create_common_ui_stack
Sets a Widget Blueprint's root to a Common Activatable Widget Stack, creating it if missing. Optionally specify a subclass; falls back to base if invalid.
Instructions
Set the WidgetTree root to a UCommonActivatableWidgetStack (creating one if absent). root_class, when given, picks which UCommonActivatableWidgetStack subclass gets constructed (e.g. a project-authored BP subclass) -- an unresolvable or non-subclass value does not fail the call, it honestly falls back to the base stack class with a note (see root_class_note in the response).
Returns: { widget_blueprint_name, root_class?, already_existed, stack_class, root_class_requested, root_class_resolved, root_class_note?, root_changed, root_widget, root_widget_class }
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. | |
| root_class | No | Optional. Asset path (/Game/...) or /Script/<Module>.<ClassName> of a UCommonActivatableWidgetStack subclass. Omitted = base UCommonActivatableWidgetStack. | |
| widget_blueprint_name | Yes | /Game path of the Widget Blueprint |