add_tree_view
Create a UTreeView in a Widget Blueprint under its root or named panel and wire the entry widget class; actual tree items must be populated in BP or PIE.
Instructions
Construct a UTreeView under the widget BP root (or a named parent panel widget) and add it to the tree. HONEST SCOPE: authoring only, same posture as add_list_view/add_tile_view -- constructs the widget + wires EntryWidgetClass. Populating the tree's actual hierarchy (SetTreeItemsSource + the OnGetItemChildren delegate that supplies each node's children) is OUT OF SCOPE: that delegate is a native TSlateDelegates callback, not reflectively assignable -- wire it in the widget BP graph (native C++/BP override) or drive it live in PIE.
Returns: { widget_blueprint_name, widget_name, tree_view_class, already_existed, entry_widget_class, parent_widget_name?, widget_added, saved, save_error?, note }
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. | |
| widget_name | Yes | FName of the new UTreeView widget | |
| entry_widget_class | No | Optional entry widget class (asset or /Script path) | |
| parent_widget_name | No | Optional: name of an existing panel widget (UPanelWidget) in the tree to insert the new UTreeView under. Omitted = same root-insertion behavior as add_list_view/add_tile_view (canvas/panel root, else becomes the tree root). | |
| widget_blueprint_name | Yes | /Game path of the Widget Blueprint |