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

By Freedom251 Team · · 10 min read

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Squad does not use a universal list of numeric item IDs for ordinary players. The stock admin commands use Unreal Engine blueprint class paths. On a local or unlicensed server where you have the required administrator or feature-test permissions, open the console with ~, run AdminCreateVehicle plus a vehicle class path, or use AdminCreateDeployable for a HAB, radio, mortar, emplacement, ammo crate or other fixed asset. The class path normally ends in _C; omitting that suffix is the most common cause of an Invalid Class! error.

What “item IDs” mean in Squad

In Squad, the identifiers used by the documented stock admin commands are Unreal-style blueprint class paths, not short item numbers that any player can type to receive ammunition or equipment. A path identifies the blueprint asset and its generated class. For example, the BTR-80 woodland command is:

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AdminCreateVehicle /Game/Vehicles/BTR80/BP_BTR80_RUS.BP_BTR80_RUS_C

The first path segment points to the blueprint asset, while the final object reference after the period is the class name. The final _C is significant: it tells the command to create the generated Blueprint class. A valid-looking path without _C can still fail.

This system covers vehicles and deployable world objects. It is not documented as an arbitrary inventory-spawn API. You should not assume that a rifle, magazine, grenade or other carried item has a usable stock-game ID simply because it exists in Squad’s files. The practical “item” examples in the command index are deployable assets such as an ammo crate, HAB, FOB radio or mortar.

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Permissions and server requirements

Spawning is an administrator and server-testing feature, not a normal-player shortcut. Before entering a command, use one of these environments:

  • A local server you control, with the required administrator or feature-test permissions.
  • An unlicensed server on which the owner has granted the permissions needed for console creation commands.
  • A shooting-range or other test setup appropriate to the command and game version.

If you are connected to a public licensed server without admin access, a correct path will not give you permission to create an asset. Ask the server owner rather than repeatedly changing the command. The reference material also recommends testing new commands in the Shooting Range.

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Spawned vehicles appear at the administrator’s current position. They can be partly or completely above the ground, inside another object or on an unsuitable slope, so stand on a broad, level area before creating one. This command-created position is different from the normal vehicle spawn points defined by a map and layer.

How to spawn a vehicle

  1. Join the correct test server. Confirm that it is local or unlicensed and that your account has the administrator or feature-test permission required for console spawning.
  2. Move to a safe location. Because the vehicle is created at your position, use level terrain with enough clearance for the vehicle’s hull, turret, rotor or boat.
  3. Open the console. Press ~. Keyboard layouts can place this key differently, but the documented reference uses the tilde key.
  4. Enter the command and complete class path. Use the exact capitalization and punctuation from the asset reference. For example:
    AdminCreateVehicle /Game/Vehicles/BTR80/BP_BTR80_RUS.BP_BTR80_RUS_C
  5. Submit the command. The vehicle should be created at the administrator’s location if the server accepts the class and your permissions are valid.
  6. Inspect the result before spawning more. Check that the faction, camouflage and vehicle type are the one you intended. If it floats or intersects terrain, move to a better position and create another copy rather than treating the path as a placement tool.

Do not add quotation marks, a numeric ID or a space inside the blueprint path. The command prefix and the full object reference are required.

How the blueprint path is built

A typical vehicle path has this shape:

/Game/<folder>/<blueprint-file>.<object-reference>_C

For the M1A2 desert example, /Game/vehicles/M1A2/BP_M1A2 is the base asset reference and BP_M1A2_C is the generated class used by AdminCreateVehicle:

AdminCreateVehicle /Game/vehicles/M1A2/BP_M1A2.BP_M1A2_C

Case matters in practice. The live command index contains both lowercase and uppercase folder forms, so do not normalize them by hand. Copy the path as listed. A variant can have a different blueprint filename even when the vehicle family is the same; woodland and desert entries are not interchangeable guesses.

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If a reference supplies an object name but not a generated class, use the object reference as the base and append _C to the class portion. This rule applies to documented blueprint paths, including mod assets when the mod exposes them in the same way.

Copy-ready vehicle IDs

Each row below is a complete command, not merely a filename. These are representative stock entries; the live index contains additional faction and camouflage variants.

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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

Vehicle availability can depend on the current game version, map layer and faction setup. A path appearing in an index does not guarantee that every older patch still contains it, so treat these commands as version-sensitive references rather than permanent API names.

How to spawn HABs, radios, mortars and other deployables

Fixed weapons and structures use a different command: AdminCreateDeployable. Do not replace that prefix with AdminCreateVehicle; the asset type and command must match.

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  1. Join the permitted test server and stand where the deployable can be inspected safely.
  2. Open the console with ~.
  3. Type AdminCreateDeployable, followed by one complete deployable class path.
  4. Submit it and check the resulting object for the expected faction, variant and placement.

For example, this creates a US woodland FOB radio:

AdminCreateDeployable /Game/Gameplay/Deployables/Radios/USA/BP_FOBRadio_Woodland.BP_FOBRadio_Woodland_C

Copy-ready deployable and “item” examples

Asset Complete 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 ammo 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

These objects are world deployables, not a promise that the command can place arbitrary carried equipment in a player inventory. An ammo crate can be created as a crate object; it does not imply that an ammunition stack can be spawned directly into a soldier’s kit.

Vehicle versus deployable: which command should you use?

Decision point Vehicle Deployable
Asset type Drivable or flyable vehicle such as a tank, helicopter, truck or boat Fixed weapon, structure, radio, HAB, crate, repair station or obstacle
Command prefix AdminCreateVehicle AdminCreateDeployable
Path ending Blueprint class path ending in _C Blueprint class path ending in _C
Placement behavior Created at the administrator’s position; may float or intersect terrain Created as a fixed world object at the test position; placement still depends on terrain and asset rules
Faction and variant Often encoded in the filename, such as desert or woodland Often encoded in folders or filenames, such as USA and woodland
Permission requirement Administrator or feature-test permission on a permitted server Administrator or feature-test permission on a permitted server

The shared _C rule does not make the commands interchangeable. Select the prefix from the asset category first, then paste the matching class path.

Finding IDs that are not in the examples

Use the live command index carefully

The command index is a live reference with many faction and camouflage variants. Because patches can rename, add or remove blueprints, copy the current path rather than adapting an older forum post. Preserve every slash, underscore, period and capitalization.

Use console history and completion

When the console supports it, command history lets you reuse a known-good prefix and edit only the asset path. TAB completion can expose a valid continuation and reduce typing errors. These tools are especially useful for long paths containing several underscores.

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Inspect the Squad SDK for new references

For a newly added stock asset, the Squad SDK is the appropriate place to obtain the blueprint reference when the published command list has not caught up. The SDK reference still needs to be converted to the generated class form when required: use the object reference as the base and add _C to the class name.

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Understanding and fixing common failures

“Invalid Class!”

This error usually indicates a misspelled path or an omitted _C suffix. Compare the complete command character by character with the current reference. Check the folder case, the filename before the period, the object reference after the period and the final class suffix. Console history and TAB completion can help identify the discrepancy.

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Nothing happens or the command is rejected

First verify server permissions. A local or unlicensed server requirement is not satisfied merely by opening the console; your account must have the relevant administrator or feature-test capability. If permissions are correct, confirm that you used the command prefix that matches the asset category.

The vehicle floats, clips into the ground or appears in an inconvenient place

Creation is tied to the administrator’s position. Move to a flat, unobstructed area before running the command. Large vehicles, aircraft and boats need more clearance than a small ground vehicle. A malformed placement does not necessarily mean the class path is wrong.

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The wrong faction or camouflage appears

Several families have separate desert and woodland blueprints. Recheck the full filename rather than stopping at the vehicle family name. For example, the desert and woodland M1A2 commands use different blueprint filenames, as do the two listed T-72B3 variants.

A previously working path fails after an update

Stock-game blueprint paths are update-sensitive. A patch can rename, move or remove an asset. Check the current command index or SDK reference and test the revised path in the Shooting Range before using it in a larger scenario.

A modded vehicle cannot be found

Mod content is not guaranteed to use the stock folders or names. Obtain the blueprint path from the mod’s own documentation or SDK assets. Apply the _C class-suffix rule only when the mod exposes a Blueprint class in that form; do not substitute a stock path or guess a folder name.

Why normal base spawns are different

Squad’s ordinary vehicle spawn points are defined by the map and game layer. They determine where a team’s vehicles become available during normal play. AdminCreateVehicle bypasses that system by creating a class at the administrator’s current position for testing or administration.

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Consequently, a vehicle ID cannot be used to add a permanent main-base spawn point, alter a layer’s logistics or change a team’s vehicle roster. Those are map, layer and server-configuration concerns. The admin command is best treated as an on-demand test tool.

A practical testing workflow

  1. Start with one known-good command. Use the BTR-80 woodland example or another path copied exactly from the current list.
  2. Confirm the console and permission setup. If the known-good command fails, solve the server-access issue before investigating a new path.
  3. Test the asset category. Create one vehicle with AdminCreateVehicle, then one fixed object with AdminCreateDeployable to verify that each command is available.
  4. Change only one variable at a time. When testing variants, keep the command prefix and location the same while changing the blueprint path.
  5. Record the exact working path. Save the full command, including capitalization and _C, so a later test does not rely on memory.
  6. Retest after patches. Treat saved commands as versioned notes, not permanent guarantees. A path that worked on one build may need to be replaced after an update.

Quick checklist

  • You are on a local or unlicensed server where you have the required admin or feature-test permission.
  • You opened the console with ~.
  • You chose AdminCreateVehicle for a vehicle or AdminCreateDeployable for a fixed asset.
  • You copied the complete Unreal blueprint path, including the period between asset and class.
  • The class portion ends in _C.
  • You preserved case, underscores and folder names.
  • You are standing where the spawned object has enough room and suitable terrain.
  • You understand that stock paths can change with patches and that mod paths come from the mod, not the stock list.

What the commands can and cannot do

These commands are useful for admin demonstrations, map-layer checks, vehicle familiarisation and controlled feature testing. They let an authorised administrator create documented vehicle and deployable blueprints without waiting for a normal gameplay spawn cycle.

They do not establish a universal inventory-ID system, grant permission on a server you do not control, guarantee a valid position on every terrain type or make an old blueprint path stable across future updates. For an item that is not represented by a documented vehicle or deployable Blueprint, there is no basis here for promising a stock command that inserts it directly into a player’s inventory.

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