create_subsystem_class_bp
Creates a new USubsystem-derivative Blueprint asset in Unreal Engine 5; re-running returns the existing asset instead of duplicating.
Instructions
Create a new USubsystem-derivative Blueprint asset (idempotent on re-run).
Returns: { asset_name: string, asset_path: string, package_path: string, parent_class: string, lifetime: string, already_exists: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| 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. | |
| asset_name | Yes | Name for the new Blueprint asset | |
| package_path | No | Optional content folder; defaults to /Game/MCP | |
| parent_class | Yes | Parent USubsystem class name |