add_event_dispatcher
Adds an event dispatcher (multicast delegate) and its signature graph to a Blueprint, starting with no parameters. Compile the Blueprint before broadcasting or binding nodes.
Instructions
Create an event dispatcher (multicast delegate) on a Blueprint: adds BOTH the delegate member variable and its signature graph, the way the editor's "+ Event Dispatcher" does. It starts with NO parameters -- give it a signature with set_event_dispatcher_signature. Everything downstream needs the class REGENERATED first, so compile_blueprint before add_broadcast_node (to fire it) or add_graph_node node_type="add_delegate" / add_object_bound_event (to listen).
Returns: { blueprint_name, dispatcher_name, created } -- created is always true on success; confirm with get_event_dispatchers.
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. | |
| blueprint_name | No | Blueprint asset 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`. | |
| dispatcher_name | Yes | Name of the new event dispatcher; fails if a member variable of that name already exists |