& AutoCompleteList); protected: UFUNCTION(exec) void SetSomethingFunction(EEnumName EnumName) const; };"> & AutoCompleteList); protected: UFUNCTION(exec) void SetSomethingFunction(EEnumName EnumName) const; };"> & AutoCompleteList); protected: UFUNCTION(exec) void SetSomethingFunction(EEnumName EnumName) const; };">
#include "CoreMinimal.h"
#include "GameFramework/CheatManager.h"
#include "CheatManagerName.generated.h"

struct FAutoCompleteCommand;
enum class EEnumName : uint8;

/**
 * 
 */
UCLASS()
class Name_API UCheatManagerName : public UCheatManager
{
	GENERATED_BODY()

public:
	static void PopulateAutoCompleteEntries(TArray<FAutoCompleteCommand>& AutoCompleteList);

	
protected:
	UFUNCTION(exec)
	void SetSomethingFunction(EEnumName EnumName) const;
};
#include "CheatManagerName.h"
#include "ConsoleSettings.h"

void UCheatManagerName::PopulateAutoCompleteEntries(TArray<FAutoCompleteCommand>& AutoCompleteList)
{
#if UE_WITH_CHEAT_MANAGER
	const UConsoleSettings* ConsoleSettings = GetDefault<UConsoleSettings>();
	UEnum* LocalEnumName = StaticEnum<EEnumName>();
	
	for (int32 i = 0; i < LocalEnumName->NumEnums() - 1; ++i)
	{
		FAutoCompleteCommand AutoCompleteCommand;

		AutoCompleteCommand.Command = *FString::Printf(TEXT("SetSomethingFunction %s"), *LocalEnumName->GetNameStringByIndex(i));
			
		AutoCompleteCommand.Desc = "Set Something";
			
		// You can customize the color or just use the default one
		AutoCompleteCommand.Color = ConsoleSettings->AutoCompleteCommandColor;
	 
		// MoveTemp for efficiency
		AutoCompleteList.Add(MoveTemp(AutoCompleteCommand));
	}
	#endif
}

void UCheatManagerName::SetSomethingFunction(const EEnumName EnumName) const
{
	// Something
}

Add EngineSettings to PublicDependencyModuleNames in Build.cs

PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core",
				"EngineSettings",
				// ... add other public dependencies that you statically link with here ...
			}
			);