create_gameplay_ability_blueprint
Creates and saves a Blueprint parented to UGameplayAbility at a chosen path, returning its asset path and generated class.
Instructions
Create a Blueprint parented to UGameplayAbility at package_path/name, compile and save it; returns asset_path, generated_class and is_gameplay_ability. A GameplayAbility Blueprint already at that path is returned untouched (created false, already_existed true); a Blueprint of another class there is an error. Refused during PIE.
Returns: { name: string, asset_path: string, parent_class: string, generated_class: string, is_gameplay_ability: bool, already_existed: bool, created: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name without a path, e.g. "GA_Fireball". | |
| 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 | No | Content folder for the new asset, e.g. "/Game/GAS/Abilities"; defaults to /Game/Blueprints. |