add_actor_begin_overlap_event
Adds a real Actor Blueprint override node for ReceiveActorBeginOverlap or another AActor event, then compiles it; existing overrides are reused.
Instructions
Add a real AActor event OVERRIDE node (bOverrideFunction set, so it is not an eclipsed stub) -- ReceiveActorBeginOverlap by default, or any other AActor event via event_name (ReceiveActorEndOverlap, ReceiveHit, ReceiveBeginPlay...) -- and compile. Idempotent: an existing override of that event in the graph is returned with already_exists:true. It only reaches events declared on the ACTOR; for a component's delegate use add_component_bound_event, and for an interface member use override_interface_member.
Returns: { node_id, class, title, pins:[...the event's output params...], blueprint_name, graph_name, event_name, is_override, already_exists? } -- is_override:true is what distinguishes a live override from a dead look-alike; already_exists is only present when an existing node was reused.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| event_name | No | AActor event function to override; defaults to "ReceiveActorBeginOverlap". Must exist on the Blueprint's class or the call errors. | |
| graph_name | No | Target graph name; defaults to the Blueprint's event graph when omitted | |
| position_x | No | Node X position on the graph canvas (ignored when node_position is set) | |
| position_y | No | Node Y position on the graph canvas (ignored when node_position is set) | |
| node_position | No | Node canvas position as [x, y]; takes precedence over position_x/position_y | |
| blueprint_name | No | Name (or full object path) of an Actor Blueprint. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |