add_select_node
Creates a Blueprint Select node with the required number of option pins using option_count or an enum, then returns all pin names for wiring.
Instructions
Create a Select node with the RIGHT NUMBER OF OPTION PINS: pass option_count to grow beyond the built-in 2, or an enum in enum_path so one option pin is generated per enum entry and the Index pin becomes that enum. add_graph_node node_type="select" only ever makes the plain 2-option wildcard version. The response names the index pin, the return pin and every option pin, so the branches can be wired without a follow-up read. Its pins stay WILDCARD until something is connected (connect_pins reconstructs the node to re-type them).
Returns: { node_id, pins:[...], blueprint_name, graph_name, index_pin, return_value_pin, option_pins:[string], option_count, index_enum? }
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. | |
| enum_path | No | Optional enum path/name to drive the Index pin (option pins are then auto-generated per enum entry). An engine enum may live in an unexpected module -- ask the enum itself with static_enum().get_path_name() rather than guessing /Script/Engine. | |
| graph_name | No | Target graph name; defaults to the Blueprint's event graph when omitted. | |
| index_type | No | Alias of enum_path (an enum path/name for the Index pin). | |
| position_x | No | Node X position (ignored when node_position is set). | |
| position_y | No | Node Y position (ignored when node_position is set). | |
| option_count | No | Optional total number of option pins to end up with (default = the node's built-in 2; capped internally at a safe growth loop). Ignored when an enum drives the index. | |
| node_position | No | Node canvas position as [x, y]; takes precedence over position_x/position_y. | |
| blueprint_name | No | Blueprint 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`. |