create_widget_blueprint
Create and save a new UWidgetBlueprint asset with a CanvasPanel root in Unreal Engine via UEAgent, returning its package and asset paths.
Instructions
Create (and save) a new UWidgetBlueprint asset with a CanvasPanel root.
Returns: { name: string, package_path: string, asset_path: string, parent_class: string, created: bool, already_existed: bool, root_created: bool, root_widget: string, root_widget_class: string, saved: bool, save_error: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name (no extension) | |
| 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 | Yes | /Game folder to create the asset in (e.g. /Game/UI) | |
| parent_class | No | Parent UUserWidget subclass (default "UUserWidget"). |