disconnect_pin
Break all links on one Blueprint node pin to clear stale connections to missing nodes after a failed build_blueprint_graph rollback.
Instructions
Break ALL links on one pin of one node (there is no way to drop a single link of a multi-linked pin). Main use: clearing links that point at nodes which no longer exist after a failed or refused build_blueprint_graph rollback -- get_graph_nodes with compact=false shows those as linked_to entries with dead GUIDs. To remove the whole node instead, use delete_node.
Returns: { disconnected, node_id, pin_name }
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 owning the pin (from add_graph_node / get_graph_nodes) | |
| pin_name | Yes | Pin name, in either direction | |
| 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`. |