create_gameplay_mod_magnitude_calculation_blueprint
Build and compile a Blueprint subclassing UGameplayModMagnitudeCalculation for GameplayEffect modifiers, saving it to disk. Returns any existing asset at the path untouched.
Instructions
Create a Blueprint parented to UGameplayModMagnitudeCalculation (a custom magnitude calc class for GE modifiers), compile and save it. A Blueprint of that class already at the path is returned untouched (created false, already_existed true); one of another class there is an error.
Returns: { name: string, asset_path: string, parent_class: string, generated_class: string, is_mod_magnitude_calculation: bool, already_existed: bool, created: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name, e.g. MMC_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 | Target content path, defaults to /Game/Blueprints |