delete_node
Deletes one graph node by NodeGuid, breaking its links, to clean up orphan nodes left when a build_blueprint_graph batch fails and rollback is refused. Reversible; doesn't compile.
Instructions
Delete ONE node from a graph by its NodeGuid, breaking its links; refused for nodes the editor protects (FunctionEntry, Result, tunnels). This is the cleanup for orphan nodes left behind when a build_blueprint_graph batch fails and its rollback is refused, and it is reversible (the .uasset on disk is untouched until save_asset). It does NOT compile -- follow with compile_blueprint + get_compile_errors.
Returns: { deleted, node_id }
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. | |
| node_id | Yes | NodeGuid of the node to delete | |
| graph_name | No | Target graph name; defaults to the Blueprint's event graph when omitted | |
| blueprint_name | No | Blueprint asset name or path | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |