create_blueprint_interface
Create a Blueprint Interface asset to define shared function signatures for unrelated classes, so callers can use one contract instead of a base class or hard-wired cases.
Instructions
Create a Blueprint Interface asset: a contract of function signatures that unrelated classes can implement, so callers talk to the contract instead of a concrete class. The right tool when several different kinds of actor must answer the same request (interactable, damageable, workable) and you do not want a shared base class -- one interface replaces N-by-M hard-wired cases. Created empty: add functions with add_blueprint_function, then implement_interface on each class and implement_interface_function per class.
Returns: { name, path, type }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name (no path) | |
| path | No | Target content path for the new asset (default /Game/Blueprints) | |
| 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. | |
| asset_path | No | Alias of `path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `path`. |