create_gameplay_effect_blueprint
Creates a GameplayEffect Blueprint at a given path, compiles and saves it. Returns the asset path and generated class, or leaves an existing asset untouched.
Instructions
Create a Blueprint parented to UGameplayEffect at package_path/name, compile and save it; returns asset_path, generated_class and is_gameplay_effect. A GameplayEffect 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_effect: bool, already_existed: bool, created: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name without a path, e.g. "GE_Damage". | |
| 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/Effects"; defaults to /Game/Blueprints. |