create_editor_utility_blueprint
Create, compile, and save an Editor Utility Blueprint at a chosen package path and parent class; returns any existing asset unchanged and blocks PIE writes unless forced.
Instructions
Create, compile and save an Editor Utility Blueprint at package_path/name, parented to parent_class. Returns asset_path, parent_class, created, already_existed and saved; an existing Editor Utility Blueprint there is returned unchanged and parent_class is not applied to it. Refused during PIE unless force.
Returns: { name, package_path, asset_path, blueprint_class, parent_class, created, already_existed, saved, save_error }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name without path or extension, e.g. "EUB_BatchRename". | |
| 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 | Yes | Content folder for the asset, e.g. "/Game/EditorUtilities"; a trailing slash is ignored. | |
| parent_class | No | Parent class by name without the U or A prefix, e.g. "EditorUtilityActor", or by path such as "/Script/Blutility.EditorUtilityObject" (default EditorUtilityObject); it must be Blueprintable. |