create_camera_shake_blueprint
Create, compile, and save a Blueprint subclass of UCameraShakeBase for camera shake effects in Unreal Engine; reuse it if it already exists.
Instructions
Create a Blueprint asset parented to UCameraShakeBase, compile and save it. UCameraShakeBase is abstract but Blueprintable; the generated Blueprint subclass is concrete. Idempotent: if the asset already exists it is loaded and returned.
Returns: { name: string, asset_path: string, parent_class: string, generated_class: string, is_camera_shake: bool, already_existed: bool, created: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name (e.g. BP_ExplosionShake) | |
| 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. | |
| package_path | No | Target /Game package path (optional, default "/Game/Blueprints") |