add_branch_node
Add a Branch (if/then/else) node to a Blueprint graph and compile the Blueprint as a side effect; use for standalone branch insertion when a compile is needed.
Instructions
Add a Branch (if/then/else) node -- pins 'execute', 'Condition', 'then' (true), 'else' (false) -- AND compile the Blueprint as a side effect. add_graph_node node_type="branch" creates the identical node without compiling, which is what you want inside a build_blueprint_graph batch; use this one when a standalone compile is wanted anyway. Leaving 'else' unwired is legitimate and lint_blueprint_graph will not flag it, except inside a function that returns a value (function_exit_without_return).
Returns: { node_id, class, title, pins:[execute, Condition, then, else], blueprint_name, graph_name }
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. | |
| 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 the Blueprint. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |