create_game_instance_class_bp
Create a Blueprint subclass of UGameInstance to define custom game instance logic. Registers the asset and marks it dirty for saving, with idempotent re-runs.
Instructions
Create a Blueprint subclass of UGameInstance, registered and marked dirty but not saved (persist it with save_asset). Idempotent on re-run: a Blueprint already at that path whose parent derives from parent_class is returned with already_exists=true; one with another parent is an error and is left untouched. parent_class is read off the Blueprint.
Returns: { asset_name, asset_path, package_class, parent_class, already_exists }
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. | |
| asset_name | Yes | Name for the new Blueprint asset. | |
| package_path | No | Target content folder; defaults to /Game/MCP. | |
| parent_class | Yes | Parent class name; must derive from UGameInstance. |