audit_blueprint_health
Recompile every Blueprint in a folder to count compile errors and warnings, returning a summary and report path. Scope it with folder_path on large projects to limit cost.
Instructions
Project-wide compile-sweep: RECOMPILES every Blueprint under folder_path and records error/warning counts. By far the heaviest audit here (it compiles, it does not just read metadata) and it runs synchronously in the editor -- ALWAYS scope it with folder_path on a large project, and lean on max_results, which is a hard cap. It returns only a summary plus a report path; read the detail back with read_mcp_audit_file. To find already-broken Blueprints WITHOUT recompiling anything, use find_erroring_blueprints instead.
Returns: { path: string, summary: { blueprint_count: int, clean_count: int, error_count: int, warning_count: int } }
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. | |
| recursive | No | Recurse into subfolders. Defaults to true. | |
| folder_path | No | Content-relative folder to scan. Defaults to "/Game". | |
| max_results | No | Cap on Blueprints compiled (1-100000). Defaults to 200 (lighter than the other audits -- compiling is expensive). |