We used it for debugging and sometimes we used it to force reset some bug that might happen during Playtesting on steam. So ya, during Playtesting the package games can’t seems to have access to CheatManager and thus we are trying to figure out a way around it.
And cheats sometimes are fun to play in game. We used to store cheats all over the place like in PlayerController or Playerstate sometimes even in Gamestate and that is a bad structure. Now that we found out that UE4 actually have something called CheatManager and was refactoring everything into it but can’t be access on package game might be abit of a problem for us
Override that function in your GameMode class and change the criteria to allow the CheatManager.
I do not agree with Zeblote here, if there is a function that allows you to override and modify when to spawn or allow it, it’s okay to do that, but take into account that the user will have access to a lot of commands very development-related like going to other maps, show debug information, or modify behaviors.
If you want to take care of the player’s experience, probably is not a good idea to grant access to all that.