add_parent_call_node
Adds a parent-class call node for an overridden function or event, searching the whole ancestor chain to build event, super, and logic in one transaction.
Instructions
Add a "Parent: " node that calls the parent-class implementation of an overridden function/event -- the second half of the child-first shape "Event X -> Parent: X -> our logic" that keeps a vendor base class working while the child adds behaviour. Searches the WHOLE ancestor chain, not just the immediate parent. Does NOT compile, and IS allowed inside build_blueprint_graph, so the event + super + logic can be built in one transaction.
Returns: { node_id, class, title, pins:[execute, then, the parent's params], blueprint_name, graph_name, function_name, parent_class } -- parent_class names the ancestor that actually declares the implementation being called.
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 (usually the override's own graph); defaults to the event graph | |
| 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) | |
| function_name | Yes | Name of the overridden function/event whose parent implementation to call; must exist on some ancestor or the call errors | |
| node_position | No | Node canvas position as [x, y]; takes precedence over position_x/position_y | |
| blueprint_name | No | Blueprint whose parent function is called | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |