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Console

bbfox0703 edited this page Jun 25, 2026 · 3 revisions

Console

Discover and one-click invoke UFUNCTION(exec) console commands in Shipping builds — including game-specific cheats like fly, god, and ghost.

What This Tab Does

The Console tab scans for UFUNCTION(exec) console commands and invokes them via ProcessEvent. Many games ship with curated debug entry points marked with the exec specifier; these are preserved in cooked Shipping builds (often inside UCheatManager subclasses), making them a ready-made cheat surface.

Workflow

  1. Load: Click Load to scan every UFunction and surface those with the FUNC_Exec flag (0x200). The scan includes engine-side UCheatManager commands by default (uncheck Game Only to hide them).
  2. Filter: Use the text box to search commands by name or class (case-insensitive, substring match).
  3. Inspect: The grid displays Class | Command | Flags | Params columns. Click a row to select it or hover for details.
  4. Invoke via grid: Click Run on a row to invoke. Commands with parameters open a dialog; no-arg commands run directly.
  5. Invoke via command line: Type a command name (or /cmd style) in the input box and click Run. First exact match wins if multiple classes share a name.
  6. Monitor: Recent invocations appear in the Recent invocations panel (bottom). Timestamps, status (OK/Err), and button to replay.

Debug Camera Helper

When ToggleDebugCamera is found in the loaded list, a Debug Camera control row appears showing live state (ON/OFF) read from the CheatManager's DebugCameraControllerRef. Use:

  • Refresh (↻): Re-read the current state from memory
  • Force On: Ensure debug camera is ON (idempotent — does nothing if already ON)
  • Force Off: Ensure debug camera is OFF (idempotent — does nothing if already OFF)
  • Copy CE Script: Generate a stateful CE Auto Assembler checkbox (tick = ON, untick = OFF) — same robust DLL path as Force On/Off, self-contained, ships to AOBMaker if connected

The Debug Camera state tracking is necessary because ToggleDebugCamera is stateful (flips its own DebugCameraControllerRef: null → Enable, set → Disable); plain Run just toggles whatever state it's in, so "turn it off" is unreliable without reading the state first.

Why Some Exec Commands Do Nothing in Shipping

Many UCheatManager commands (Fly, Ghost, God, Walk, Slomo, etc.) appear to invoke successfully but do nothing in Shipping builds. This happens because their function bodies are compiled out (#if !UE_BUILD_SHIPPING in UE source code) — Epic ships with UE_BUILD_SHIPPING=1, so the bodies compile away. The UFUNCTION(exec) metadata survives the cooker and lives in reflection, so the command can be found and invoked via ProcessEvent; it just runs an empty native thunk and returns 0 with no in-game effect.

Workaround: Check whether the selected exec's class name contains "CheatManager" — a hint appears warning that engine-side cheats are usually stripped. Game-specific exec commands (e.g. dev cheats declared in BP_GameMode_C or a custom subsystem) often DO have bodies and work fine. The console panel's Game Only filter hides the stripped engine commands so you can focus on game-specific ones.

Related

  • Interesting-Funcs-and-Props for broader function discovery
  • Live-Walker to inspect instances
  • Class-Struct to view class definitions
  • The Teleport tab — cursor / marker-based movement (includes BugItGo interop when CheatManager teleport isn't available)

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