- class unreal.CheatManager(outer=None, name='None')¶
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
Editor Properties: (see get_editor_property/set_editor_property)
debug_camera_controller_class(type(Class)): [Read-Write] Debug camera - used to have independent camera without stopping gameplay
- damage_target(damage_amount) → None¶
Damage the actor you’re looking at (sourced from the player).
damage_amount (float) –
- property debug_camera_controller_class¶
[Read-Only] Debug camera - used to have independent camera without stopping gameplay
- enable_debug_camera() → None¶
Switch controller to debug camera without locking gameplay and with locking local player controller input
- receive_init_cheat_manager() → None¶
BP implementable event for when CheatManager is created to allow any needed initialization.
- slomo(new_time_dilation) → None¶
Modify time dilation to change apparent speed of passage of time. e.g. “Slomo 0.1” makes everything move very slowly, while “Slomo 10” makes everything move very fast.
new_time_dilation (float) –