create_gameplay_cue_notify_actor
Create a Blueprint parented to AGameplayCueNotify_Actor, compile and save it, or reuse an existing one. Write a registered gameplay cue tag to its CDO when supplied.
Instructions
Create a Blueprint parented to AGameplayCueNotify_Actor (a spawned, instanced cue actor) at package_path/name, compile and save it, or reuse the one of that class already there (created false, already_existed true); a Blueprint of another class there is an error. A registered gameplay_cue_tag is written to the CDO; an unregistered one only yields cue_tag_set=false. Refused during PIE.
Returns: { name: string, asset_path: string, parent_class: string, generated_class: string, is_gameplay_cue_notify: bool, cue_tag_set: bool, cue_tag_requested: string, cue_tag: string, already_existed: bool, created: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name without a path, e.g. "GCN_Beam". | |
| 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/Cues"; defaults to /Game/Blueprints. | |
| gameplay_cue_tag | No | Registered gameplay tag written as GameplayCueTag and GameplayCueName, e.g. "GameplayCue.Beam"; an unregistered tag is skipped (cue_tag_set=false), not an error. |