add_broadcast_node
Add a broadcast node that fires an existing event dispatcher on self, with one input pin per signature parameter so listeners run; requires dispatcher and signature already set, and does not compile.
Instructions
Add the node that BROADCASTS (fires) an event dispatcher on self -- own or inherited -- with one input pin per signature parameter, so listeners run. Does NOT compile. The dispatcher must already exist in the compiled class (add_event_dispatcher then compile_blueprint), and its parameter pins only appear after set_event_dispatcher_signature. The opposite direction (LISTENING) is add_graph_node node_type="add_delegate" for self, add_object_bound_event for another object's dispatcher.
Returns: { node_id, class, title, pins:[execute, then, one input per signature param], blueprint_name, graph_name, dispatcher_name } -- an empty parameter list means the dispatcher has no signature yet.
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; 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 | Blueprint that owns (or inherits) the dispatcher | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| dispatcher_name | Yes | Exact name of the multicast delegate to broadcast; resolved on the skeleton class, so inherited dispatchers work |