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bp kit

242 tools. Generated from the plugin source; do not edit by hand.

Guide​

Creates and edits Blueprint assets: classes, interfaces, variables, functions, events, event dispatchers, macros, components, graph nodes/links, timelines, compilation, class defaults, gameplay tags and the debugger. Every tool takes blueprint (object path /Game/BP/BP_Door.BP_Door, package path /Game/BP/BP_Door, or a unique bare name BP_Door). The kit is split over several classes (core, graph, members, class, components, tags, debug) but every tool lives in the bp. namespace.

Recipe: an interactive door​

  1. bp.create_class {name:"BP_Door", folder:"/Game/Blueprints", parentClass:"Actor"}.
  2. bp.add_component {blueprint:"BP_Door", name:"Mesh", componentClass:"StaticMeshComponent"} then bp.set_static_mesh {component:"Mesh", mesh:"/Engine/BasicShapes/Cube.Cube"}.
  3. bp.add_variable {name:"IsOpen", type:"bool"} and {name:"OpenSpeed", type:"float", defaultValue:"90", category:"Door", editable:true}.
  4. bp.add_function {name:"Toggle", inputs:[], outputs:[{name:"NowOpen", type:"bool"}]} — logic goes in graph "Toggle".
  5. bp.build_graph {graph:"EventGraph", nodes:[{id:"begin", kind:"event", name:"ReceiveBeginPlay"}, {id:"print", kind:"print_string", text:"Door ready"}], links:[{from:"begin", fromPin:"then", to:"print", toPin:"execute"}], compile:true}.
  6. bp.validate — compile messages mapped to nodes plus orphan / unreachable / unconnected-exec reports.
  7. asset.save (edit kit) to write the package to disk.

Discovering names before you build​

  • bp.list_class_functions {class:"KismetMathLibrary", filter:"Lerp"} / bp.get_class_function give exact function names, parameter types and pin names (Target, ReturnValue...).
  • bp.search_functions {query:"line trace"} searches every loaded class like the palette.
  • bp.list_class_properties / bp.get_cdo_properties give exact property names for bp.set_cdo_property, bp.set_component_property, bp.add_variable_node with scope:"external".
  • bp.list_overridable_functions lists parent/interface events you can override.
  • bp.list_component_events lists the delegates a component exposes (OnComponentBeginOverlap...).
  • bp.list_node_classes lists every K2 node class for bp.add_node_of_class; bp.list_library_macros lists the engine StandardMacros (ForLoop, ForEachLoop, WhileLoop, DoOnce, Gate, FlipFlop, IsValid...).
  • bp.list_collision_profiles lists presets and channel names for bp.set_component_collision.
  • bp.list_gameplay_tags / bp.list_gameplay_tag_sources for the tag table.

Tools by area​

  • Create / inspect: bp.create_class, bp.create_interface, bp.create_function_library, bp.create_macro_library, bp.create_anim_blueprint, bp.get_summary, bp.find, bp.exists, bp.find_children, bp.get_class_hierarchy, bp.get_dependencies, bp.list_parent_classes, bp.compare, bp.compare_components, bp.get_class_settings, bp.set_class_settings, bp.regenerate_thumbnail.
  • Variables: bp.list_variables, bp.add_variable, bp.get_variable, bp.variable_exists, bp.remove_variable, bp.remove_variables, bp.rename_variable, bp.rename_variables, bp.set_variable_default, bp.set_variable_flags, bp.set_variable_type, bp.set_variable_metadata, bp.set_variable_replication, bp.set_variable_advanced_flags, bp.reorder_variable, bp.categorize_members, bp.find_unused_variables, bp.delete_unused_variables, bp.find_references (variables, functions, events, dispatchers — project-wide through the asset registry).
  • Local variables: bp.list_local_variables, bp.add_local_variable, bp.remove_local_variable, bp.rename_local_variable, bp.set_local_variable.
  • Functions / events: bp.list_functions, bp.add_function, bp.get_function, bp.function_exists, bp.remove_function, bp.remove_functions, bp.rename_function, bp.add_function_param, bp.remove_function_param, bp.rename_function_param, bp.set_function_param, bp.reorder_function_param, bp.set_function_flags (pure, const, access, replication, call in editor, thread safe, deprecated), bp.set_function_metadata, bp.add_custom_event, bp.get_custom_event, bp.add_custom_event_param, bp.set_custom_event_flags, bp.add_event_dispatcher, bp.remove_event_dispatcher, bp.override_function, bp.list_overridable_functions.
  • Macros / graphs: bp.list_macros, bp.add_macro, bp.remove_macro, bp.add_macro_param, bp.get_macro, bp.list_graphs, bp.add_event_graph, bp.remove_graph, bp.rename_graph.
  • Interfaces: bp.add_interface, bp.remove_interface, bp.list_interfaces, bp.list_interface_functions, bp.add_interface_function / bp.remove_interface_function (on Blueprint Interface assets).
  • Components: bp.list_components, bp.add_component, bp.get_component, bp.component_exists, bp.remove_component, bp.remove_components, bp.rename_component, bp.attach_component, bp.detach_component, bp.reorder_component, bp.set_root_component, bp.set_component_class, bp.copy_component, bp.set_component_property, bp.set_component_properties, bp.get_component_property, bp.get_component_properties, bp.set_component_transform, bp.set_component_collision, bp.get_component_collision, bp.set_component_mobility, bp.set_static_mesh, bp.set_skeletal_mesh, bp.set_component_material, bp.set_camera_properties, bp.set_audio_properties, bp.set_component_rendering, bp.set_component_activation, bp.set_component_replication, bp.set_component_metadata, bp.set_component_tags, bp.set_component_physics, bp.set_child_actor_class, bp.add_component_event, bp.list_component_events, bp.list_component_classes.
  • Graph basics: bp.get_graph, bp.get_node, bp.node_exists, bp.find_node, bp.find_nodes_by_class, bp.search, bp.add_node, bp.delete_node, bp.delete_nodes, bp.connect_pins, bp.connect_links, bp.connect_chain, bp.disconnect_pin, bp.disconnect_link, bp.disconnect_node, bp.set_pin_default, bp.set_pin_defaults, bp.reset_pin_default, bp.split_pin, bp.recombine_pin, bp.set_pin_visibility, bp.promote_pin_to_variable, bp.add_reroute, bp.remove_reroutes, bp.add_node_input_pin, bp.remove_node_input_pin, bp.set_node_position, bp.move_nodes, bp.snap_nodes_to_grid, bp.set_node_enabled, bp.set_node_comment, bp.set_node_property, bp.get_node_property, bp.refresh_nodes, bp.refresh_all_nodes, bp.duplicate_nodes, bp.export_nodes, bp.import_nodes, bp.add_comment, bp.add_comment_around, bp.update_comment, bp.arrange_nodes, bp.analyze_graph, bp.clear_graph, bp.build_graph.
  • Typed node factories: bp.add_math_node, bp.add_flow_node, bp.add_macro_instance, bp.add_struct_node, bp.add_container_node, bp.add_variable_node, bp.add_cast_node, bp.add_spawn_node, bp.add_delegate_node, bp.add_input_event, bp.add_special_node, bp.add_call_on_variable, bp.add_node_of_class, bp.list_node_classes, bp.list_library_macros.
  • Timelines: bp.add_timeline, bp.get_timeline, bp.set_timeline, bp.set_timeline_track, bp.remove_timeline_track, bp.remove_timeline.
  • Class defaults / compile: bp.get_cdo_property, bp.set_cdo_property, bp.get_cdo_properties, bp.set_cdo_properties, bp.compile, bp.compile_with_options, bp.get_compile_messages, bp.validate, bp.fix_broken_links, bp.fix_deprecated_nodes, bp.find_unconnected_exec_pins, bp.reparent.
  • User enums / structs: bp.create_enum, bp.get_enum, bp.add_enum_entries, bp.remove_enum_entry, bp.rename_enum_entry, bp.create_struct, bp.get_struct, bp.add_struct_field, bp.remove_struct_field, bp.rename_struct_field, bp.set_struct_field.
  • Gameplay tags: bp.list_gameplay_tags, bp.get_gameplay_tag, bp.get_gameplay_tag_children, bp.gameplay_tag_exists, bp.validate_gameplay_tag, bp.add_gameplay_tag, bp.add_gameplay_tags, bp.remove_gameplay_tag, bp.rename_gameplay_tag, bp.update_gameplay_tag, bp.list_gameplay_tag_sources, bp.add_gameplay_tag_source, bp.find_gameplay_tag_references, bp.list_gameplay_tag_redirects, bp.set_gameplay_tag_redirect, bp.refresh_gameplay_tags, bp.edit_tag_container, bp.get_tag_container (tag / container properties on the class defaults or a component template).
  • Debugger / editor: bp.add_breakpoint, bp.remove_breakpoint, bp.set_breakpoint_enabled, bp.list_breakpoints, bp.clear_breakpoints, bp.watch_pin, bp.unwatch_pin, bp.list_watches, bp.clear_watches, bp.get_execution_trace, bp.set_debug_object, bp.get_debug_object, bp.open_in_editor, bp.close_editor, bp.get_editor_context, bp.focus_nodes.

Type syntax (variables, parameters, struct fields)​

float, int, int64, bool, byte, string, name, text, vector, vector2d, rotator, transform, linearcolor, color, object:<Class> (e.g. object:Actor, object:/Game/BP/BP_Player), class:<Class>, softobject:<Class>, softclass:<Class>, interface:<Class>, struct:<Struct> (struct:HitResult), enum:<Enum> (enum:ECollisionChannel), exec (macro pins). Prefix array: or set: for containers, ref: for by-reference parameters (array:object:Actor, ref:vector). A bare class/struct/enum name is also accepted. bp.get_variable returns the same syntax in typeSpec.

Node kinds for bp.add_node​

kindrequired argsnotes
function_callfunctionName, optional functionOwnerKismetSystemLibrary.PrintString, GameplayStatics.GetPlayerPawn, or a function of this Blueprint (empty owner)
variable_get / variable_setvariableNamemember of this Blueprint or an inherited property (local / external: bp.add_variable_node)
eventeventNameparent event override: ReceiveBeginPlay, ReceiveTick, ReceiveActorBeginOverlap, ReceiveHit... (returns the existing node if already present)
custom_eventeventNameparameters: use bp.add_custom_event / bp.add_custom_event_param
branch, sequence, delay, print_string, self—print_string accepts text
casttargetClassdynamic cast node (bp.add_cast_node for pure / class casts)
commenttextsame as bp.add_comment

Typed factories cover the rest:

  • bp.add_math_node {operator:"add", type:"float"} — operators: add, subtract, multiply, divide, modulo, power, greater, greater_equal, less, less_equal, equal, not_equal, nearly_equal, and, or, not, xor, min, max, abs, clamp, lerp, negate, sqrt, square, sin, cos, tan, floor, ceil, round, truncate, dot, cross, normalize, length, distance, random, random_range, in_range, select, to_string, to_int, to_float, to_text, to_name, to_bool, to_vector, to_rotator, append, contains, length_string, make_vector, break_vector, make_rotator, forward_vector, find_look_at_rotation, interp_to, map_range, is_valid; any raw library function name also works. Types: float (default), int, int64, byte, vector, vector2d, rotator, transform, bool, string, name, text, linearcolor, object, class, datetime, timespan.
  • bp.add_flow_node {kind:"for_each_loop"} — branch, sequence (count outputs), for_loop, for_each_loop, for_loop_with_break, for_each_loop_with_break, reverse_for_each_loop, while_loop, do_once, do_n, gate, flip_flop, is_valid, multi_gate, do_once_multi_input, select (indexType, count, enum), switch_int (cases = number), switch_string / switch_name (cases = "A,B,C"), switch_enum / for_each_enum (enum), delay, retriggerable_delay.
  • bp.add_struct_node {kind:"make"|"break"|"set_fields", struct:"HitResult"}.
  • bp.add_container_node {kind:"make_array", numInputs:3} or {kind:"get_array_item", byRef:true}.
  • bp.add_variable_node {variableName:"Health", kind:"set", scope:"member"|"local"|"external", ownerClass:"Character"}.
  • bp.add_cast_node {targetClass:"Character", pure:true} / {classCast:true}.
  • bp.add_spawn_node {kind:"spawn_actor", class:"/Game/BP/BP_Enemy"} — the exposed-on-spawn pins appear once the class is set.
  • bp.add_delegate_node {kind:"bind"|"unbind"|"call"|"clear"|"assign"|"create_event", dispatcher:"OnOpened", variableName:"Door", functionName:"HandleOpened"} — assign also creates the custom event and wires it; variableName adds a Get node wired to Target.
  • bp.add_input_event {kind:"key", key:"SpaceBar"}, {kind:"action", actionName:"Jump"}, {kind:"axis"}, {kind:"axis_value"}, {kind:"enhanced_action", actionName:"/Game/Input/IA_Jump"} (plugin must be enabled).
  • bp.add_special_node — enum_literal, get_class_defaults, bitmask_literal, get_subsystem, get_data_table_row, format_text, ease, math_expression (text = expression), load_asset, load_class, literal_object, temp_variable, call_parent_function, interface_message, get_enumerator_name, enum_equality, byte_to_enum, get_input_axis_value, create_widget, self, knot, print_string.
  • bp.add_call_on_variable {variableName:"Mesh", functionName:"SetVisibility", defaults:[{key:"bNewVisibility", value:"false"}]} places Get + call wired to Target.
  • bp.add_node_of_class {nodeClass:"K2Node_GetClassDefaults", properties:[...]} for anything else.
  • bp.add_timeline then bp.set_timeline_track {timeline:"Open", track:"Alpha", type:"float", keys:[{time:0, value:0},{time:1, value:1, interp:"cubic"}]}.

Pin names: exec pins are execute (input) and then (output); Branch outputs are then/else (aliases true/false); function results are ReturnValue (alias return); the object pin of a call is self (alias target). Names are case-insensitive; pin ids from bp.get_graph are accepted too. bp.connect_pins reports the schema reason when types are incompatible.

bp.build_graph​

One call creates many nodes and links. Each node spec has a local id, a kind (every bp.add_node kind plus math, flow, macro, struct, container, cast, spawn, delegate, input, special, variable, timeline, node_class, call_on_variable) and the fields class, function, variable, name, text, nodeClass, defaults, properties, x, y. Links use local ids or existing node GUIDs. When no positions are given the new nodes are auto-arranged below the existing content; compile:true compiles and returns the errors. Failures are reported per node/link in errors; the rest of the graph is still built (stopOnError:true to abort early).

Gotchas​

  • Compile before reading class defaults (bp.get_cdo_property) or spawning the class: new variables exist on the CDO only after bp.compile. bp.set_variable_default works before that.
  • Names must not contain spaces or dots; the tools fail with E_INVALID_ARG / E_CONFLICT.
  • Component tools need an Actor-derived Blueprint; inherited native components are listed with inherited:true and can be parents but not edited. bp.add_component_event and delegate nodes on a component need the component to exist as a class property (the tools refresh the skeleton; if it still fails, bp.compile first).
  • Local variable removal/rename/type change needs the function to exist on the skeleton class (compile once after adding the function).
  • Destructive tools (bp.remove_*, bp.delete_*, bp.clear_graph, bp.remove_timeline...) are undoable with edit.undo.
  • bp.override_function creates an event node for events without outputs and a function graph for BlueprintNativeEvents with return values; in both cases nothing is wired.
  • UserWidget parents create Widget Blueprints; the designer tree is not exposed by this kit. Anim Blueprints are created here but their AnimGraph is edited by the animation kit.
  • Object defaults on pins/variables take full object paths (/Game/Meshes/SM_Rock.SM_Rock).
  • Gameplay tag edits write the ini files immediately (bp.remove_gameplay_tag refuses tags still referenced by assets — check bp.find_gameplay_tag_references). bp.rename_gameplay_tag adds a redirect.
  • Pin watch values and the execution trace need a running PIE session and a debug object (bp.set_debug_object); breakpoints work without opening the editor.
  • Every mutation returns the updated state (variables, functions, components, node pins) so a follow-up read is rarely needed.

Tools​

Legend. risk 0 = read-only, 1 = harmless editor op, 2 = modifies asset, 3 = deletes/replaces asset, 4 = project/config/build op, 5 = potentially destructive (calls above MaxAutoRisk need "_confirm": true). mutates = runs in a transaction (edit.undo reverts). requires PIE / requires world = refused without a PIE session / an open level. requires plugin = unavailable while the plugin is disabled. dryRun = honours the dryRun argument. smoke = covered by edit.self_test.

bp.add_breakpoint (risk 2, mutates)​

Adds a breakpoint on a node (enabled by default).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringNode id.
enabledbooleanEnabled state (bp.add_breakpoint / bp.set_breakpoint_enabled). Default true.

Returns: breakpoints.

bp.add_call_on_variable (risk 2, mutates, smoke)​

Adds a Get node for a variable/component plus a call to a function of its class wired to Target (e.g. call SetVisibility on a component). Returns both nodes.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
variableNamestringrequired. Member variable or component name (object type).
functionNamestringrequired. Function of the variable's class to call (e.g. "SetVisibility").
defaultsarray of UeaKeyValuePin defaults to apply on the call node (pin name -> value).
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, count, nodes, errors.

bp.add_cast_node (risk 2, mutates, smoke)​

Adds a Cast (object or class reference) node, optionally pure.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
targetClassstringrequired. Target class (object or class type).
classCastbooleanCast a class reference (Class Dynamic Cast) instead of an object. Default false.
purebooleanPure cast (no exec pins). Default false.
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_comment (risk 2, mutates, smoke)​

Adds a comment box with Text at X,Y of size Width x Height.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default "EventGraph").
textstringrequired. Comment text.
xintegerTop-left position. Default 0.
yintegerDefault 0.
widthintegerBox size in graph units. Default 400.
heightintegerDefault 200.

Returns: graph, node.

bp.add_comment_around (risk 2, mutates)​

Adds a comment box sized to enclose the given nodes (with padding), optionally coloured.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
textstringrequired. Comment text.
nodesarray of stringrequired. Node ids to enclose.
paddingintegerPadding around the nodes in graph units (default 40). Default 40.
colorstringComment colour as "(R=1,G=0.5,B=0,A=1)" (optional).

Returns: graph, node.

bp.add_component (risk 2, mutates, smoke)​

Adds a component of ComponentClass named Name, attached to Parent (scene components default to the scene root).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Component variable name, e.g. "Mesh".
componentClassstringrequired. Component class: StaticMeshComponent, SkeletalMeshComponent, BoxComponent, PointLightComponent, ... or a Blueprint component.
parentstringParent component name (scene components only). Empty = attach to the scene root.

Returns: component, location, rotation, scale, components.

bp.add_component_event (risk 2, mutates, smoke)​

Adds a component bound event node (OnComponentBeginOverlap, OnComponentHit, OnClicked...) to the event graph; returns the existing node when already bound.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name (construction script component).
eventstringDelegate name on the component class (OnComponentBeginOverlap, OnComponentHit, OnClicked...).
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_container_node (risk 2, mutates, smoke)​

Adds Make Array / Make Set / Make Map (with N inputs) or Get (array item, optionally by ref).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
kindstringrequired. "make_array", "make_set", "make_map" or "get_array_item".
numInputsintegerNumber of input pins for make_* (default 1). Default 1.
byRefbooleanget_array_item: return the element by reference. Default false.
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_custom_event (risk 2, mutates, smoke)​

Adds a Custom Event node (with typed parameters) to a graph (default EventGraph). Returns the node with its pins.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Event / dispatcher name.
paramsarray of UeaBpParamParameters.
graphstringGraph for custom events (default "EventGraph"). Ignored by dispatchers.
xintegerNode position for custom events. Default 0.
yintegerDefault 0.

Returns: function, node, functions.

bp.add_custom_event_param (risk 2, mutates, smoke)​

Adds an input parameter to a custom event.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function, dispatcher, macro or custom event name.
namestringrequired. Parameter name.
newNamestringNew name (rename).
typestringNew type in bp.add_variable syntax (set; empty = unchanged).
defaultValuestringNew default value (set; applied when HasDefault).
hasDefaultbooleanDefault false.
byRefbooleanPass by reference (set; applied when HasByRef). Default false.
hasByRefbooleanDefault false.
indexintegerNew zero-based index among the parameters of the same direction (reorder). Default 0.

Returns: function, node, functions.

bp.add_delegate_node (risk 2, mutates, smoke)​

Adds delegate nodes: Bind Event, Unbind, Call, Unbind All, Assign (bind + new custom event) or Create Event, optionally wired to a variable/component as Target.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
kindstringrequired. "bind" (Bind Event), "unbind", "call" (Call dispatcher), "clear" (Unbind all), "assign" (Bind + new custom event) or "create_event" (Create Event node bound to a function name).
dispatcherstringEvent dispatcher / multicast delegate property name (not for create_event).
ownerClassstringClass that owns the dispatcher; empty = this Blueprint.
variableNamestringVariable or component of this Blueprint used as the Target (a Get node is added and wired).
functionNamestringcreate_event: function or custom event name to bind. assign: name of the custom event to create.
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, count, nodes, errors.

bp.add_enum_entries (risk 2, mutates, smoke)​

Appends entries to a user-defined enum.

ArgumentTypeDescription
enumstringrequired. User-defined enum asset (path or unique name).
entriesarray of stringEntry display names to add (bp.add_enum_entries).
entrystringEntry display name (remove / rename).
newNamestringNew display name (rename).

Returns: asset, entries.

bp.add_event_dispatcher (risk 2, mutates, smoke)​

Adds an Event Dispatcher (multicast delegate variable + signature) with typed parameters.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Event / dispatcher name.
paramsarray of UeaBpParamParameters.
graphstringGraph for custom events (default "EventGraph"). Ignored by dispatchers.
xintegerNode position for custom events. Default 0.
yintegerDefault 0.

Returns: function, node, functions.

bp.add_event_graph (risk 2, mutates, smoke)​

Adds a new event graph page (ubergraph) to the Blueprint.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringrequired. Graph name (event graph page, function, macro, dispatcher...).
newNamestringNew name (bp.rename_graph).

Returns: graphs.

bp.add_flow_node (risk 2, mutates, smoke)​

Adds a flow-control node: branch, sequence, for_loop, for_each_loop, (for_each_)loop_with_break, while_loop, do_once, do_n, gate, flip_flop, is_valid, multi_gate, do_once_multi_input, select, switch_int/string/name/enum, for_each_enum, delay, retriggerable_delay.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
kindstringrequired. Kind: branch, sequence, for_loop, for_each_loop, for_loop_with_break, for_each_loop_with_break, reverse_for_each_loop, while_loop, do_once, do_n, gate, flip_flop, is_valid, multi_gate, do_once_multi_input, select, switch_int, switch_string, switch_name, switch_enum, for_each_enum, delay, retriggerable_delay, timeline (use bp.add_timeline).
enumstringswitch_enum / for_each_enum / select with enum index: enum name.
casesstringswitch_string / switch_name: comma-separated case names. switch_int: number of cases.
countintegerselect: number of option pins (default 2); sequence/multi_gate: number of outputs. Default 0.
indexTypestringselect: index pin type (bool, int, byte, enum:; default bool).
defaultPinbooleanswitch_*: add a Default output pin (default true). Default true.
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_function (risk 2, mutates, smoke)​

Adds a function graph with typed inputs/outputs (outputs create a Return node), optionally pure. Add logic with bp.add_node on Graph=Name.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function name.
inputsarray of UeaBpParamInput parameters.
outputsarray of UeaBpParamOutput parameters (creates a Return node).
purebooleanPure function (no exec pins). Default false.
categorystringCategory shown in the editor.

Returns: function, node, functions.

bp.add_function_param (risk 2, mutates, smoke)​

Adds an input or output parameter to an existing function graph.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function (graph) name.
namestringrequired. Parameter name.
typestringrequired. Parameter type (same syntax as bp.add_variable).
isOutputbooleanTrue adds an output (creates a Return node when missing); false adds an input. Default false.

Returns: function, node, functions.

bp.add_gameplay_tag (risk 4, mutates)​

Adds a tag (and its missing parents) to a tag source ini with an optional comment.

ArgumentTypeDescription
tagstringrequired. Tag name (dot-separated).
commentstringDeveloper comment (add / update).
sourcestringTag source ini name (add; default "DefaultGameplayTags.ini"). Create sources with bp.add_gameplay_tag_source.
newTagstringNew tag name (rename).
renameChildrenbooleanRename children too (rename; default true). Default true.

Returns: tag, siblings.

bp.add_gameplay_tag_source (risk 4, mutates)​

Creates a new tag source ini under Config/Tags.

ArgumentTypeDescription
namestringrequired. Ini file name, e.g. "CombatTags.ini" (stored under Config/Tags).

Returns: sources.

bp.add_gameplay_tags (risk 4, mutates)​

Adds many tags in one call.

ArgumentTypeDescription
tagsarray of stringrequired. Tag names to add.
commentstringComment applied to every tag.
sourcestringTag source ini name (default "DefaultGameplayTags.ini").

Returns: graph, count, items, errors.

bp.add_input_event (risk 2, mutates, smoke)​

Adds an input event node: key event, legacy action/axis event, Get Input Axis Value, or Enhanced Input action event (5.0+).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
kindstringrequired. "key" (InputKey event), "action" (legacy input action event), "axis" (legacy axis event), "axis_value" (Get Input Axis Value), "enhanced_action" (Enhanced Input action event, 5.0+).
keystringkey: key name (e.g. "SpaceBar", "LeftMouseButton", "Gamepad_FaceButton_Bottom").
actionNamestringaction/axis: mapping name from project input settings. enhanced_action: Input Action asset path.
consumebooleanConsume the input (default true). Default true.
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_interface (risk 2, mutates, smoke)​

Implements an interface (native or Blueprint Interface asset); its functions appear as graphs/events.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
interfacestringrequired. Interface: native interface class name (e.g. "Interface_AssetUserData") or Blueprint Interface asset path.

Returns: interfaces, functions.

bp.add_interface_function (risk 2, mutates, smoke)​

Declares a function (with typed inputs/outputs) on a Blueprint Interface asset.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function name.
inputsarray of UeaBpParamInput parameters.
outputsarray of UeaBpParamOutput parameters (creates a Return node).
purebooleanPure function (no exec pins). Default false.
categorystringCategory shown in the editor.

Returns: function, node, functions.

bp.add_local_variable (risk 2, mutates, smoke)​

Adds a local variable to a function graph.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function graph name.
namestringLocal variable name (empty for bp.list_local_variables).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set).
newNamestringNew name (rename).

Returns: variables.

bp.add_macro (risk 2, mutates, smoke)​

Adds a macro graph with typed input/output pins (exec pins use type "exec").

ArgumentTypeDescription
blueprintstringrequired. Blueprint (or macro library) reference.
namestringrequired. Macro name.
inputsarray of UeaBpParamInput pins (exec inputs use type "exec"). An "Execute" exec input is added when none is given unless Pure.
outputsarray of UeaBpParamOutput pins (exec outputs use type "exec"). A "Then" exec output is added when none is given unless Pure.
purebooleanData-only macro (no exec pins added by default). Default false.
categorystringCategory.

Returns: function, node, functions.

bp.add_macro_instance (risk 2, mutates, smoke)​

Adds a macro instance node from this Blueprint, a macro library or the engine StandardMacros.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
macrostringrequired. Macro graph name (e.g. "ForLoop", "IsValid", or a macro of this Blueprint / a macro library).
librarystringMacro library Blueprint path; empty = this Blueprint first, then the engine StandardMacros library.
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_macro_param (risk 2, mutates, smoke)​

Adds an input or output pin to a macro.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function (graph) name.
namestringrequired. Parameter name.
typestringrequired. Parameter type (same syntax as bp.add_variable).
isOutputbooleanTrue adds an output (creates a Return node when missing); false adds an input. Default false.

Returns: function, node, functions.

bp.add_math_node (risk 2, mutates, smoke)​

Adds a math/comparison/conversion node from KismetMathLibrary/KismetStringLibrary for an operator and operand type (add float, greater int, equal vector, not bool, append string...).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
operatorstringrequired. Operator: add, subtract, multiply, divide, modulo, power, greater, greater_equal, less, less_equal, equal, not_equal, and, or, not, xor, min, max, abs, clamp, lerp, negate, sqrt, square, sin, cos, tan, floor, ceil, round, dot, cross, normalize, length, distance, random, random_range, to_string, to_int, to_float, to_text, append, contains, length_string, select_float, nearly_equal, in_range.
typestringOperand type: float (default), int, int64, byte, vector, vector2d, rotator, transform, bool, string, name, text, linearcolor, datetime, timespan, object, class. Default TEXT("float").
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_node (risk 2, mutates, smoke)​

Adds a node: function_call (FunctionOwner+FunctionName, e.g. KismetSystemLibrary.PrintString), variable_get/variable_set (VariableName), event (EventName), custom_event, branch, sequence, delay, print_string, cast (TargetClass), self, comment (Text). Returns the node id and pins.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default "EventGraph").
kindstringrequired. Node kind: function_call, variable_get, variable_set, event, custom_event, branch, sequence, delay, print_string, cast, self, comment.
functionOwnerstringfunction_call: owner class of the function (e.g. "KismetSystemLibrary", "KismetMathLibrary", "GameplayStatics", "Actor"). Empty = this Blueprint (self).
functionNamestringfunction_call: function name; "Owner.Function" is also accepted (e.g. "KismetSystemLibrary.PrintString").
variableNamestringvariable_get / variable_set: variable name (member of this Blueprint or its parents).
eventNamestringevent: parent event to override (ReceiveBeginPlay, ReceiveTick, ReceiveActorBeginOverlap, ...). custom_event: new event name.
targetClassstringcast: target class (e.g. "Character", "/Game/BP/BP_Player").
textstringcomment: text. custom_event: ignored.
xintegerGraph position. Default 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_node_input_pin (risk 2, mutates)​

Adds an input pin to nodes that support it (Sequence, MultiGate, Make Array/Set/Map, Select, Switch, commutative math operators, Format Text).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id (Sequence, MultiGate, Make Array/Set/Map, Select, Switch, commutative math operators, Format Text...).
pinstringPin name or id to remove (bp.remove_node_input_pin only).
countintegerNumber of pins to add (default 1). Default 1.

Returns: graph, node.

bp.add_node_of_class (risk 2, mutates, smoke)​

Generic factory: spawns any graph node class by name with UPROPERTY values applied before pin allocation (see bp.list_node_classes).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
nodeClassstringrequired. Node class name (e.g. "K2Node_Knot", "K2Node_GetClassDefaults") or path; see bp.list_node_classes.
propertiesarray of UeaKeyValueUPROPERTY values applied before the pins are allocated (e.g. Enum=EMyEnum, StructType=Vector, TargetType=Actor, NumInputs=3). Object/class properties take names or paths.
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_reroute (risk 2, mutates, smoke)​

Adds a reroute (knot) node, optionally inserted between two pins.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
fromNodestringOptional: source node/pin to route through the reroute.
fromPinstring
toNodestringOptional: target node/pin to route through the reroute.
toPinstring
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_spawn_node (risk 2, mutates, smoke)​

Adds a SpawnActorFromClass or ConstructObjectFromClass node with the Class pin preset.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
kindstring"spawn_actor" (SpawnActorFromClass) or "construct_object" (ConstructObjectFromClass). Default TEXT("spawn_actor").
classstringClass set on the Class pin (optional).
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_special_node (risk 2, mutates, smoke)​

Adds less common nodes: enum_literal, get_class_defaults, bitmask_literal, get_subsystem, get_data_table_row, format_text, ease, math_expression, load_asset, load_class, literal_object, temp_variable, call_parent_function, interface_message, get_enumerator_name, enum_equality, byte_to_enum, get_input_axis_value, self, knot, print_string.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
kindstringrequired. Kind: enum_literal, get_class_defaults, bitmask_literal, get_subsystem, get_data_table_row, format_text, ease, math_expression, load_asset, load_class, literal_object, temp_variable, call_parent_function, interface_message, get_enumerator_name, enum_equality, byte_to_enum, get_input_axis_value, spawn_sound? (use function_call), self, knot, print_string.
enumstringenum_literal / bitmask_literal / byte_to_enum / get_enumerator_name: enum name.
classstringget_class_defaults / get_subsystem / literal_object / call_parent_function / interface_message: class name.
textstringmath_expression: expression text; format_text: format string; enum_literal: enumerator value; temp_variable: type spec; literal_object: object path; call_parent_function / interface_message: function name; get_input_axis_value: axis name.
assetstringget_data_table_row: DataTable asset path.
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_struct_field (risk 2, mutates, smoke)​

Adds a field to a user-defined struct.

ArgumentTypeDescription
structstringrequired. User-defined struct asset (path or unique name).
namestringField display name (empty for bp.get_struct).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set; applied when HasDefault).
hasDefaultbooleanDefault false.
tooltipstringTooltip (set; empty = unchanged).
newNamestringNew display name (rename).

Returns: asset, fields, tooltip.

bp.add_struct_node (risk 2, mutates, smoke)​

Adds a Make Struct, Break Struct or Set Members in Struct node.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
kindstringrequired. "make", "break" or "set_fields" (Set members in struct).
structstringrequired. Struct name or path (e.g. "Vector", "HitResult", "/Game/Data/S_Stats").
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.add_timeline (risk 2, mutates, smoke)​

Adds a Timeline node (and its template) to an event graph with length/loop/autoplay settings.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
namestringrequired. Timeline name (becomes a component variable).
lengthnumberLength in seconds (default 5). Default 5.0.
loopbooleanDefault false.
autoPlaybooleanDefault false.
replicatedbooleanDefault false.
ignoreTimeDilationbooleanDefault false.
xintegerDefault 0.
yintegerDefault 0.

Returns: timeline, timelines, node.

bp.add_variable (risk 2, mutates, smoke)​

Adds a member variable (Type e.g. float, int, bool, string, vector, object:Actor, array:int, struct:HitResult, enum:ECollisionChannel). Returns the variable list.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name (no spaces recommended).
typestringrequired. Type: float, int, int64, bool, byte, string, name, text, vector, rotator, transform, vector2d, linearcolor, color, object:, class:, softobject:, softclass:, struct:, enum:. Prefix "array:" for arrays.
defaultValuestringDefault value as text (e.g. "100", "true", "(X=0,Y=0,Z=100)", object path).
categorystringCategory shown in the editor.
exposeOnSpawnbooleanExpose as a pin on SpawnActor / Construct. Default false.
editablebooleanInstance editable (editable on placed actors). Default true. Default true.
replicatedbooleanReplicated over the network. Default false.
tooltipstringTooltip metadata.

Returns: variable, variables.

bp.add_variable_node (risk 2, mutates, smoke)​

Adds a variable Get/Set node for a member, inherited, local (function graph) or external-class property.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
variableNamestringrequired. Variable name (member, inherited property, local variable of the function graph, or a property of OwnerClass).
kindstring"get" (default) or "set". Default TEXT("get").
scopestring"member" (default; own/inherited), "local" (function graph local) or "external" (property of OwnerClass; the node gets a Target pin). Default TEXT("member").
ownerClassstringexternal: owner class of the property.
xintegerDefault 0.
yintegerDefault 0.

Returns: graph, node.

bp.analyze_graph (risk 0, smoke)​

Reports overlapping nodes, orphans, unreachable exec nodes, long/backward wires, disabled and deprecated nodes and compiler messages.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
longWireThresholdintegerWire length (graph units) above which a link is reported as long (default 1500). Default 1500.

Returns: graph, nodeCount, linkCount, overlapping, orphans, unreachableExec, longWires, backwardWires, disabledNodes, compilerMessages, deprecatedNodes.

bp.arrange_nodes (risk 2, mutates, smoke)​

Layered auto-layout (left to right by execution/data flow) of a graph or a node subset.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
nodesarray of stringNode ids to arrange (empty = whole graph).
spacingXintegerHorizontal distance between layers (default 400). Default 400.
spacingYintegerVertical distance between nodes of a layer (default 180). Default 180.
startXintegerTop-left origin. Default 0.
startYintegerDefault 0.

Returns: graph, count, nodes, errors.

bp.attach_component (risk 2, mutates)​

Re-attaches a scene component under another component.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component to attach (scene component).
parentstringrequired. New parent component name (construction script or inherited native).

Returns: component, location, rotation, scale, components.

bp.build_graph (risk 2, mutates, smoke)​

Declarative builder: creates many nodes (local ids) and links in one transaction, with per-item error reporting, optional auto-layout and compile.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
clearBeforebooleanRemove every node of the graph first. Default false.
nodesarray of UeaBpBuildNodeSpecrequired. Nodes to create.
linksarray of UeaBpLinkLinks between local ids (existing node GUIDs are accepted too).
stopOnErrorbooleanStop at the first error (default false: keep going and report). Default false.
autoArrangebooleanAuto-arrange the created nodes when no positions were given. Default true.
compilebooleanCompile after building. Default false.

Returns: graph, nodeIds, nodes, linksMade, errors, compileErrors.

bp.categorize_members (risk 2, mutates, smoke)​

Sets the category of several variables, functions, macros or dispatchers at once.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namesarray of stringrequired. Variable / function / macro / dispatcher names to move.
categorystringrequired. Category (use "

Returns: graph, count, items, errors.

bp.clear_breakpoints (risk 2, mutates, smoke)​

Removes every breakpoint of a Blueprint.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: breakpoints.

bp.clear_graph (risk 5, mutates, destructive, smoke)​

Removes every node of a graph (optionally keeping event nodes). Undo with edit.undo.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
keepEventsbooleanKeep event nodes (overrides / custom events), removing only their links (default false). Default false.

Returns: graph, count, items, errors.

bp.clear_watches (risk 2, mutates, smoke)​

Removes every pin watch of a Blueprint.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: watches, debugObject.

bp.close_editor (risk 0)​

Closes every editor window of the Blueprint.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: graph, count, items, errors.

bp.compare (risk 0, smoke)​

Diffs two Blueprints: parent, variables (presence/type/default), functions (presence/signature), components, interfaces and graphs.

ArgumentTypeDescription
blueprintAstringrequired. First Blueprint (path or unique name).
blueprintBstringrequired. Second Blueprint (path or unique name).
graphsbooleanCompare graphs node by node (counts and node classes per graph). Default true. Default true.

Returns: identical, parentClassA, parentClassB, variablesOnlyInA, variablesOnlyInB, variableTypeMismatches, variableDefaultMismatches, functionsOnlyInA, functionsOnlyInB, functionSignatureMismatches, componentsOnlyInA, componentsOnlyInB, componentMismatches, interfacesOnlyInA, interfacesOnlyInB, graphsOnlyInA, graphsOnlyInB, graphDifferences.

bp.compare_components (risk 0, smoke)​

Diffs only the component hierarchies of two Blueprints (presence, class, parent).

ArgumentTypeDescription
blueprintAstringrequired. First Blueprint (path or unique name).
blueprintBstringrequired. Second Blueprint (path or unique name).
graphsbooleanCompare graphs node by node (counts and node classes per graph). Default true. Default true.

Returns: identical, parentClassA, parentClassB, variablesOnlyInA, variablesOnlyInB, variableTypeMismatches, variableDefaultMismatches, functionsOnlyInA, functionsOnlyInB, functionSignatureMismatches, componentsOnlyInA, componentsOnlyInB, componentMismatches, interfacesOnlyInA, interfacesOnlyInB, graphsOnlyInA, graphsOnlyInB, graphDifferences.

bp.compile (risk 2, smoke)​

Compiles the Blueprint and returns status, errors and warnings.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: success, status, errors, warnings, numErrors, numWarnings.

bp.compile_with_options (risk 2, mutates, smoke)​

Compiles with explicit options (skip GC, save intermediate products, skeleton up to date, batch) and optionally the dependent Blueprints.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
skipGarbageCollectionbooleanDefault false.
saveIntermediateProductsbooleanDefault false.
skeletonUpToDatebooleanDefault false.
batchCompilebooleanDefault false.
compileDependentsbooleanAlso compile every loaded Blueprint that depends on this one. Default false.

Returns: success, status, errors, warnings, numErrors, numWarnings.

bp.component_exists (risk 0, smoke)​

Cheap check: does a component exist (construction script or inherited native).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.

Returns: exists, foundIn, kind.

bp.connect_chain (risk 2, mutates)​

Wires an execution chain: node[i].FromPin -> node[i+1].ToPin for the whole list (defaults then -> execute).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodesarray of stringrequired. Node ids in execution order.
fromPinstringOutput pin used on each node (default "then"). Default TEXT("then").
toPinstringInput pin used on the next node (default "execute"). Default TEXT("execute").

Returns: graph, count, items, errors.

Creates several links in one call; reports per-link failures.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
linksarray of UeaBpLinkrequired. Links to create.
stopOnErrorbooleanStop at the first failing link (default false: report and continue). Default false.

Returns: graph, count, items, errors.

bp.connect_pins (risk 2, mutates)​

Connects two pins (FromPin output -> ToPin input). Pin names are case-insensitive; pin ids are accepted. Fails with the schema reason when incompatible.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
fromNodestringrequired. Source node id.
fromPinstringrequired. Source pin name (case-insensitive; "then", "execute", "ReturnValue", ...) or pin id.
toNodestringrequired. Target node id.
toPinstringrequired. Target pin name or pin id.

Returns: fromNode, toNode.

bp.copy_component (risk 2, mutates, smoke)​

Copies a component (and optionally its children) into the same or another Blueprint.

ArgumentTypeDescription
blueprintstringrequired. Source Blueprint (path or unique name).
componentstringrequired. Source component variable name.
targetBlueprintstringTarget Blueprint (default: same Blueprint).
newNamestringName of the copy (default: source name, made unique).
parentstringParent component in the target (empty = scene root).
recursivebooleanCopy the child components as well. Default false.

Returns: component, location, rotation, scale, components.

bp.create_anim_blueprint (risk 2, mutates)​

Creates an Animation Blueprint for a skeleton (parent AnimInstance or a subclass). The AnimGraph itself is edited with the animation kit.

ArgumentTypeDescription
namestringrequired. Asset name, e.g. "ABP_Hero".
folderstringContent folder (default "/Game").
skeletonstringSkeleton asset path (required unless creating a template Anim Blueprint).
parentClassstringParent class deriving from AnimInstance (default "AnimInstance"). Default TEXT("AnimInstance").

Returns: asset, parentClass, generatedClass, status.

bp.create_class (risk 2, mutates, smoke)​

Creates a Blueprint class asset under Folder deriving from ParentClass (default Actor). Fails if the package exists. Returns the asset and parent.

ArgumentTypeDescription
namestringrequired. Asset name, e.g. "BP_Door".
folderstringContent folder, e.g. "/Game/Blueprints". Default "/Game".
parentClassstringParent class: Actor, Pawn, Character, GameModeBase, PlayerController, ActorComponent, SceneComponent, UserWidget, Object, a native class name or a Blueprint path. Default "Actor". Default TEXT("Actor").

Returns: asset, parentClass, generatedClass, status.

bp.create_enum (risk 2, mutates, smoke)​

Creates a user-defined Enum asset with initial entries.

ArgumentTypeDescription
namestringrequired. Asset name, e.g. "E_DoorState".
folderstringContent folder (default "/Game").
entriesarray of stringInitial enumerator display names.

Returns: asset, entries.

bp.create_function_library (risk 2, mutates, smoke)​

Creates a Blueprint Function Library asset (static functions callable from any graph).

ArgumentTypeDescription
namestringrequired. Asset name, e.g. "BPI_Interactable".
folderstringContent folder, e.g. "/Game/Blueprints". Default "/Game".

Returns: asset, parentClass, generatedClass, status.

bp.create_interface (risk 2, mutates, smoke)​

Creates a Blueprint Interface asset under Folder. Add functions with bp.add_function, then implement it with bp.add_interface.

ArgumentTypeDescription
namestringrequired. Asset name, e.g. "BPI_Interactable".
folderstringContent folder, e.g. "/Game/Blueprints". Default "/Game".

Returns: asset, parentClass, generatedClass, status.

bp.create_macro_library (risk 2, mutates, smoke)​

Creates a Blueprint Macro Library asset (ParentClass decides where the macros can be used; default Actor).

ArgumentTypeDescription
namestringrequired. Asset name, e.g. "BP_Door".
folderstringContent folder, e.g. "/Game/Blueprints". Default "/Game".
parentClassstringParent class: Actor, Pawn, Character, GameModeBase, PlayerController, ActorComponent, SceneComponent, UserWidget, Object, a native class name or a Blueprint path. Default "Actor". Default TEXT("Actor").

Returns: asset, parentClass, generatedClass, status.

bp.create_struct (risk 2, mutates, smoke)​

Creates a user-defined Struct asset with initial fields.

ArgumentTypeDescription
namestringrequired. Asset name, e.g. "S_ItemData".
folderstringContent folder (default "/Game").
fieldsarray of UeaBpParamInitial fields (name + type).

Returns: asset, fields, tooltip.

bp.delete_node (risk 3, mutates, destructive)​

Deletes a node and breaks its links.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional; the node id is searched in every graph when empty).
nodestringrequired. Node id (GUID from bp.get_graph / bp.add_node).

Returns: graph, node.

bp.delete_nodes (risk 3, mutates, destructive)​

Deletes several nodes in one transaction (entry/result nodes are skipped and reported).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodesarray of stringrequired. Node ids.

Returns: graph, count, items, errors.

bp.delete_unused_variables (risk 5, mutates, destructive, smoke)​

Removes every member variable that no graph uses.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: graph, count, items, errors.

bp.detach_component (risk 2, mutates, smoke)​

Detaches a scene component from its parent and re-attaches it to the scene root.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.

Returns: component, location, rotation, scale, components.

Breaks one specific link between two pins, leaving other links intact.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
fromNodestringrequired. Source node id.
fromPinstringrequired. Source pin name (case-insensitive; "then", "execute", "ReturnValue", ...) or pin id.
toNodestringrequired. Target node id.
toPinstringrequired. Target pin name or pin id.

Returns: fromNode, toNode.

bp.disconnect_node (risk 2, mutates)​

Breaks every link of a node.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional; the node id is searched in every graph when empty).
nodestringrequired. Node id (GUID from bp.get_graph / bp.add_node).

Returns: graph, node.

bp.disconnect_pin (risk 2, mutates)​

Breaks every link of a pin.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
pinstringrequired. Pin name (case-insensitive) or pin id.
valuestringNew default value as text (bp.set_pin_default only). Object/class pins take an object path or class name.

Returns: graph, node.

bp.duplicate_nodes (risk 2, mutates)​

Copies nodes (with their internal links) into the same or another graph/Blueprint, offset from the originals. Returns the new nodes.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodesarray of stringrequired. Node ids to copy.
targetGraphstringTarget graph (default: same graph).
targetBlueprintstringTarget Blueprint (default: same Blueprint).
offsetXintegerOffset applied to the copies. Default 50.
offsetYintegerDefault 50.

Returns: graph, count, nodes, errors.

bp.edit_tag_container (risk 2, mutates)​

Adds/removes/clears tags in a GameplayTagContainer (or sets a single GameplayTag) property on the class defaults or a component template.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
targetstringTarget: "cdo" (class defaults, default) or a component variable name. Default TEXT("cdo").
propertystringrequired. Property path of a GameplayTagContainer or GameplayTag property (e.g. "OwnedTags", "AbilityTags").
addarray of stringTags to add (containers) or the tag to set (single-tag property).
removearray of stringTags to remove (containers).
clearbooleanClear the container / tag first. Default false.

Returns: property, kind, tags.

bp.exists (risk 0, smoke)​

Cheap check through the asset registry (no load): does a Blueprint asset exist.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: exists, foundIn, kind.

bp.export_nodes (risk 0, smoke)​

Exports nodes as Blueprint clipboard text (the same format as Ctrl+C in the editor).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
nodesarray of stringNode ids (empty = whole graph).

Returns: text, count.

bp.find (risk 0, smoke)​

Finds Blueprint assets by name substring, folder and parent class substring.

ArgumentTypeDescription
namestringCase-insensitive substring of the asset name.
folderstringRoot folder (default "/Game").
parentClassstringOnly Blueprints whose parent class name contains this text (e.g. "Character").
recursivebooleanDefault true.
limitintegerDefault 200.

Returns: blueprints, total.

bp.find_children (risk 0, smoke)​

Finds Blueprints whose parent is this Blueprint (or native class), optionally recursive, via the asset registry.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name) or native class name.
recursivebooleanInclude grandchildren (default true). Default true.
limitintegerDefault 200.

Returns: blueprints, total.

bp.find_gameplay_tag_references (risk 0, smoke)​

Finds assets that reference a tag (asset registry searchable names).

ArgumentTypeDescription
tagstringrequired. Tag name (dot-separated).
commentstringDeveloper comment (add / update).
sourcestringTag source ini name (add; default "DefaultGameplayTags.ini"). Create sources with bp.add_gameplay_tag_source.
newTagstringNew tag name (rename).
renameChildrenbooleanRename children too (rename; default true). Default true.

Returns: assets, total.

bp.find_node (risk 0, smoke)​

Finds nodes whose title, class or comment contains a substring (optionally within one graph).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional; every graph is searched when empty).
containsstringrequired. Case-insensitive substring matched against the node title, class name and comment.
limitintegerMaximum nodes to return. Default 50.

Returns: nodes, graphs.

bp.find_nodes_by_class (risk 0, smoke)​

Finds nodes by node class (subclasses match) and optionally by referenced member name (function, variable, event, dispatcher).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional; all graphs when empty).
nodeClassstringrequired. Node class name (e.g. "K2Node_CallFunction"); subclasses match.
memberstringOptional member filter: function/variable/event name referenced by the node.
limitintegerDefault 100.

Returns: nodes, graphs.

bp.find_references (risk 0, smoke)​

Finds every node that references a variable, function, custom event or dispatcher — in this Blueprint and (optionally) in every Blueprint that depends on it.

ArgumentTypeDescription
blueprintstringrequired. Blueprint that owns the member (path or unique name).
namestringrequired. Variable, function, event or dispatcher name.
projectWidebooleanAlso scan other Blueprints of the project that depend on this one (asset registry referencers). Default true. Default true.
limitintegerDefault 200.

Returns: references, total, blueprintsScanned.

bp.find_unconnected_exec_pins (risk 0, smoke)​

Lists exec output pins that lead nowhere in every graph ("Graph|nodeId|pin").

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: graph, count, items, errors.

bp.find_unused_variables (risk 0, smoke)​

Lists member variables that no graph of this Blueprint reads or writes.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: graph, count, items, errors.

Removes links that point to missing or orphaned pins and drops orphaned pins.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: graph, count, items, errors.

bp.fix_deprecated_nodes (risk 2, mutates, smoke)​

Reconstructs every deprecated node so it picks up the replacement signature; lists what still stays deprecated.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: graph, count, items, errors.

bp.focus_nodes (risk 0)​

Opens a graph in the editor and selects / focuses nodes (opens the editor when needed).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodesarray of stringNode ids to select (the first one is focused). Empty with Graph set opens the graph.

Returns: editors.

bp.function_exists (risk 0, smoke)​

Cheap check: does a function, macro, event, custom event or dispatcher exist (own or inherited).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function (graph) name.

Returns: exists, foundIn, kind.

bp.gameplay_tag_exists (risk 0, smoke)​

Cheap check: is a tag registered.

ArgumentTypeDescription
tagstringrequired. Tag name (dot-separated).
commentstringDeveloper comment (add / update).
sourcestringTag source ini name (add; default "DefaultGameplayTags.ini"). Create sources with bp.add_gameplay_tag_source.
newTagstringNew tag name (rename).
renameChildrenbooleanRename children too (rename; default true). Default true.

Returns: exists, foundIn, kind.

bp.get_cdo_properties (risk 0, smoke)​

Lists the class default object's properties with current values (editable ones by default) — read before bp.set_cdo_property to get exact names.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
filterstringCase-insensitive substring of the property name or category.
editableOnlybooleanOnly properties editable in the details panel (default true). Default true.
includeValuesbooleanInclude values (default true; false is cheaper). Default true.
limitintegerDefault 300.

Returns: properties, total.

bp.get_cdo_property (risk 0, smoke)​

Reads a property of the class default object (class defaults) as text.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
propertystringrequired. Property path on the class default object, e.g. "Health", "bReplicates", "CharacterMovement.MaxWalkSpeed" is NOT supported (component: use bp.set_component_property).
valuestringValue as text (bp.set_cdo_property only).

Returns: property, value.

bp.get_class_function (risk 0, smoke)​

Exact pin signature of one function of a class (inputs, outputs, Target/ReturnValue pin names, pure/latent/static).

ArgumentTypeDescription
classstringrequired. Class name, path or Blueprint path.
functionstringrequired. Function name.

Returns: functions, total.

bp.get_class_hierarchy (risk 0, smoke)​

Parent chain up to UObject, first native ancestor, interfaces and type flags (actor, component, widget, anim).

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: chain, nativeParent, interfaces, isActor, isComponent, isWidget, isAnimInstance, isPawn.

bp.get_class_settings (risk 0, smoke)​

Reads class-level settings: const/abstract/deprecated, description, category, display name, namespace, construction-script options, hidden categories.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: asset, blueprintType, parentClass, nativeParent, generatedClass, const, abstract, deprecated, description, category, displayName, namespace, runConstructionScriptOnDrag, runConstructionScriptInSequencer, hideCategories, status.

bp.get_compile_messages (risk 0, smoke)​

Compiles and returns every message with the graph/node it points at (errors, warnings, notes).

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: success, status, numErrors, numWarnings, messages.

bp.get_component (risk 0, smoke)​

Full detail of a component: class, transform, children, mobility, collision profile, visibility, activation, replication, tags, category, assigned asset.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.

Returns: component, classPath, location, rotation, scale, children, attachSocket, mobility, collisionProfile, visible, hiddenInGame, autoActivate, replicated, editableWhenInherited, editorOnly, tags, category, tooltip, guid, asset.

bp.get_component_collision (risk 0, smoke)​

Reads the collision setup of a primitive component (profile, enabled, object type, every channel response).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.

Returns: component, profile, enabled, objectType, generateOverlapEvents, responses.

bp.get_component_properties (risk 0, smoke)​

Lists the properties of a component template with current values (editable ones by default).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
propertiesarray of UeaKeyValueProperty path -> value as text (bp.set_component_properties).
filterstringFilter (bp.get_component_properties): substring of name or category.
editableOnlybooleanOnly editable properties (default true). Default true.
limitintegerDefault 300.

Returns: properties, total.

bp.get_component_property (risk 0, smoke)​

Reads a property of the component template as text.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
propertystringrequired. Property path on the component template, e.g. "StaticMesh", "bVisible", "BodyInstance.bSimulatePhysics".
valuestringValue as text (bp.set_component_property only). Object references use full paths.

Returns: component, property, value.

bp.get_custom_event (risk 0, smoke)​

Detail of a custom event: parameters, replication flags, node id.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function (graph) name.

Returns: function, pure, const, static, access, replication, reliable, callInEditor, threadSafe, deprecated, deprecationMessage, tooltip, keywords, compactTitle, entryNodeId, resultNodeId, localVariables, nodeCount, usageCount.

bp.get_debug_object (risk 0, smoke)​

Current debug object and the PIE instances of the class that could be debugged.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: debugObject, candidates.

bp.get_dependencies (risk 0, smoke)​

Asset dependencies and referencers of the Blueprint, plus loaded Blueprints that depend on it.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: dependencies, referencers, dependentBlueprints.

bp.get_editor_context (risk 0, smoke)​

What the user is looking at: open Blueprint editors, focused graph and selected nodes.

ArgumentTypeDescription
blueprintstringBlueprint reference (optional; empty = every open Blueprint editor).

Returns: editors.

bp.get_enum (risk 0, smoke)​

Lists the entries of an enum (user-defined or native).

ArgumentTypeDescription
enumstringrequired. User-defined enum asset (path or unique name).
entriesarray of stringEntry display names to add (bp.add_enum_entries).
entrystringEntry display name (remove / rename).
newNamestringNew display name (rename).

Returns: asset, entries.

bp.get_execution_trace (risk 0, smoke)​

Recent Blueprint execution samples (node, function, object), most recent first, plus the node currently paused at a breakpoint.

ArgumentTypeDescription
blueprintstringOnly samples from this Blueprint (optional).
limitintegerDefault 100.

Returns: samples, currentNodeId, currentNodeTitle, lastBreakpointNodeId.

bp.get_function (risk 0, smoke)​

Full detail of a function, macro, dispatcher or custom event: flags, access, replication, metadata, entry/result nodes, locals, usage count.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function (graph) name.

Returns: function, pure, const, static, access, replication, reliable, callInEditor, threadSafe, deprecated, deprecationMessage, tooltip, keywords, compactTitle, entryNodeId, resultNodeId, localVariables, nodeCount, usageCount.

bp.get_gameplay_tag (risk 0)​

Detail of one tag: comment, source, explicit/restricted, parent, children, descendant count.

ArgumentTypeDescription
tagstringrequired. Tag name (dot-separated).
commentstringDeveloper comment (add / update).
sourcestringTag source ini name (add; default "DefaultGameplayTags.ini"). Create sources with bp.add_gameplay_tag_source.
newTagstringNew tag name (rename).
renameChildrenbooleanRename children too (rename; default true). Default true.

Returns: tag, siblings.

bp.get_gameplay_tag_children (risk 0)​

Lists every descendant of a tag (the hierarchy below it).

ArgumentTypeDescription
tagstringrequired. Tag name (dot-separated).
commentstringDeveloper comment (add / update).
sourcestringTag source ini name (add; default "DefaultGameplayTags.ini"). Create sources with bp.add_gameplay_tag_source.
newTagstringNew tag name (rename).
renameChildrenbooleanRename children too (rename; default true). Default true.

Returns: tags, total.

bp.get_graph (risk 0, smoke)​

Nodes of a graph (default EventGraph) with ids, titles, positions, pins, defaults and links.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default "EventGraph"; function graphs use the function name).

Returns: graph, nodes.

bp.get_macro (risk 0, smoke)​

Detail of a macro: pins, entry/exit tunnel node ids, node count, instances count.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function (graph) name.

Returns: function, pure, const, static, access, replication, reliable, callInEditor, threadSafe, deprecated, deprecationMessage, tooltip, keywords, compactTitle, entryNodeId, resultNodeId, localVariables, nodeCount, usageCount.

bp.get_node (risk 0)​

Full detail of one node: class, title, tooltip, enabled state, compiler message, referenced member and every pin (hidden and split sub-pins included when IncludeHidden).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional; searched everywhere when empty).
nodestringrequired. Node id.
includeHiddenbooleanInclude hidden pins. Default false.

Returns: graph, id, class, title, tooltip, comment, x, y, width, height, enabledState, pure, canDelete, hasCompilerMessage, compilerMessage, deprecated, member, memberOwner, pins.

bp.get_node_property (risk 0)​

Reads a UPROPERTY of a node as text.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
propertystringrequired. UPROPERTY name on the node class (e.g. "NumAdditionalInputs", "bIsPureCast", "TargetType", "StartIndex", "PinNames").
valuestringValue as text (bp.set_node_property only).
reconstructbooleanReconstruct the node after the change so pins update (default true). Default true.

Returns: property, value, node.

bp.get_struct (risk 0, smoke)​

Lists the fields of a user-defined struct (display name, internal name, type, default, tooltip).

ArgumentTypeDescription
structstringrequired. User-defined struct asset (path or unique name).
namestringField display name (empty for bp.get_struct).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set; applied when HasDefault).
hasDefaultbooleanDefault false.
tooltipstringTooltip (set; empty = unchanged).
newNamestringNew display name (rename).

Returns: asset, fields, tooltip.

bp.get_summary (risk 0, smoke)​

Parent class, variables, functions/events, event graphs, components, interfaces and compile status of a Blueprint.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: asset, parentClass, generatedClass, blueprintType, status, variables, functions, eventGraphs, components, interfaces.

bp.get_tag_container (risk 0)​

Reads the tags held by a GameplayTagContainer / GameplayTag property on the class defaults or a component template.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
targetstringTarget: "cdo" (class defaults, default) or a component variable name. Default TEXT("cdo").
propertystringrequired. Property path of a GameplayTagContainer or GameplayTag property (e.g. "OwnedTags", "AbilityTags").
addarray of stringTags to add (containers) or the tag to set (single-tag property).
removearray of stringTags to remove (containers).
clearbooleanClear the container / tag first. Default false.

Returns: property, kind, tags.

bp.get_timeline (risk 0, smoke)​

Describes one timeline (tracks and keys) or lists all timelines when Timeline is empty.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
timelinestringTimeline name (empty lists all in bp.get_timeline).

Returns: timeline, timelines, node.

bp.get_variable (risk 0, smoke)​

Full detail of a member variable: type spec, guid, replication, flags, every metadata entry and usage count.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name.

Returns: variable, typeSpec, guid, friendlyName, replicationCondition, repNotify, transient, saveGame, advancedDisplay, config, deprecated, private, metadata, usageCount.

bp.import_nodes (risk 2, mutates)​

Imports Blueprint clipboard text into a graph (like Ctrl+V) at X,Y. Returns the pasted nodes.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
textstringrequired. Clipboard text (from bp.export_nodes or the editor's Copy).
xintegerPosition of the pasted block's top-left. Default 0.
yintegerDefault 0.

Returns: graph, count, nodes, errors.

bp.list_breakpoints (risk 0, smoke)​

Lists the breakpoints of a Blueprint, or of every loaded Blueprint when none is given.

ArgumentTypeDescription
blueprintstringBlueprint asset (path or unique name). Empty = every loaded Blueprint.

Returns: breakpoints.

bp.list_class_functions (risk 0, smoke)​

Lists the Blueprint-callable functions of any class with their parameters and exact pin names — the way to discover FunctionName/FunctionOwner for bp.add_node.

ArgumentTypeDescription
classstringrequired. Class name, path or Blueprint path (e.g. "KismetMathLibrary", "Actor", "/Game/BP/BP_Door").
filterstringCase-insensitive substring of the function name.
includeParentsbooleanInclude functions inherited from parent classes (default true). Default true.
callableOnlybooleanOnly BlueprintCallable / BlueprintPure functions (default true). Default true.
limitintegerDefault 200.

Returns: functions, total.

bp.list_class_properties (risk 0, smoke)​

Lists the properties of any class (native or Blueprint) with type, category and visibility flags.

ArgumentTypeDescription
classstringrequired. Class name, path or Blueprint path.
filterstringCase-insensitive substring of the property name or category.
editableOnlybooleanOnly properties editable in the details panel. Default false.
includeParentsbooleanInclude inherited properties (default true). Default true.
limitintegerDefault 300.

Returns: properties, total.

bp.list_collision_profiles (risk 0, smoke)​

Lists the project's collision profiles (presets) and channel names.

ArgumentTypeDescription
filterstringCase-insensitive substring filter.

Returns: profiles, channels.

bp.list_component_classes (risk 0, smoke)​

Lists component classes that can be added to a Blueprint (non-abstract, Blueprint-spawnable).

ArgumentTypeDescription
filterstringCase-insensitive substring of the class name.
basestringBase class (default ActorComponent; use SceneComponent or PrimitiveComponent to narrow). Default TEXT("ActorComponent").
limitintegerDefault 300.

Returns: classes, total.

bp.list_component_events (risk 0, smoke)​

Lists the assignable delegates (events) of a component and whether each is already bound in the event graph.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name (construction script component).
eventstringDelegate name on the component class (OnComponentBeginOverlap, OnComponentHit, OnClicked...).
xintegerDefault 0.
yintegerDefault 0.

Returns: functions, total.

bp.list_components (risk 0, smoke)​

Lists the components of an Actor Blueprint (construction script and inherited native components) with their parents.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: components.

bp.list_functions (risk 0, smoke)​

Lists functions, overridden events, custom events, event dispatchers and interface functions with their parameters.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: functions.

bp.list_gameplay_tag_redirects (risk 0, smoke)​

Lists the tag redirects configured in the project settings.

ArgumentTypeDescription
filterstringCase-insensitive substring filter.
parentstringOnly tags under this parent (e.g. "Character.State").
sourcestringOnly tags from this source (ini file name, e.g. "DefaultGameplayTags.ini").
includeImplicitbooleanInclude implicit (parent-only) tags. Default true. Default true.
limitintegerDefault 500.

Returns: redirects.

bp.list_gameplay_tag_sources (risk 0, smoke)​

Lists tag sources (ini files, data tables, native) with tag counts.

ArgumentTypeDescription
filterstringCase-insensitive substring filter.
parentstringOnly tags under this parent (e.g. "Character.State").
sourcestringOnly tags from this source (ini file name, e.g. "DefaultGameplayTags.ini").
includeImplicitbooleanInclude implicit (parent-only) tags. Default true. Default true.
limitintegerDefault 500.

Returns: sources.

bp.list_gameplay_tags (risk 0, smoke)​

Lists registered gameplay tags (filter by substring, parent tag or source).

ArgumentTypeDescription
filterstringCase-insensitive substring filter.
parentstringOnly tags under this parent (e.g. "Character.State").
sourcestringOnly tags from this source (ini file name, e.g. "DefaultGameplayTags.ini").
includeImplicitbooleanInclude implicit (parent-only) tags. Default true. Default true.
limitintegerDefault 500.

Returns: tags, total.

bp.list_graphs (risk 0, smoke)​

Lists event, function, dispatcher, macro and interface graphs with node counts.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: graphs.

bp.list_interface_functions (risk 0, smoke)​

Lists the functions declared by any interface (native class or Blueprint Interface asset).

ArgumentTypeDescription
interfacestringrequired. Interface: native class name or Blueprint Interface asset path.

Returns: functions, total.

bp.list_interfaces (risk 0, smoke)​

Lists the interfaces implemented by a Blueprint (own and inherited) with their functions.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: interfaces.

bp.list_library_macros (risk 0, smoke)​

Lists the macros of a macro library Blueprint (default: the engine StandardMacros: ForLoop, ForEachLoop, WhileLoop, DoOnce, Gate, FlipFlop, IsValid...).

ArgumentTypeDescription
librarystringMacro library Blueprint path; empty = the engine StandardMacros library.

Returns: functions.

bp.list_local_variables (risk 0, smoke)​

Lists the local variables of a function graph.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function graph name.
namestringLocal variable name (empty for bp.list_local_variables).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set).
newNamestringNew name (rename).

Returns: variables.

bp.list_macros (risk 0, smoke)​

Lists the macros of this Blueprint or macro library.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: functions.

bp.list_node_classes (risk 0, smoke)​

Lists the graph node classes available (UK2Node subclasses and comment nodes) for bp.add_node_of_class.

ArgumentTypeDescription
filterstringCase-insensitive substring of the class name.
includeAbstractbooleanInclude abstract node classes. Default false.
limitintegerDefault 300.

Returns: classes, total.

bp.list_overridable_functions (risk 0, smoke)​

Lists the parent-class and interface functions/events this Blueprint can override (with whether it already does).

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: functions, total.

bp.list_parent_classes (risk 0, smoke)​

Lists loaded classes (native and Blueprint) deriving from Base whose name contains Filter; use the names as ParentClass.

ArgumentTypeDescription
filterstringCase-insensitive substring of the class name.
basestringBase class every result must derive from (default "Actor"; use "Object" for everything). Default TEXT("Actor").
includeBlueprintsbooleanInclude Blueprint generated classes that are loaded. Default true.
includeAbstractbooleanInclude abstract classes. Default false.
limitintegerDefault 200.

Returns: classes, total.

bp.list_variables (risk 0, smoke)​

Lists the member variables with type, category, default and flags.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: variables.

bp.list_watches (risk 0, smoke)​

Lists watched pins with their current values (every loaded Blueprint when none is given; values need a debug object in PIE).

ArgumentTypeDescription
blueprintstringBlueprint asset (path or unique name). Empty = every loaded Blueprint.

Returns: watches, debugObject.

bp.move_nodes (risk 2, mutates)​

Moves several nodes: absolute positions (Moves) or a common offset (Nodes + OffsetX/Y).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
movesarray of UeaBpNodeMoveAbsolute positions per node.
nodesarray of stringNode ids to offset by OffsetX/OffsetY (alternative to Moves).
offsetXintegerDefault 0.
offsetYintegerDefault 0.

Returns: graph, count, nodes, errors.

bp.node_exists (risk 0)​

Cheap check: does a node id exist (in one graph or any graph).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional; the node id is searched in every graph when empty).
nodestringrequired. Node id (GUID from bp.get_graph / bp.add_node).

Returns: exists, foundIn, kind.

bp.open_in_editor (risk 0)​

Opens the Blueprint in its editor window.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: asset, parentClass, generatedClass, status.

bp.override_function (risk 2, mutates, smoke)​

Overrides a parent function or event (e.g. ReceiveBeginPlay, ReceiveTick, an interface function). Events become a node in the EventGraph; functions with outputs become a function graph.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionNamestringrequired. Parent function/event to override, e.g. "ReceiveBeginPlay", "ReceiveTick", "ReceiveActorBeginOverlap", or an interface function.
xintegerNode position when the override becomes an event node. Default 0.
yintegerDefault 0.

Returns: function, node, functions.

bp.promote_pin_to_variable (risk 2, mutates)​

Promotes a data pin to a new member (or local) variable and wires a Get/Set node to it, like right-click > Promote to variable.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
pinstringrequired. Pin name or id (data pin).
variableNamestringVariable name (default: derived from the pin name).
localbooleanCreate a local variable of the function graph instead of a member variable. Default false.

Returns: graph, variableName, type, local, node.

bp.recombine_pin (risk 2, mutates)​

Recombines a split struct pin (pass the parent pin or any sub-pin).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
pinstringrequired. Pin name (case-insensitive) or pin id.
valuestringNew default value as text (bp.set_pin_default only). Object/class pins take an object path or class name.

Returns: graph, node.

bp.refresh_all_nodes (risk 2, mutates, smoke)​

Reconstructs every node of the Blueprint (all graphs).

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: graph, count, items, errors.

bp.refresh_gameplay_tags (risk 0)​

Rebuilds the gameplay tag tree from the ini files and data tables.

ArgumentTypeDescription
filterstringCase-insensitive substring filter.
parentstringOnly tags under this parent (e.g. "Character.State").
sourcestringOnly tags from this source (ini file name, e.g. "DefaultGameplayTags.ini").
includeImplicitbooleanInclude implicit (parent-only) tags. Default true. Default true.
limitintegerDefault 500.

Returns: graph, count, items, errors.

bp.refresh_nodes (risk 2, mutates)​

Reconstructs nodes so their pins match the current function/struct/variable signature (links are preserved when pins still exist).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodesarray of stringrequired. Node ids.

Returns: graph, count, nodes, errors.

bp.regenerate_thumbnail (risk 2, mutates, smoke)​

Regenerates the asset thumbnail stored in the package.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: asset, parentClass, generatedClass, status.

bp.remove_breakpoint (risk 2, mutates)​

Removes the breakpoint of a node.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringNode id.
enabledbooleanEnabled state (bp.add_breakpoint / bp.set_breakpoint_enabled). Default true.

Returns: breakpoints.

bp.remove_component (risk 3, mutates, destructive)​

Removes a component; its children are promoted to its parent.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.

Returns: component, location, rotation, scale, components.

bp.remove_components (risk 3, mutates, destructive, smoke)​

Removes several components in one transaction (children are promoted).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namesarray of stringrequired. Names (variables, functions, components...).

Returns: component, location, rotation, scale, components.

bp.remove_enum_entry (risk 3, mutates, destructive, smoke)​

Removes an entry from a user-defined enum.

ArgumentTypeDescription
enumstringrequired. User-defined enum asset (path or unique name).
entriesarray of stringEntry display names to add (bp.add_enum_entries).
entrystringEntry display name (remove / rename).
newNamestringNew display name (rename).

Returns: asset, entries.

bp.remove_event_dispatcher (risk 3, mutates, destructive, smoke)​

Removes an event dispatcher (variable + signature graph); bind/call nodes become invalid.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function (graph) name.

Returns: functions.

bp.remove_function (risk 3, mutates, destructive)​

Removes a function graph (and its call nodes are left broken; recompile).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function (graph) name.

Returns: function, node, functions.

bp.remove_function_param (risk 3, mutates, destructive, smoke)​

Removes a parameter from a function, dispatcher, macro or custom event.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function, dispatcher, macro or custom event name.
namestringrequired. Parameter name.
newNamestringNew name (rename).
typestringNew type in bp.add_variable syntax (set; empty = unchanged).
defaultValuestringNew default value (set; applied when HasDefault).
hasDefaultbooleanDefault false.
byRefbooleanPass by reference (set; applied when HasByRef). Default false.
hasByRefbooleanDefault false.
indexintegerNew zero-based index among the parameters of the same direction (reorder). Default 0.

Returns: function, node, functions.

bp.remove_functions (risk 3, mutates, destructive, smoke)​

Removes several functions / macros / dispatchers in one transaction.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namesarray of stringrequired. Names (variables, functions, components...).

Returns: functions.

bp.remove_gameplay_tag (risk 4, mutates, destructive)​

Removes an explicit tag from its ini source (fails when assets still reference it).

ArgumentTypeDescription
tagstringrequired. Tag name (dot-separated).
commentstringDeveloper comment (add / update).
sourcestringTag source ini name (add; default "DefaultGameplayTags.ini"). Create sources with bp.add_gameplay_tag_source.
newTagstringNew tag name (rename).
renameChildrenbooleanRename children too (rename; default true). Default true.

Returns: graph, count, items, errors.

bp.remove_graph (risk 3, mutates, destructive, smoke)​

Removes any graph by name (event page, function, macro, dispatcher).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringrequired. Graph name (event graph page, function, macro, dispatcher...).
newNamestringNew name (bp.rename_graph).

Returns: graphs.

bp.remove_interface (risk 3, mutates, destructive, smoke)​

Removes an implemented interface and its function graphs.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
interfacestringrequired. Interface: native interface class name (e.g. "Interface_AssetUserData") or Blueprint Interface asset path.

Returns: interfaces, functions.

bp.remove_interface_function (risk 3, mutates, destructive, smoke)​

Removes a function declared on a Blueprint Interface asset.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function (graph) name.

Returns: functions.

bp.remove_local_variable (risk 3, mutates, destructive, smoke)​

Removes a local variable (and its nodes) from a function graph.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function graph name.
namestringLocal variable name (empty for bp.list_local_variables).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set).
newNamestringNew name (rename).

Returns: variables.

bp.remove_macro (risk 3, mutates, destructive, smoke)​

Removes a macro graph (instances become invalid).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function (graph) name.

Returns: functions.

bp.remove_node_input_pin (risk 2, mutates)​

Removes an input pin from a node that supports it (Sequence, Make Array, Switch case, Select option...).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id (Sequence, MultiGate, Make Array/Set/Map, Select, Switch, commutative math operators, Format Text...).
pinstringPin name or id to remove (bp.remove_node_input_pin only).
countintegerNumber of pins to add (default 1). Default 1.

Returns: graph, node.

bp.remove_reroutes (risk 2, mutates, smoke)​

Removes every reroute node of a graph, reconnecting the links directly.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default "EventGraph"; function graphs use the function name).

Returns: graph, count, items, errors.

bp.remove_struct_field (risk 3, mutates, destructive, smoke)​

Removes a field from a user-defined struct.

ArgumentTypeDescription
structstringrequired. User-defined struct asset (path or unique name).
namestringField display name (empty for bp.get_struct).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set; applied when HasDefault).
hasDefaultbooleanDefault false.
tooltipstringTooltip (set; empty = unchanged).
newNamestringNew display name (rename).

Returns: asset, fields, tooltip.

bp.remove_timeline (risk 3, mutates, destructive, smoke)​

Removes a timeline (template and node).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
timelinestringTimeline name (empty lists all in bp.get_timeline).

Returns: timeline, timelines, node.

bp.remove_timeline_track (risk 3, mutates, destructive, smoke)​

Removes a track from a timeline.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
timelinestringrequired. Timeline name.
trackstringrequired. Track name.
typestring"float" (default), "vector", "color" or "event". Default TEXT("float").
keysarray of UeaBpCurveKeyKeys to set (replaces existing keys when non-empty).
curveAssetstringUse an external curve asset (UCurveFloat / UCurveVector / UCurveLinearColor path) instead of an internal curve.

Returns: timeline, timelines, node.

bp.remove_variable (risk 3, mutates, destructive)​

Removes a member variable and every node that uses it.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name.

Returns: variable, variables.

bp.remove_variables (risk 3, mutates, destructive, smoke)​

Removes several member variables (and their nodes) in one transaction.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namesarray of stringrequired. Names (variables, functions, components...).

Returns: variables.

bp.rename_component (risk 2, mutates, smoke)​

Renames a component variable (graph nodes are updated).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Current component variable name.
newNamestringrequired. New name.

Returns: component, location, rotation, scale, components.

bp.rename_enum_entry (risk 2, mutates, smoke)​

Renames an entry (display name) of a user-defined enum.

ArgumentTypeDescription
enumstringrequired. User-defined enum asset (path or unique name).
entriesarray of stringEntry display names to add (bp.add_enum_entries).
entrystringEntry display name (remove / rename).
newNamestringNew display name (rename).

Returns: asset, entries.

bp.rename_function (risk 2, mutates, smoke)​

Renames a function, macro or dispatcher graph (call sites are updated on compile).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Current name.
newNamestringrequired. New name.

Returns: function, node, functions.

bp.rename_function_param (risk 2, mutates, smoke)​

Renames a parameter of a function, dispatcher, macro or custom event.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function, dispatcher, macro or custom event name.
namestringrequired. Parameter name.
newNamestringNew name (rename).
typestringNew type in bp.add_variable syntax (set; empty = unchanged).
defaultValuestringNew default value (set; applied when HasDefault).
hasDefaultbooleanDefault false.
byRefbooleanPass by reference (set; applied when HasByRef). Default false.
hasByRefbooleanDefault false.
indexintegerNew zero-based index among the parameters of the same direction (reorder). Default 0.

Returns: function, node, functions.

bp.rename_gameplay_tag (risk 4, mutates)​

Renames a tag (and optionally its children) adding a redirect so existing assets keep working.

ArgumentTypeDescription
tagstringrequired. Tag name (dot-separated).
commentstringDeveloper comment (add / update).
sourcestringTag source ini name (add; default "DefaultGameplayTags.ini"). Create sources with bp.add_gameplay_tag_source.
newTagstringNew tag name (rename).
renameChildrenbooleanRename children too (rename; default true). Default true.

Returns: tag, siblings.

bp.rename_graph (risk 2, mutates, smoke)​

Renames a graph (functions, macros, dispatchers, event pages).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringrequired. Graph name (event graph page, function, macro, dispatcher...).
newNamestringNew name (bp.rename_graph).

Returns: graphs.

bp.rename_local_variable (risk 2, mutates, smoke)​

Renames a local variable (nodes are updated).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function graph name.
namestringLocal variable name (empty for bp.list_local_variables).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set).
newNamestringNew name (rename).

Returns: variables.

bp.rename_struct_field (risk 2, mutates, smoke)​

Renames a field of a user-defined struct.

ArgumentTypeDescription
structstringrequired. User-defined struct asset (path or unique name).
namestringField display name (empty for bp.get_struct).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set; applied when HasDefault).
hasDefaultbooleanDefault false.
tooltipstringTooltip (set; empty = unchanged).
newNamestringNew display name (rename).

Returns: asset, fields, tooltip.

bp.rename_variable (risk 2, mutates, smoke)​

Renames a member variable (graph nodes are updated).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Current variable name.
newNamestringrequired. New variable name.

Returns: variable, variables.

bp.rename_variables (risk 2, mutates, smoke)​

Renames several variables (old -> new) in one transaction; references are updated.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
renamesarray of UeaKeyValuerequired. Old name -> new name pairs.

Returns: variables.

bp.reorder_component (risk 2, mutates, smoke)​

Moves a component to a new index among its siblings (order in the components tree).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
indexintegerNew zero-based index among its siblings. Default 0.

Returns: component, location, rotation, scale, components.

bp.reorder_function_param (risk 2, mutates, smoke)​

Moves a parameter to a new index among the parameters of the same direction.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function, dispatcher, macro or custom event name.
namestringrequired. Parameter name.
newNamestringNew name (rename).
typestringNew type in bp.add_variable syntax (set; empty = unchanged).
defaultValuestringNew default value (set; applied when HasDefault).
hasDefaultbooleanDefault false.
byRefbooleanPass by reference (set; applied when HasByRef). Default false.
hasByRefbooleanDefault false.
indexintegerNew zero-based index among the parameters of the same direction (reorder). Default 0.

Returns: function, node, functions.

bp.reorder_variable (risk 2, mutates, smoke)​

Moves a variable to a new index in the variable list (editor order / details order).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringFunction (for parameters) — unused for variables.
namestringrequired. Item name.
indexintegerNew zero-based index. Default 0.

Returns: variables.

bp.reparent (risk 2, mutates, smoke)​

Changes the parent class and recompiles.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
newParentClassstringrequired. New parent class (native name or Blueprint path).

Returns: asset, parentClass, generatedClass, status.

bp.reset_pin_default (risk 2, mutates)​

Resets an input pin to its autogenerated default value.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
pinstringrequired. Pin name (case-insensitive) or pin id.
valuestringNew default value as text (bp.set_pin_default only). Object/class pins take an object path or class name.

Returns: graph, node.

bp.search (risk 0, smoke)​

Text search across every graph: node titles, classes, comments, pin names and pin defaults.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
querystringrequired. Case-insensitive text searched in node titles, classes, comments, pin names and pin defaults.
limitintegerDefault 100.

Returns: hits, total.

bp.search_functions (risk 0, smoke)​

Searches Blueprint-callable functions across every loaded class by name/keywords (like the graph palette search).

ArgumentTypeDescription
querystringrequired. Case-insensitive text matched against function names, display names and keywords of every loaded class.
classstringRestrict to this class and its parents (optional).
limitintegerDefault 50.

Returns: functions, total.

bp.set_audio_properties (risk 2, mutates)​

Sets sound, volume, pitch, auto-activate, UI sound and spatialization of an AudioComponent.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. AudioComponent variable name.
soundstringSound asset path (empty = unchanged).
volumenumberDefault 1.0.
hasVolumebooleanDefault false.
pitchnumberDefault 1.0.
hasPitchbooleanDefault false.
autoActivatebooleanDefault true.
hasAutoActivatebooleanDefault false.
uISoundbooleanDefault false.
hasUISoundbooleanDefault false.
allowSpatializationbooleanDefault true.
hasAllowSpatializationbooleanDefault false.

Returns: component, location, rotation, scale, components.

bp.set_breakpoint_enabled (risk 2, mutates)​

Enables or disables the breakpoint of a node.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringNode id.
enabledbooleanEnabled state (bp.add_breakpoint / bp.set_breakpoint_enabled). Default true.

Returns: breakpoints.

bp.set_camera_properties (risk 2, mutates)​

Sets FOV, projection mode, ortho width, aspect ratio and post-process weight of a CameraComponent.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. CameraComponent variable name.
fieldOfViewnumberDefault 90.0.
hasFieldOfViewbooleanDefault false.
projectionModestring"perspective" or "orthographic".
orthoWidthnumberDefault 512.0.
hasOrthoWidthbooleanDefault false.
aspectRationumberDefault 1.777778.
hasAspectRatiobooleanDefault false.
constrainAspectRatiobooleanDefault false.
hasConstrainAspectRatiobooleanDefault false.
postProcessBlendWeightnumberDefault 1.0.
hasPostProcessBlendWeightbooleanDefault false.

Returns: component, location, rotation, scale, components.

bp.set_cdo_properties (risk 2, mutates, smoke)​

Sets several class default properties in one transaction; reports per-property errors.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
propertiesarray of UeaKeyValuerequired. Property path -> value as text.

Returns: graph, count, items, errors.

bp.set_cdo_property (risk 2, mutates, smoke)​

Writes a property of the class default object (class defaults) from text.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
propertystringrequired. Property path on the class default object, e.g. "Health", "bReplicates", "CharacterMovement.MaxWalkSpeed" is NOT supported (component: use bp.set_component_property).
valuestringValue as text (bp.set_cdo_property only).

Returns: property, value.

bp.set_child_actor_class (risk 2, mutates)​

Sets the actor class spawned by a ChildActorComponent.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. ChildActorComponent variable name.
classstringActor class or Blueprint to spawn as child (empty clears).

Returns: component, location, rotation, scale, components.

bp.set_class_settings (risk 2, mutates, smoke)​

Writes class-level settings (only the Has* flagged / non-empty fields).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
constbooleanGenerate a const class (functions cannot modify state). Default false.
hasConstbooleanDefault false.
abstractbooleanGenerate an abstract class (cannot be spawned). Default false.
hasAbstractbooleanDefault false.
deprecatedbooleanMark the class deprecated. Default false.
hasDeprecatedbooleanDefault false.
descriptionstringDescription shown in tooltips (empty = unchanged).
categorystringCategory for the class picker (empty = unchanged).
displayNamestringDisplay name override (empty = unchanged).
namespacestringNamespace (5.x; ignored on older engines; empty = unchanged).
runConstructionScriptOnDragbooleanRun the construction script when dragging in the level. Default true.
hasRunConstructionScriptOnDragbooleanDefault false.
runConstructionScriptInSequencerbooleanRun the construction script in Sequencer. Default false.
hasRunConstructionScriptInSequencerbooleanDefault false.
hideCategoriesarray of stringCategories hidden in the details panel (replaces the list when HasHideCategories).
hasHideCategoriesbooleanDefault false.

Returns: asset, blueprintType, parentClass, nativeParent, generatedClass, const, abstract, deprecated, description, category, displayName, namespace, runConstructionScriptOnDrag, runConstructionScriptInSequencer, hideCategories, status.

bp.set_component_activation (risk 2, mutates, smoke)​

Sets auto-activate, editable-when-inherited and editor-only flags of a component.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
autoActivatebooleanDefault true.
hasAutoActivatebooleanDefault false.
editableWhenInheritedbooleanEditable when inherited by child Blueprints / instances. Default true.
hasEditableWhenInheritedbooleanDefault false.
editorOnlybooleanDefault false.
hasEditorOnlybooleanDefault false.
replicatesbooleanReplicate the component (bp.set_component_replication). Default false.

Returns: component, location, rotation, scale, components.

bp.set_component_class (risk 2, mutates, smoke)​

Replaces a component with one of another class, keeping the name, attachment, children and compatible property values.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
newClassstringrequired. New component class (compatible properties are copied).

Returns: component, location, rotation, scale, components.

bp.set_component_collision (risk 2, mutates, smoke)​

Sets collision profile, collision enabled mode, object type, per-channel responses and overlap events of a primitive component.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Primitive component variable name.
profilestringCollision profile / preset name (BlockAll, OverlapAll, NoCollision, Pawn, Trigger...; see bp.list_collision_profiles). Empty = unchanged.
enabledstringCollision enabled: NoCollision, QueryOnly, PhysicsOnly, QueryAndPhysics (empty = unchanged).
objectTypestringObject type channel (WorldStatic, WorldDynamic, Pawn, PhysicsBody, Vehicle, Destructible, or a custom channel name). Empty = unchanged.
responsesarray of UeaKeyValuePer-channel responses: channel -> Ignore
generateOverlapEventsbooleanGenerate overlap events. Applied when HasGenerateOverlapEvents. Default true.
hasGenerateOverlapEventsbooleanDefault false.

Returns: component, profile, enabled, objectType, generateOverlapEvents, responses.

bp.set_component_material (risk 2, mutates, smoke)​

Sets (or clears) the material of one slot on a mesh component.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Mesh component variable name.
indexintegerMaterial slot index. Default 0.
materialstringMaterial or material instance path (empty clears the override).

Returns: component, location, rotation, scale, components.

bp.set_component_metadata (risk 2, mutates, smoke)​

Sets the details category and tooltip of the component variable.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
categorystringDetails category (empty = unchanged).
tooltipstringTooltip (empty = unchanged).

Returns: component, location, rotation, scale, components.

bp.set_component_mobility (risk 2, mutates, smoke)​

Sets the mobility (Static / Stationary / Movable) of a scene component.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Scene component variable name.
mobilitystringrequired. "Static", "Stationary" or "Movable".

Returns: component, location, rotation, scale, components.

bp.set_component_physics (risk 2, mutates, smoke)​

Sets simulate-physics, gravity, mass override and damping on a primitive component.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Primitive component variable name.
simulatePhysicsbooleanDefault false.
hasSimulatePhysicsbooleanDefault false.
enableGravitybooleanDefault true.
hasEnableGravitybooleanDefault false.
massKgnumberMass override in kg (0 = clear the override). Default 0.0.
hasMassbooleanDefault false.
linearDampingnumberDefault 0.01.
hasLinearDampingbooleanDefault false.
angularDampingnumberDefault 0.0.
hasAngularDampingbooleanDefault false.

Returns: component, location, rotation, scale, components.

bp.set_component_properties (risk 2, mutates, smoke)​

Sets several properties on a component template in one transaction; reports per-property errors.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
propertiesarray of UeaKeyValueProperty path -> value as text (bp.set_component_properties).
filterstringFilter (bp.get_component_properties): substring of name or category.
editableOnlybooleanOnly editable properties (default true). Default true.
limitintegerDefault 300.

Returns: graph, count, items, errors.

bp.set_component_property (risk 2, mutates, smoke)​

Sets a property of the component template from text (e.g. StaticMesh=/Engine/BasicShapes/Cube.Cube, bVisible=false).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
propertystringrequired. Property path on the component template, e.g. "StaticMesh", "bVisible", "BodyInstance.bSimulatePhysics".
valuestringValue as text (bp.set_component_property only). Object references use full paths.

Returns: component, property, value.

bp.set_component_rendering (risk 2, mutates, smoke)​

Sets visibility, hidden-in-game, cast-shadow and receives-decals of a component.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Scene / primitive component variable name.
visiblebooleanDefault true.
hasVisiblebooleanDefault false.
hiddenInGamebooleanDefault false.
hasHiddenInGamebooleanDefault false.
castShadowbooleanPrimitive components only. Default true.
hasCastShadowbooleanDefault false.
receivesDecalsbooleanDefault true.
hasReceivesDecalsbooleanDefault false.

Returns: component, location, rotation, scale, components.

bp.set_component_replication (risk 2, mutates, smoke)​

Enables or disables network replication of a component.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
autoActivatebooleanDefault true.
hasAutoActivatebooleanDefault false.
editableWhenInheritedbooleanEditable when inherited by child Blueprints / instances. Default true.
hasEditableWhenInheritedbooleanDefault false.
editorOnlybooleanDefault false.
hasEditorOnlybooleanDefault false.
replicatesbooleanReplicate the component (bp.set_component_replication). Default false.

Returns: component, location, rotation, scale, components.

bp.set_component_tags (risk 2, mutates, smoke)​

Replaces, adds or removes component tags.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.
tagsarray of stringComponent tags (FName).
modestring"replace" (default), "add" or "remove". Default TEXT("replace").

Returns: component, classPath, location, rotation, scale, children, attachSocket, mobility, collisionProfile, visible, hiddenInGame, autoActivate, replicated, editableWhenInherited, editorOnly, tags, category, tooltip, guid, asset.

bp.set_component_transform (risk 2, mutates, smoke)​

Sets the relative location / rotation (pitch,yaw,roll) / scale of a scene component template (only the Has* flagged ones).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Scene component variable name.
location{x,y,z}Relative location.
rotation{x,y,z}Relative rotation (pitch, yaw, roll).
scale{x,y,z}Relative scale. Default FUeaVec3(1.0, 1.0, 1.0).
hasLocationbooleanDefault false.
hasRotationbooleanDefault false.
hasScalebooleanDefault false.

Returns: component, location, rotation, scale, components.

bp.set_custom_event_flags (risk 2, mutates, smoke)​

Sets replication (server/client/multicast + reliable), call-in-editor, deprecation or renames a custom event.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Custom event name.
replicationstring"none", "server", "client" or "multicast" (empty = unchanged).
reliablebooleanDefault false.
hasReliablebooleanDefault false.
callInEditorbooleanDefault false.
hasCallInEditorbooleanDefault false.
deprecatedbooleanDefault false.
hasDeprecatedbooleanDefault false.
deprecationMessagestring
newNamestringRename the event (empty = unchanged).

Returns: function, pure, const, static, access, replication, reliable, callInEditor, threadSafe, deprecated, deprecationMessage, tooltip, keywords, compactTitle, entryNodeId, resultNodeId, localVariables, nodeCount, usageCount.

bp.set_debug_object (risk 0, smoke)​

Sets the object being debugged (actor label / object path in the PIE world; empty clears) and lists candidates.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
objectstringObject to debug: actor label/name in the PIE world, full object path, or empty to clear.

Returns: debugObject, candidates.

bp.set_function_flags (risk 2, mutates, smoke)​

Sets pure, const, access specifier, replication (server/client/multicast + reliable), call-in-editor, thread-safe and deprecation of a function.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function name.
purebooleanDefault false.
hasPurebooleanDefault false.
constbooleanDefault false.
hasConstbooleanDefault false.
accessstring"public", "protected" or "private" (empty = unchanged).
replicationstring"none", "server", "client" or "multicast" (empty = unchanged).
reliablebooleanDefault false.
hasReliablebooleanDefault false.
callInEditorbooleanDefault false.
hasCallInEditorbooleanDefault false.
threadSafebooleanThread-safe flag (5.0+; ignored on older engines). Default false.
hasThreadSafebooleanDefault false.
deprecatedbooleanDefault false.
hasDeprecatedbooleanDefault false.
deprecationMessagestring

Returns: function, pure, const, static, access, replication, reliable, callInEditor, threadSafe, deprecated, deprecationMessage, tooltip, keywords, compactTitle, entryNodeId, resultNodeId, localVariables, nodeCount, usageCount.

bp.set_function_metadata (risk 2, mutates, smoke)​

Sets category, tooltip, keywords, compact title and title colour of a function, macro or dispatcher.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Function / macro / dispatcher name.
categorystringCategory (empty = unchanged).
tooltipstringTooltip (empty = unchanged).
keywordsstringSearch keywords (empty = unchanged).
compactTitlestringCompact node title (empty = unchanged).
colorstringNode title colour "(R=,G=,B=,A=)" (empty = unchanged).

Returns: function, pure, const, static, access, replication, reliable, callInEditor, threadSafe, deprecated, deprecationMessage, tooltip, keywords, compactTitle, entryNodeId, resultNodeId, localVariables, nodeCount, usageCount.

bp.set_function_param (risk 2, mutates, smoke)​

Changes type, default value or pass-by-reference of a parameter.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function, dispatcher, macro or custom event name.
namestringrequired. Parameter name.
newNamestringNew name (rename).
typestringNew type in bp.add_variable syntax (set; empty = unchanged).
defaultValuestringNew default value (set; applied when HasDefault).
hasDefaultbooleanDefault false.
byRefbooleanPass by reference (set; applied when HasByRef). Default false.
hasByRefbooleanDefault false.
indexintegerNew zero-based index among the parameters of the same direction (reorder). Default 0.

Returns: function, node, functions.

bp.set_gameplay_tag_redirect (risk 4, mutates)​

Adds (or removes, when NewTag is empty) a tag redirect in DefaultGameplayTags.ini and refreshes the tag tree.

ArgumentTypeDescription
oldTagstringrequired. Old tag name.
newTagstringNew tag name (empty removes the redirect for OldTag).

Returns: redirects.

bp.set_local_variable (risk 2, mutates, smoke)​

Changes the type and/or default value of a local variable.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
functionstringrequired. Function graph name.
namestringLocal variable name (empty for bp.list_local_variables).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set).
newNamestringNew name (rename).

Returns: variables.

bp.set_node_comment (risk 2, mutates)​

Sets the comment text of a node (the bubble above it) and optionally its visibility.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
commentstringComment text (empty clears it).
showBubblebooleanShow the comment bubble. Applied when HasShowBubble is true. Default true.
hasShowBubblebooleanDefault false.

Returns: graph, node.

bp.set_node_enabled (risk 2, mutates)​

Sets a node's enabled state: enabled, disabled (compiled out) or development_only.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
statestringrequired. "enabled", "disabled" or "development_only".

Returns: graph, node.

bp.set_node_position (risk 2, mutates)​

Moves a node to X,Y.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
xintegerNew graph position. Default 0.
yintegerDefault 0.

Returns: graph, node.

bp.set_node_property (risk 2, mutates)​

Sets a UPROPERTY of a node by reflection (NumAdditionalInputs, bIsPureCast, TargetType, Enum, StructType, StartIndex, PinNames...) and reconstructs it.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
propertystringrequired. UPROPERTY name on the node class (e.g. "NumAdditionalInputs", "bIsPureCast", "TargetType", "StartIndex", "PinNames").
valuestringValue as text (bp.set_node_property only).
reconstructbooleanReconstruct the node after the change so pins update (default true). Default true.

Returns: property, value, node.

bp.set_pin_default (risk 2, mutates)​

Sets the default value of an unlinked input pin from text (objects/classes by path or name, text pins as literal).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
pinstringrequired. Pin name (case-insensitive) or pin id.
valuestringNew default value as text (bp.set_pin_default only). Object/class pins take an object path or class name.

Returns: graph, node.

bp.set_pin_defaults (risk 2, mutates)​

Sets several pin defaults on one node (pin name -> value).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
defaultsarray of UeaKeyValuerequired. Pin name -> default value as text.

Returns: graph, node.

bp.set_pin_visibility (risk 2, mutates)​

Hides/shows a pin, moves it to the advanced section, or expands/collapses the node's advanced pins.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
pinstringrequired. Pin name or id.
hiddenbooleanHide the pin. Applied when HasHidden is true. Default false.
hasHiddenbooleanDefault false.
advancedViewbooleanMove the pin to the advanced (collapsed) section. Applied when HasAdvancedView is true. Default false.
hasAdvancedViewbooleanDefault false.
advancedPinsstringShow/hide the node's advanced pins section ("shown", "hidden", empty = unchanged).

Returns: graph, node.

bp.set_root_component (risk 2, mutates, smoke)​

Makes a scene component the root; the previous root is re-attached under it (a DefaultSceneRoot is discarded).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Component variable name.

Returns: component, location, rotation, scale, components.

bp.set_skeletal_mesh (risk 2, mutates, smoke)​

Assigns a SkeletalMesh, Anim Blueprint/class and animation mode to a SkeletalMeshComponent.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Mesh component variable name.
meshstringMesh asset path (StaticMesh or SkeletalMesh). Empty = unchanged.
materialsarray of UeaKeyValueMaterials by slot index: "0" -> material path.
animClassstringSkeletal only: Animation Blueprint (path) or AnimInstance class to use.
animationModestringSkeletal only: "blueprint", "single_node" or "custom" (empty = unchanged).

Returns: component, location, rotation, scale, components.

bp.set_static_mesh (risk 2, mutates, smoke)​

Assigns a StaticMesh (and optional material overrides) to a StaticMeshComponent.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
componentstringrequired. Mesh component variable name.
meshstringMesh asset path (StaticMesh or SkeletalMesh). Empty = unchanged.
materialsarray of UeaKeyValueMaterials by slot index: "0" -> material path.
animClassstringSkeletal only: Animation Blueprint (path) or AnimInstance class to use.
animationModestringSkeletal only: "blueprint", "single_node" or "custom" (empty = unchanged).

Returns: component, location, rotation, scale, components.

bp.set_struct_field (risk 2, mutates, smoke)​

Changes type, default value or tooltip of a struct field.

ArgumentTypeDescription
structstringrequired. User-defined struct asset (path or unique name).
namestringField display name (empty for bp.get_struct).
typestringType (bp.add_variable syntax) for add / set.
defaultValuestringDefault value as text (add / set; applied when HasDefault).
hasDefaultbooleanDefault false.
tooltipstringTooltip (set; empty = unchanged).
newNamestringNew display name (rename).

Returns: asset, fields, tooltip.

bp.set_timeline (risk 2, mutates, smoke)​

Sets timeline length, length mode, loop, autoplay, replicated, ignore-time-dilation or renames it.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
timelinestringrequired. Timeline name.
lengthnumberNew length in seconds (applied when > 0). Default 0.0.
lengthModestringLength mode: "timeline_length" or "last_keyframe" (empty = unchanged).
loopbooleanDefault false.
hasLoopbooleanDefault false.
autoPlaybooleanDefault false.
hasAutoPlaybooleanDefault false.
replicatedbooleanDefault false.
hasReplicatedbooleanDefault false.
ignoreTimeDilationbooleanDefault false.
hasIgnoreTimeDilationbooleanDefault false.
newNamestringRename the timeline (empty = unchanged).

Returns: timeline, timelines, node.

bp.set_timeline_track (risk 2, mutates, smoke)​

Adds (or replaces the keys of) a float/vector/color/event track on a timeline; internal curve by default or an external curve asset.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
timelinestringrequired. Timeline name.
trackstringrequired. Track name.
typestring"float" (default), "vector", "color" or "event". Default TEXT("float").
keysarray of UeaBpCurveKeyKeys to set (replaces existing keys when non-empty).
curveAssetstringUse an external curve asset (UCurveFloat / UCurveVector / UCurveLinearColor path) instead of an internal curve.

Returns: timeline, timelines, node.

bp.set_variable_advanced_flags (risk 2, mutates, smoke)​

Sets transient, save-game, advanced-display, config, deprecated (+message), private and display name of a variable.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name.
transientbooleanDefault false.
hasTransientbooleanDefault false.
saveGamebooleanDefault false.
hasSaveGamebooleanDefault false.
advancedDisplaybooleanDefault false.
hasAdvancedDisplaybooleanDefault false.
configbooleanConfig variable (read from the project ini). Default false.
hasConfigbooleanDefault false.
deprecatedbooleanDefault false.
hasDeprecatedbooleanDefault false.
deprecationMessagestringDeprecation message metadata (applied when Deprecated is set).
privatebooleanPrivate to this Blueprint (BlueprintPrivate). Default false.
hasPrivatebooleanDefault false.
friendlyNamestringDisplay name override (empty = unchanged).

Returns: variable, typeSpec, guid, friendlyName, replicationCondition, repNotify, transient, saveGame, advancedDisplay, config, deprecated, private, metadata, usageCount.

bp.set_variable_default (risk 2, mutates, smoke)​

Sets the default value of a member variable from text (also applied to the class default object when compiled).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name.
valuestringrequired. New default value as text (e.g. "100", "true", "(X=0,Y=0,Z=100)", object path).

Returns: variable, variables.

bp.set_variable_flags (risk 2, mutates, smoke)​

Sets instance-editable, expose-on-spawn, replicated, read-only, category and tooltip of a member variable (only the Has* flagged ones).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name.
editablebooleanInstance editable. Applied only when HasEditable is true. Default true.
hasEditablebooleanDefault false.
exposeOnSpawnbooleanExpose on spawn. Applied only when HasExposeOnSpawn is true. Default false.
hasExposeOnSpawnbooleanDefault false.
replicatedbooleanReplicated. Applied only when HasReplicated is true. Default false.
hasReplicatedbooleanDefault false.
readOnlybooleanBlueprint read-only. Applied only when HasReadOnly is true. Default false.
hasReadOnlybooleanDefault false.
categorystringNew category (empty = unchanged).
tooltipstringNew tooltip (empty = unchanged).

Returns: variable, variables.

bp.set_variable_metadata (risk 2, mutates, smoke)​

Sets / removes metadata entries of a variable (ToolTip, ClampMin/Max, UIMin/Max, Units, ExposeOnSpawn, BlueprintPrivate, DisplayName...).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name.
setarray of UeaKeyValueMetadata to set (key -> value), e.g. ToolTip, ClampMin, ClampMax, UIMin, UIMax, Units, ExposeOnSpawn, BlueprintPrivate, DisplayName, AllowedClasses, Multiline.
removearray of stringMetadata keys to remove.

Returns: variable, typeSpec, guid, friendlyName, replicationCondition, repNotify, transient, saveGame, advancedDisplay, config, deprecated, private, metadata, usageCount.

bp.set_variable_replication (risk 2, mutates, smoke)​

Sets replication, replication condition and RepNotify function of a variable.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name.
replicatedbooleanReplicated (true) or not (false). Default true.
conditionstringReplication condition name (see bp.get_variable); empty = unchanged.
repNotifystringRepNotify function name ("" = none / unchanged when HasRepNotify is false).
hasRepNotifybooleanDefault false.

Returns: variable, typeSpec, guid, friendlyName, replicationCondition, repNotify, transient, saveGame, advancedDisplay, config, deprecated, private, metadata, usageCount.

bp.set_variable_type (risk 2, mutates, smoke)​

Changes the type of a member variable (nodes are refreshed; incompatible links break).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name.
typestringrequired. New type (bp.add_variable syntax).

Returns: variable, typeSpec, guid, friendlyName, replicationCondition, repNotify, transient, saveGame, advancedDisplay, config, deprecated, private, metadata, usageCount.

bp.snap_nodes_to_grid (risk 2, mutates, smoke)​

Snaps node positions to the grid.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (default EventGraph).
nodesarray of stringNode ids (empty = every node of the graph).
gridSizeintegerGrid size in graph units (default 16). Default 16.

Returns: graph, count, items, errors.

bp.split_pin (risk 2, mutates)​

Splits a struct pin into its member sub-pins (Vector -> X,Y,Z...).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
pinstringrequired. Pin name (case-insensitive) or pin id.
valuestringNew default value as text (bp.set_pin_default only). Object/class pins take an object path or class name.

Returns: graph, node.

bp.unwatch_pin (risk 2, mutates)​

Stops watching a pin.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
pinstringrequired. Pin name (case-insensitive) or pin id.
valuestringNew default value as text (bp.set_pin_default only). Object/class pins take an object path or class name.

Returns: watches, debugObject.

bp.update_comment (risk 2, mutates)​

Updates a comment box: text, position, size, colour, font size, move mode.

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Comment node id.
textstringNew text (empty = unchanged).
xintegerDefault 0.
yintegerDefault 0.
hasPositionbooleanDefault false.
widthintegerDefault 0.
heightintegerDefault 0.
hasSizebooleanDefault false.
colorstringColour as "(R=1,G=0.5,B=0,A=1)" (empty = unchanged).
fontSizeintegerFont size (0 = unchanged). Default 0.
moveModestring"group_movement" (nodes inside move with the comment) or "comment_only" (empty = unchanged).

Returns: graph, node.

bp.update_gameplay_tag (risk 4, mutates)​

Updates the comment of a tag in its ini source.

ArgumentTypeDescription
tagstringrequired. Tag name (dot-separated).
commentstringDeveloper comment (add / update).
sourcestringTag source ini name (add; default "DefaultGameplayTags.ini"). Create sources with bp.add_gameplay_tag_source.
newTagstringNew tag name (rename).
renameChildrenbooleanRename children too (rename; default true). Default true.

Returns: tag, siblings.

bp.validate (risk 0, smoke)​

Full validation: compile messages mapped to nodes plus per-graph structural issues (orphans, unreachable nodes, unconnected exec outputs, deprecated nodes, broken links) and unused variables.

ArgumentTypeDescription
blueprintstringrequired. Blueprint object path (/Game/BP/BP_Door.BP_Door), package path (/Game/BP/BP_Door) or unique bare name (BP_Door).

Returns: compiles, compileErrors, compileWarnings, graphs, unusedVariables, summary.

bp.validate_gameplay_tag (risk 0, smoke)​

Validates a tag string (characters, length) and suggests a corrected spelling.

ArgumentTypeDescription
tagstringrequired. Tag string to validate.

Returns: valid, error, fixed, exists.

bp.variable_exists (risk 0, smoke)​

Cheap check: does a variable exist on this Blueprint (own) or its parents (inherited).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
namestringrequired. Variable name.

Returns: exists, foundIn, kind.

bp.watch_pin (risk 2, mutates)​

Watches a pin (its value shows while PIE runs on the debug object).

ArgumentTypeDescription
blueprintstringrequired. Blueprint reference (path or unique name).
graphstringGraph name (optional).
nodestringrequired. Node id.
pinstringrequired. Pin name (case-insensitive) or pin id.
valuestringNew default value as text (bp.set_pin_default only). Object/class pins take an object path or class name.

Returns: watches, debugObject.