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Squad Item and Vehicle IDs: How to Spawn Vehicles, HABs and Deployables

Squad IDs are Unreal blueprint class paths. This guide explains the required permissions, console syntax, _C suffix, vehicle and deployable commands, copy-ready paths, and fixes for Invalid Class errors.
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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!.

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

  1. 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.
  2. Open the console. Press ~. Keyboard layouts can map this key differently; use the key that opens your Squad developer console.
  3. Enter the command and full class path. The syntax is AdminCreateVehicle /Game/path/to/Blueprint.Blueprint_C.
  4. Submit the command. A valid path and permission should create the vehicle at your position.
  5. 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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AdminCreateVehicle /Game/Vehicles/BTR80/BP_BTR80_RUS.BP_BTR80_RUS_C

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:

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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:

  1. Package path: the folders below /Game/, such as /Game/Vehicles/MATV/ or /Game/Gameplay/Deployables/HABs/USA/.
  2. Blueprint object name: the asset before the period, for example BP_MATV_CROWS.
  3. Generated class name: the asset after the period, normally the same name with _C appended, such as BP_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 _C to 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.

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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

  1. Start in a private test session or Shooting Range rather than a live public match.
  2. Keep a text list of paths that are confirmed for the exact server build.
  3. Test one command at a time and record whether the console reports a class, permission or placement error.
  4. Spawn large vehicles on open ground and aircraft away from cliffs, buildings and teammates.
  5. Use a deployable command only for the intended fixed asset; changing the command prefix will not convert a vehicle path into a deployable.
  6. 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.

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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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