apply_component_property_overrides
Batch-apply multiple Blueprint component property overrides with one compile and one save, then verify each against the post-compile template to prevent ICH record loss.
Instructions
Re-apply N component-property overrides on ONE Blueprint with a SINGLE compile and a SINGLE save, then verify each value against the POST-COMPILE template (what a fresh instance actually reads). ICH-aware exactly like set_blueprint_component_property: an override on a component inherited from an ancestor Blueprint is routed through this class' InheritableComponentHandler. Built for post-reparent re-authoring, where one call per override means N compiles and N chances for an ICH record not to survive.
Returns: { success, error?, data: { blueprint_name, requested_count, applied_count, verified_count, mismatched_count, failed_count, compiled, saved, save_error?, equality_predicate, results: [{ index, component_name, property_name, source, applied, apply_error?, verification_status, matches_requested, post_value, post_source, note? }], verification } }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| save | No | Optional bool (default true). Saves the Blueprint package ONCE, after the compile | |
| 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. | |
| compile | No | Optional bool (default true). false skips the compile: nothing is verifiable, every entry reports matches_requested=false with verification_status='not_verifiable' | |
| overrides | Yes | Array of { component_name, property_name, property_value } objects, applied in the given order | |
| blueprint_name | No | Blueprint asset path or short name | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |