create_gameplay_cue_notify_burst
Creates or reuses a UGameplayCueNotify_Burst Blueprint, compiles and saves it, and optionally assigns a GameplayCue tag for one-shot visual or audio effects in Unreal Engine 5.
Instructions
Create a Blueprint parented to UGameplayCueNotify_Burst (modern non-instanced one-shot notify), 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.
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, e.g. GCN_Hit | |
| 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 | Target content path, defaults to /Game/Blueprints | |
| gameplay_cue_tag | No | Optional registered GameplayCue tag to set on the CDO |