Do any trace debugging that is currently enabled

Public function Virtual

void

 

ToggleAILogging()

Toggles AI logging

Public function Virtual

void

 

ToggleDebugCamera()

Toggle between debug camera/player camera without locking gameplay and with locking local player controller input.

Public function

void

 

ToggleServerStatReplicatorClientOverwrite()

Public function

void

 

ToggleServerStatReplicatorUpdateStatNet()

Public function

void

 

UpdateSafeArea()

Public function Virtual

void

 

ViewActor

(
    FName ActorName
)

View from the point of view of AActor with Name ActorName.

Public function Virtual

void

 

ViewClass

(
    TSubclassOf< class AActor > Desired...
)

View from the point of view of an AActor of class DesiredClass.

Public function Virtual

void

 

ViewPlayer

(
    const FString& S
)

View from the point of view of player with PlayerName S.

Public function Virtual

void

 

ViewSelf()

Make controlled pawn the viewtarget again.

Public function Virtual

void

 

Walk()

Return to walking movement mode from Fly or Ghost cheat.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Constants

Name

Description

bDebugCapsuleSweepPawn

If we should should perform a debug capsule trace for pawns and draw results.

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