unreal.CheatManager¶
- class unreal.CheatManager(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectCheat 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
C++ Source:
Module: Engine
File: CheatManager.h
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 gameplaydebug_camera_controller_ref(DebugCameraController): [Read-Write] deprecated: Use the FDebugCameraManager class instead
- damage_target(damage_amount) None¶
Damage the actor you’re looking at (sourced from the player).
- Parameters:
damage_amount (float)
- property debug_camera_controller_class: Class¶
[Read-Only] Debug camera - used to have independent camera without stopping gameplay
- property debug_camera_controller_ref: DebugCameraController¶
[Read-Write] deprecated: Use the FDebugCameraManager class instead
- Type:
- enable_debug_camera() None¶
Switch controller to debug camera without locking gameplay and with locking local player controller input
- get_player_controller() PlayerController¶
Get Player Controller
- Return type:
- receive_init_cheat_manager() None¶
BP implementable event for when CheatManager is created to allow any needed initialization.