Check players blueprints?
Hi guys, apologies if this has been answered elsewhere, I couldn't find an answer anywhere myself.

There is a guy in my server who claims that he learned the AK blueprint, but is not in his blueprint list to craft. I made the AK myself for him to research. He has been known for lying to Admins before to get free items so of course I don't believe him, but I'd like to reply to him with solid proof if he has or has not learned the blueprint.

Is there a way of checking players blueprints at all? I've had a look into the .DB file for blueprints but it doesn't display individual blueprints for each player.

Many thanks in advance. 
BlueprintShare keeps a list in a data file. I think this would only work moving forward, and not retroactively.

I use BlueprintManager and tried to grant a rifle.ak to myself when I was offline and got an NRE. I was able to grant an online person the blueprint, but when I granted it again, it didn't say they already had it (which was my hope).

When you gave him the AK, that's what opened the flood gates. Players are people too, and they'll try to get as much as they can, and take advantage of everything they can. Be careful giving things away, you'll train your players to ask you for stuff. (But it's so easy to just press a button and give someone happiness!)
Trust your common sense. Of course he's lying. Don't put yourself in the position of having to justify yourself, it shows weakness as Ryan says. The game is the game - even if there was a glitch (there wasn't!) that's too bad, he has to live with it. Not your problem.
This would never happen unless everyone complains. They are obviously lying, especially if they did it earlier to staff members. Consider banning them or muting.
Word, word.

We should should start a whole thread on how to train your players what a good admin is.

There was a Research table mod with a ui that checked player's IsCrafted. I think Orange's BluePrint mod should allow granting to offline players, and if granted; give a message like uMod permissions do about it already being granted.

A new mod could do checks, but if you're trying to manage blueprints, blueprint manager should handle it, imo. Blueprint manager should have a check feature.