add_reroute_node
Insert a reroute/knot node into a Blueprint graph to organize wiring without changing behavior; it re-emits connected input and does not compile.
Instructions
Add a reroute/knot node: pure layout, it re-emits whatever is wired into it and changes no behaviour. Does NOT compile. Note when reading graphs back: get_graph_nodes with compact=true excludes knots by default, so a chain that looks broken there may simply route through one -- re-read with exclude_classes=[].
Returns: { node_id, class, title, pins:[...wildcard in/out until wired...], blueprint_name, graph_name }
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 name; 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 | Name (or full object path) of the Blueprint. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |