add_break_struct_node
Creates a Break Struct node with one output pin per struct member, returning all pins so each field can be read without extra lookups. Inverse of add_make_struct_node; does not compile.
Instructions
Create a Break Struct node with ONE OUTPUT PIN PER MEMBER of the struct (Blueprint-defined structs included) and return them all, so each field can be read out with connect_pins without a follow-up read. Same node as add_graph_node node_type="break_struct", but reconstructed after creation so the per-member pins are refreshed from the struct. Inverse: add_make_struct_node. Does NOT compile.
Returns: { node_id, pins:[...the struct input + one output pin per struct member...], blueprint_name, graph_name, struct_type }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| graph_name | No | Target graph name; defaults to the Blueprint's event graph when omitted. | |
| position_x | No | Node X position (ignored when node_position is set). | |
| position_y | No | Node Y position (ignored when node_position is set). | |
| struct_type | No | UScriptStruct path (/Game/.../S_Foo.S_Foo), bare name, or engine alias (Vector/Rotator/Transform...). | |
| node_position | No | Node canvas position as [x, y]; takes precedence over position_x/position_y. | |
| blueprint_name | No | Blueprint name or path. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |