create_chooser_table
Create or load a UChooserTable asset at a package path, set its result type and output object class, then compile and save the Unreal Engine chooser table when changed.
Instructions
Create (or load if it already exists) a UChooserTable asset under the given package path. A new table is compiled and saved. On an existing table only the result_type and output_object_class the call gives are applied, as one undo step, and the table is compiled and saved only when that changes it (saved false otherwise). success is false, with save_error, when the save fails. An unknown result_type, or an output_object_class that does not load as a UClass, is an error checked before the asset is created or loaded.
Returns: { asset_path: string, already_existed: bool, result_type: string, output_object_class: string|null, saved: bool, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset short name (e.g. "MyChooser"); becomes the package short name. | |
| result_type | No | EObjectChooserResultType: "Object" (default), "Class", or "NoPrimaryResult". | |
| package_path | No | Long package root (default "/Game/MCP"); full asset path = <package_path>/<name>. | |
| output_object_class | No | UClass path used as OutputObjectType (default UObject), loaded via LoadObject<UClass>; a path that does not load is an error. |