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Squad’s “vehicle IDs” are Unreal Engine blueprint class paths, not short numeric codes. On a local or unlicensed server where you have the required administrator or feature-test permission, open the console with ~ and run AdminCreateVehicle followed by the complete blueprint class path. Fixed weapons, HABs, radios, ammunition crates and other deployables use AdminCreateDeployable instead. The class path normally must end in _C; a misspelled path or missing suffix produces Invalid Class!.
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What “item ID” means in Squad
Squad does not expose a universal, guaranteed command for creating any arbitrary inventory item by a simple item number. The stock administrator commands documented for testing address two asset families:
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- Vehicles: drivable vehicles such as tanks, armored personnel carriers, helicopters and boats, created with
AdminCreateVehicle. - Deployables: fixed battlefield assets such as HABs, FOB radios, ammunition crates, emplacements, mortars, repair stations and tank traps, created with
AdminCreateDeployable.
When players ask for an “ammo-crate ID” or “mortar ID,” they generally need the deployable blueprint path, not an inventory identifier. Infantry weapons, magazines and other carried items should not be assumed to work with these commands unless the game or a specific mod documents a separate spawning feature.
Permissions and server requirements
These commands are administrator and feature-test tools, not shortcuts available to an ordinary player on a public match. Use a local server or an unlicensed server on which you have the necessary administrator permissions. If the console accepts no command, reports a permission problem or does nothing, confirm the server role before changing the path.
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- Join the server or test session with the relevant admin or feature-test access.
- Use a controlled map or training session. A Shooting Range is the safest place to test a new path.
- Expect the object to appear at the administrator’s current position rather than at a normal vehicle station.
- Leave enough room around the administrator. Large vehicles can intersect terrain or nearby objects when created.
Jensen’s range follows the same rule: you can test a command there only when the session gives you the required server permissions. The map itself does not turn a normal player into an administrator.
How to spawn a vehicle
- Prepare your position. Move to an open, reasonably level area. Vehicles are created at the administrator’s position and can appear partially below ground or floating if the location is unsuitable.
- Open the console. Press
~. Keyboard layouts can map this key differently; use the key that opens your Squad developer console. - Enter the command and full class path. The syntax is
AdminCreateVehicle /Game/path/to/Blueprint.Blueprint_C. - Submit the command. A valid path and permission should create the vehicle at your position.
- Inspect the result. If it floats or clips into the ground, move to a clearer location and create another copy. The command does not use the map’s ordinary main-base vehicle-spawn system.
This complete example creates a Russian woodland BTR-80:
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The first part, /Game/Vehicles/BTR80/BP_BTR80_RUS, identifies the blueprint object. The second part after the period is its generated class reference, ending in _C.
Copy-ready vehicle commands
The following entries are representative stock-game paths covering faction and camouflage variants. Copy the entire command, including capitalization and the final _C.
| Vehicle | Variant | Command |
|---|---|---|
| M1A2 Abrams | Desert | AdminCreateVehicle /Game/vehicles/M1A2/BP_M1A2.BP_M1A2_C |
| M1A2 Abrams | Woodland | AdminCreateVehicle /Game/vehicles/M1A2/BP_M1A2_woodland.BP_M1A2_woodland_C |
| T-72B3 | Desert | AdminCreateVehicle /Game/vehicles/T72B3/BP_T72B3_Desert.BP_T72B3_Desert_C |
| T-72B3 | Woodland | AdminCreateVehicle /Game/vehicles/T72B3/BP_T72B3.BP_T72B3_C |
| BTR-80 | Russian desert | AdminCreateVehicle /Game/Vehicles/BTR80/BP_BTR80_RUS_Desert.BP_BTR80_RUS_Desert_C |
| BTR-80 | Russian woodland | AdminCreateVehicle /Game/Vehicles/BTR80/BP_BTR80_RUS.BP_BTR80_RUS_C |
| M-ATV CROWS | Desert | AdminCreateVehicle /Game/Vehicles/MATV/BP_MATV_CROWS.BP_MATV_CROWS_C |
| UH-60M Blackhawk | US | AdminCreateVehicle /Game/Vehicles/UH60M/BP_UH60.BP_UH60_C |
| Mi-8 | Standard | AdminCreateVehicle /Game/Vehicles/MI8/BP_MI8.BP_MI8_C |
| RHIB | Transport | AdminCreateVehicle /Game/Vehicles/RHIB/BP_RHIB_Transport.BP_RHIB_Transport_C |
The path is the identifier. “M1A2 Abrams” or “RHIB” is a readable label only; entering the label without its blueprint path will not create anything.
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How to spawn a HAB, ammo crate, mortar or other deployable
Use the separate deployable command for fixed objects. Its syntax is:
AdminCreateDeployable /Game/path/to/Deployable.Blueprint_C
For example, this creates a TOW tripod:
AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_BGM71TOW_Tripod_USA.BP_BGM71TOW_Tripod_USA_C
Deployables also appear at the administrator’s position, so stand clear of walls, vehicles and uneven ground. They are not automatically attached to a radio, HAB build radius or other ordinary construction rule merely because an administrator created them. Treat them as test objects and verify how the current game build handles interaction.
Copy-ready deployable commands
| Asset | Blueprint path | Complete command |
|---|---|---|
| BGM-71 TOW tripod | /Game/Gameplay/Deployables/Emplacements/BP_BGM71TOW_Tripod_USA.BP_BGM71TOW_Tripod_USA_C |
AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_BGM71TOW_Tripod_USA.BP_BGM71TOW_Tripod_USA_C |
| SPG-9 tripod | /Game/Gameplay/Deployables/Emplacements/BP_SPG9_Tripod.BP_SPG9_Tripod_C |
AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_SPG9_Tripod.BP_SPG9_Tripod_C |
| ZU-23 emplacement | /Game/Gameplay/Deployables/Emplacements/BP_ZU-23_Emplacement.BP_ZU-23_Emplacement_C |
AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_ZU-23_Emplacement.BP_ZU-23_Emplacement_C |
| M252 mortar | /Game/Gameplay/Deployables/Emplacements/BP_m252mortar_Deployable.BP_m252mortar_Deployable_C |
AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_m252mortar_Deployable.BP_m252mortar_Deployable_C |
| FOB radio | /Game/Gameplay/Deployables/Radios/USA/BP_FOBRadio_Woodland.BP_FOBRadio_Woodland_C |
AdminCreateDeployable /Game/Gameplay/Deployables/Radios/USA/BP_FOBRadio_Woodland.BP_FOBRadio_Woodland_C |
| HAB | /Game/Gameplay/Deployables/HABs/USA/US_Hab_Desert.US_Hab_Desert_C |
AdminCreateDeployable /Game/Gameplay/Deployables/HABs/USA/US_Hab_Desert.US_Hab_Desert_C |
| US ammo crate | /Game/Gameplay/Deployables/Ammocrates/BP_Ammocrate.BP_Ammocrate_C |
AdminCreateDeployable /Game/Gameplay/Deployables/Ammocrates/BP_Ammocrate.BP_Ammocrate_C |
| US repair station | /Game/Gameplay/Deployables/RepairStations/USA/BP_vehicle_repair.BP_vehicle_repair_C |
AdminCreateDeployable /Game/Gameplay/Deployables/RepairStations/USA/BP_vehicle_repair.BP_vehicle_repair_C |
| Tank trap | /Game/Gameplay/Deployables/HedgehogTank_Trap/BP_HedgehogTankTrap.BP_HedgehogTankTrap_C |
AdminCreateDeployable /Game/Gameplay/Deployables/HedgehogTank_Trap/BP_HedgehogTankTrap.BP_HedgehogTankTrap_C |
How to read a Squad blueprint ID
A stock path has three useful parts:
- Package path: the folders below
/Game/, such as/Game/Vehicles/MATV/or/Game/Gameplay/Deployables/HABs/USA/. - Blueprint object name: the asset before the period, for example
BP_MATV_CROWS. - Generated class name: the asset after the period, normally the same name with
_Cappended, such asBP_MATV_CROWS_C.
The period separating the object and class reference matters. A path that stops at the object name, uses the wrong capitalization or omits _C is not equivalent to the complete class path. Paths are case-sensitive in practice, so do not normalize folder or asset names while copying them.
Fixing “Invalid Class!” and other failures
Invalid Class!
- Check every character in the package and blueprint names.
- Confirm the period is present between the object reference and class reference.
- Add the final
_Cto the class name; do not add it only to the package path. - Use console history and TAB completion where available to reduce typing errors.
- Confirm that the path belongs to the game version and server content you are running.
No object appears
First confirm administrator or feature-test permission. Then check that you used the correct command family: vehicles require AdminCreateVehicle, while a HAB, crate, radio, emplacement or repair station requires AdminCreateDeployable. A valid command can also create an object inside terrain or outside your immediate view; move to an open area and try again.
The object is floating or embedded
Creation uses the administrator’s position, not a terrain-aware vehicle pad. Relocate to level ground with sufficient clearance and run the command again. This is a placement issue, not evidence that the ID is wrong.
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A path worked previously but fails after an update
Blueprints can be renamed, added or removed by patches. Recheck the live command index for the current spelling rather than assuming an older path remains valid. A path copied from a different game build, map layer or mod is not guaranteed to exist on your server.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Finding IDs for new stock assets and mods
The command lists above are examples, not a permanent master list. For a newly added stock asset, obtain the blueprint object reference from the current command index or the Squad SDK, then form the class path by using the object reference followed by its generated class name. Apply the _C suffix only when the asset’s documented class reference uses that convention; do not guess a name for an undocumented object.
Modded vehicles and deployables live under the mod’s own package paths. They may use different folders, faction names or blueprint prefixes. Load the mod on the server, locate the path supplied by its author or SDK content, and use the appropriate command prefix. A stock path will not summon a mod asset, and a mod path will not work when the server has not loaded that mod.
Vehicle command versus deployable command
| Decision point | AdminCreateVehicle | AdminCreateDeployable |
|---|---|---|
| Asset type | Drivable or flyable vehicle | Fixed weapon, structure or support object |
| Examples | M1A2, T-72B3, BTR-80, helicopters, RHIB | HAB, FOB radio, ammo crate, mortar, TOW, repair station, tank trap |
| Required argument | Vehicle blueprint class path | Deployable blueprint class path |
| Placement | At the administrator’s position; may float | At the administrator’s position; may intersect terrain |
| Normal map spawn system | Separate from main-base or layer vehicle spawns | Separate from ordinary construction and placement rules |
| Compatibility concern | Stock paths can change with patches; mod paths require the mod | Stock paths can change with patches; mod paths require the mod |
Testing safely and cleaning up your workflow
- Start in a private test session or Shooting Range rather than a live public match.
- Keep a text list of paths that are confirmed for the exact server build.
- Test one command at a time and record whether the console reports a class, permission or placement error.
- Spawn large vehicles on open ground and aircraft away from cliffs, buildings and teammates.
- Use a deployable command only for the intended fixed asset; changing the command prefix will not convert a vehicle path into a deployable.
- After a patch or mod update, retest representative entries before relying on the list for an event or training session.
Normal gameplay vehicle stations and construction systems remain separate. An administrator-created tank is not a replacement for a map layer’s vehicle roster, and an administrator-created HAB or radio does not prove that the same object can be built by a squad under ordinary rules.
Quick Recap
Quick reference
- Open the console:
~. - Vehicle syntax:
AdminCreateVehicle /Game/.../Blueprint.Blueprint_C. - Deployable syntax:
AdminCreateDeployable /Game/.../Blueprint.Blueprint_C. - Most common class error: misspelled path or missing
_C. - Spawn location: the administrator’s position, with possible floating or terrain clipping.
- Access: local or unlicensed server with the required administrator or feature-test permission.
- Updates: verify paths again after patches; mod paths must come from the mod’s own content.
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