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Squad’s spawn “IDs” are Unreal Engine blueprint class paths, not ordinary item codes. On a local or unlicensed server where you have the necessary administrator or feature-test permission, open the console with ~ and run AdminCreateVehicle followed by a vehicle class path. Use AdminCreateDeployable for HABs, ammunition crates, mortars, radios, repair stations and other fixed assets. The class path normally ends in _C; omitting that suffix or misspelling any folder usually produces Invalid Class!.
This guide gives copy-ready stock-game examples, explains why arbitrary inventory items do not have a guaranteed spawn command, and shows how to diagnose paths that stop working after a patch or differ in a mod.
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What a Squad “item ID” actually is
In the stock game, the useful identifier is an Unreal-style blueprint object reference. It contains the asset’s package folders, blueprint name and generated class name. For example, the BTR-80 woodland command is:
AdminCreateVehicle /Game/Vehicles/BTR80/BP_BTR80_RUS.BP_BTR80_RUS_C
The portion before the period identifies the blueprint object. The portion after the period is the generated class, which is why the final class name ends in _C. The complete string is passed to the console command; it is not a short numeric code.
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“Item ID” is therefore an imprecise community term. The documented stock commands target vehicle and deployable blueprints. They are not a guaranteed system for creating any arbitrary rifle, magazine, uniform, cosmetic or other inventory entry. If an asset is not exposed as a supported vehicle or deployable blueprint, these commands may not create it.
Paths can change when the game is patched. A path copied from an older list may be removed, renamed or moved, and paths supplied by a mod are different from stock paths. Treat every path as an exact, case-sensitive reference and verify it against a current command index or the relevant mod documentation.
Permissions and server requirements
Spawning is an administrator or feature-test function, not a normal-player shortcut. Before entering a command, make sure all of the following are true:
- You are on a local server or an unlicensed server where the command is enabled.
- Your account has the required administrator or feature-test permission.
- You are testing an asset on a server and map that can load it.
- You have enough room around your current position for the spawned object.
A normal public match does not turn the console into a free vehicle menu. If the server refuses the command, ask the server administrator whether the required permission or feature-test setting is enabled rather than repeatedly changing the blueprint path.
New commands are best tested in the Shooting Range. This isolates path and placement problems from a live match, where a failed command or badly placed vehicle can disrupt other players. The range is still subject to the same permission and asset-loading requirements.
How the vehicle command works
The basic syntax is:
AdminCreateVehicle <blueprint-class-path>
Replace the placeholder with the complete path, including the package path, the blueprint object name, the period and the class name ending in _C. A current example for a Russian BTR-80 is:
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The command creates the vehicle at the administrator’s current position. It can appear partly or completely above the ground if the location, slope or collision geometry is unsuitable, so move to a broad, level area before spawning. A floating vehicle is usually a placement issue, not proof that the ID is wrong.
Console history and TAB completion can reduce typing errors. They are especially useful because a single capitalization change, missing folder, missing period or omitted _C changes the class reference.
Step-by-step: spawn a vehicle
- Start the right server. Join your local server or an unlicensed test server and confirm that your account has administrator or feature-test access.
- Choose a safe position. Stand on open, reasonably level terrain. The vehicle is created at your administrator position, so avoid walls, rocks, buildings and crowded spawn areas.
- Open the console. Press
~while in the game. - Enter the command prefix. Type
AdminCreateVehicle, followed by one space. - Paste the full class path. Include the exact capitalization, the period between the object and class portions, and the trailing
_C. - Submit the command. The vehicle should be created at your current position if the server can resolve the class and your permission is valid.
- Inspect the result. If it is floating or intersecting terrain, move to a clearer position and create another copy. If the console reports
Invalid Class!, check the path before changing server settings.
For repeat testing, keep a text list of known-good commands. Paste one line at a time so that a typo in one asset does not make it difficult to identify which command failed.
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Copy-ready stock vehicle IDs
The following examples represent different factions, camouflage variants and vehicle types. Copy the entire command, not only the final vehicle name.
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| Vehicle and 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 difference between entries is not cosmetic text in the command: the folder and blueprint name select a particular faction or camouflage asset. For example, the desert and woodland BTR-80 references are separate classes.
Deployables use a different command
Fixed weapons and structures are created with AdminCreateDeployable, not AdminCreateVehicle. The syntax is:
AdminCreateDeployable <deployable-class-path>
Use the full command and path as one line. A BGM-71 TOW tripod, for example, is:
AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_BGM71TOW_Tripod_USA.BP_BGM71TOW_Tripod_USA_C
Deployables remain subject to the same server permission, path accuracy and map-loading requirements as vehicles. They are not inventory objects, even when players casually call an ammunition crate or HAB an “item.”
| Deployable | Copy-ready command |
|---|---|
| BGM-71 TOW tripod | AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_BGM71TOW_Tripod_USA.BP_BGM71TOW_Tripod_USA_C |
| SPG-9 tripod | AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_SPG9_Tripod.BP_SPG9_Tripod_C |
| ZU-23 emplacement | AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_ZU-23_Emplacement.BP_ZU-23_Emplacement_C |
| M252 mortar | AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_m252mortar_Deployable.BP_m252mortar_Deployable_C |
| FOB radio, US woodland | AdminCreateDeployable /Game/Gameplay/Deployables/Radios/USA/BP_FOBRadio_Woodland.BP_FOBRadio_Woodland_C |
| US desert HAB | AdminCreateDeployable /Game/Gameplay/Deployables/HABs/USA/US_Hab_Desert.US_Hab_Desert_C |
| US ammunition crate | AdminCreateDeployable /Game/Gameplay/Deployables/Ammocrates/BP_Ammocrate.BP_Ammocrate_C |
| US repair station | AdminCreateDeployable /Game/Gameplay/Deployables/RepairStations/USA/BP_vehicle_repair.BP_vehicle_repair_C |
| Tank trap | AdminCreateDeployable /Game/Gameplay/Deployables/HedgehogTank_Trap/BP_HedgehogTankTrap.BP_HedgehogTankTrap_C |
Spawning a HAB
Use the HAB blueprint with the deployable prefix. The listed US desert example is:
AdminCreateDeployable /Game/Gameplay/Deployables/HABs/USA/US_Hab_Desert.US_Hab_Desert_C
Because this is a fixed deployable, do not substitute AdminCreateVehicle. If you need another faction or camouflage, obtain that variant’s documented blueprint path rather than changing the text by guesswork.
Spawning an ammunition crate
The stock US ammunition-crate reference is:
AdminCreateDeployable /Game/Gameplay/Deployables/Ammocrates/BP_Ammocrate.BP_Ammocrate_C
This creates the deployable asset represented by that blueprint. It does not provide a general command for selecting arbitrary contents or spawning an inventory item by name.
Spawning a mortar
The listed M252 mortar path is:
AdminCreateDeployable /Game/Gameplay/Deployables/Emplacements/BP_m252mortar_Deployable.BP_m252mortar_Deployable_C
The SPG-9, TOW and ZU-23 examples use the same command with their own class paths. A fixed weapon that is documented under the emplacements folder should be treated as a deployable, even though players may refer to it as a weapon.
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Vehicle versus deployable: choose the correct command
| What you want to create | Command prefix | Typical path area | Important check |
|---|---|---|---|
| Tank, truck, helicopter, boat or other drivable vehicle | AdminCreateVehicle |
/Game/Vehicles/ or a stock vehicle package |
Use the vehicle blueprint class and its final _C. |
| HAB, radio, ammunition crate or repair station | AdminCreateDeployable |
/Game/Gameplay/Deployables/ |
Use the exact faction and terrain variant documented for the asset. |
| Tripod, mortar, anti-vehicle emplacement or tank trap | AdminCreateDeployable |
Usually an emplacement or deployable package | Do not use the vehicle command merely because the object has a weapon. |
| Arbitrary rifle, magazine, uniform or other inventory entry | No guaranteed stock command established here | Not necessarily a vehicle or deployable blueprint | Do not present an inventory name as a universal item ID. |
Fixing “Invalid Class!” and other failures
“Invalid Class!” appears immediately
The usual causes are a misspelled path or an omitted _C suffix. Compare the command character by character, including capitalization, underscores, hyphens and the period between the blueprint object and generated class. Console history and TAB completion can expose a typo quickly.
The command is accepted but nothing useful appears
First confirm that you used the correct prefix. A HAB, crate or mortar requires AdminCreateDeployable; a tank or aircraft requires AdminCreateVehicle. Then check your server permission and whether the map can load the asset. If a vehicle exists but is floating or embedded, relocate to open, level ground and try again.
A path worked before a patch but fails now
Stock blueprint paths are update-sensitive. A patch can rename, move or remove an asset, so an old copied list is not authoritative forever. Replace the stale path with the current reference and avoid silently “repairing” a name by guessing.
A modded vehicle will not spawn
Mod content uses the mod’s own package path. Locate the blueprint reference in that mod’s documentation or development tools, then apply the same class-suffix rule only when the mod documents a generated class ending in _C. A stock path cannot be assumed to exist inside a mod package, and a mod path cannot be assumed to remain valid after the mod author updates it.
The server rejects every command
Stop changing asset names and verify the environment: local or unlicensed server, administrator or feature-test permission, console opened with ~, and a map that has finished loading. These commands are not intended as normal-player controls in a public match.
Jensen’s range and normal gameplay spawn points
Jensen’s range is useful for controlled testing, but it does not convert the stock game into an unrestricted inventory-spawn system. You still need the server permission and a valid vehicle or deployable blueprint. Use the range to check whether a path resolves, whether the object loads and how placement behaves.
These administrator commands are also separate from ordinary gameplay spawn points. A vehicle appearing at a main base, a vehicle claim becoming available through a layer and an administrator-created vehicle are different systems. Changing a command path will not add a normal spawn point to a map, and creating a vehicle at your position does not establish a persistent base asset.
A maintenance checklist for reliable testing
- Copy the complete command, including the final
_C. - Keep vehicle commands and deployable commands in separate lists.
- Record faction, camouflage and asset type beside each path.
- Test new entries in the Shooting Range before using them in a shared session.
- Use open terrain so a valid spawn is not mistaken for a class or collision failure.
- When an update breaks a command, obtain the new blueprint reference instead of guessing at renamed folders.
- For a mod, use the mod’s package path and confirm whether its documented class requires the
_Csuffix. - Do not label an arbitrary inventory object as a supported “item ID” unless the game or mod explicitly documents a command for it.
The practical rule is simple: identify the asset type first, select the matching command, copy the complete blueprint class path and verify permissions before troubleshooting the spelling.
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