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UKismetSystemLibrary::ExecuteConsoleCommand

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Runs an arbitrary console command as if it had been typed into the in-game console. Useful for scripting cvar changes, cheat commands, or engine commands from Blueprint or C++.

Caveats & Gotchas

  • The command string is not validated before execution — a typo silently fails rather than raising a Blueprint error, so check the output log when debugging.
  • Some console commands are compiled out or blocked in shipping builds (e.g. cheat manager commands), so a command that works in PIE may do nothing in a packaged build.
  • If SpecificPlayer is null, the command is routed through the first local player controller, which can produce unexpected results in split-screen or multi-window PIE.

Signature

static void ExecuteConsoleCommand(const UObject* WorldContextObject, const FString& Command, class APlayerController* SpecificPlayer = NULL )

Parameters

Name Type Description Default
WorldContextObject const UObject* World context used to resolve the console command target.
Command const FString& Command string to send to the console, exactly as typed at the in-game console.
SpecificPlayer class APlayerController* If specified, routes the command through this player's console instead of the default. NULL

Return Type

void

Example

Toggle a debug cvar from Blueprint C++
UKismetSystemLibrary::ExecuteConsoleCommand(this, TEXT("stat fps"), nullptr);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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