convert_map_to_world_partition
Reports whether the current Unreal Editor world can be converted to World Partition, detecting existing WP and returning why in-editor conversion is commandlet-only.
Instructions
Reports whether the current editor world can be converted to World Partition. HONEST gate: the only complete conversion path is the UWorldPartitionConvertCommandlet (commandlet-only, needs -run=WorldPartitionConvert -AllowCommandletRendering as a separate process), and the runtime FWorldPartitionConverter::Convert mutates the level in place WITHOUT saving, so it cannot be driven safely or synchronously from this request. The tool does the headless-safe part for real (resolves the editor world, detects World Partition) and returns converted=false with a note explaining why (already WP, or commandlet-only).
Returns: { world: string, is_world_partition: bool, converted: bool, already_converted: bool, success: bool, note: string, message: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| map_path | No | Optional informational path of the map to convert (the world converted is always the current editor world). |