add_get_component_by_class_node
Add a typed Get Component by Class node to a Blueprint graph, setting ComponentClass before reconstruction so the return pin is the requested class and connects without a cast.
Instructions
Add a GetComponentByClass node BORN TYPED: the ComponentClass pin is set before the node is reconstructed, so ReturnValue comes out as that component class instead of the generic ActorComponent and no cast is needed. Use it instead of add_graph_node + a pin_defaults entry: inside build_blueprint_graph the defaults are applied AFTER the connections, so a still-generic node fails to connect ("Actor Component Object Reference is not compatible with ...") and, with stop_on_error's default true, takes the whole batch down with it.
Returns: { node_id, class, title, pins:[...], blueprint_name, graph_name, component_class, return_pin_type } -- return_pin_type is the ORACLE: if it does not name the requested component class, the pin stayed generic and connecting it will fail.
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 to add the node to | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| component_class | Yes | Component class to fetch: short name, /Script/Module.Class, or a /Game Blueprint component path. Must be a UActorComponent subclass or the call errors. |