create_enum
Create a Blueprint enum asset from an ordered list of display names for states, categories, or types that Blueprints and DataTable columns switch on; errors if the asset already exists.
Instructions
Create a Blueprint enum asset from an ordered list of enumerator DISPLAY names -- states, categories and types that Blueprints and DataTable columns switch on. Errors if the asset already exists (not idempotent). Beware the display/internal split that follows: the engine stores enumerators internally as NewEnumerator0, NewEnumerator1, ... and writers into DataTables must use those internal names, because a display name containing spaces is cut at the first space by the text importer and silently lands on index 0. So keep single-word display names, or expect to write NewEnumeratorN. add_enum_entry / rename_enum_entry / reorder_enum_entry edit it afterwards.
Returns: { name, path, entry_count }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Enum asset name. | |
| path | No | Target content path for the new asset (default /Game/Blueprints) | |
| entries | Yes | Ordered list of enumerator display-name strings. | |
| asset_path | No | Alias of `path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `path`. |