Support
Something not behaving?
Most reports come down to one of a few things, and all of them are quick to rule out. Start here, then get in touch.
Before you get in touch
These cover Cheat Manager Menu. The troubleshooting page shipped in the plugin’s Docs/ folder goes into more detail.
The menu will not open
Check the log for the startup line. It reads “Cheat menu ready. Keyboard: F1 | Gamepad: <unbound>” and names the binds it will actually respond to. A bind reading <unbound> was cleared in Project Settings. No line at all means the plugin is not enabled — launcher installs stay off until you tick them in Edit > Plugins.
The menu opens but is empty
The player controller has no UCheatManager. On a networked client the engine will not create one, because it checks with the game mode and there is no game mode on a client.
A cheat does nothing when clicked
Look at the row. A numeric parameter left blank blocks the run, and the row names the parameter.
Everything is Uncategorized in a packaged build
The metadata for those cheats was never harvested. Open the menu once in the editor and repackage. The log confirms what was written, as “Baked N categories, N tooltips, N confirms and N slider ranges”.
Reporting a bug
Include as much of this as you can. Parameter types drive almost everything the menu does, so a function signature is often the whole answer.
- Engine version, and whether it is the launcher build
- Build configuration — editor, PIE, or packaged Development or Test
- Whether a gamepad was connected
- What you did, what happened, and what you expected
- The log. The plugin logs under LogCheatMenu and records the full command string every time a cheat runs
- The UFUNCTION declaration, if a specific cheat is involved
Contact
Bugs, questions and feature requests. Expect a reply within a few working days.