find_blueprint_assets_by_class
Search a content path for every Blueprint asset whose generated class derives from a target UClass. Use it to inventory Blueprints by C++ parent without scanning folders manually.
Instructions
Search a content path for every Blueprint ASSET whose generated class derives from a target UClass, returning asset name, asset path, generated class and the deepest NATIVE parent -- "give me every Blueprint that is a Pawn / a Widget / an ActorComponent" without hand-scanning folders. Use get_blueprint_children when the base is itself a Blueprint rather than a C++ class, list_derived_classes for classes instead of assets, and get_assets_by_tag when you want a registry tag rather than an inheritance test. WARNING: it LOADS every Blueprint under package_path to read its GeneratedClass, so scope the path narrowly on a big project rather than sweeping all of /Game.
Returns: { class_name, target_class, package_path, total, assets:[{ asset_name, asset_path, generated_class, native_parent }] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| class_name | Yes | UClass short name or /Script/ path (e.g. "Pawn", "/Script/Engine.Pawn"); a bare name is also retried with a "U" prefix. An unresolvable name is an error, not an empty result. | |
| package_path | No | Content path to scan, recursive (default "/Game"). Narrow it: every Blueprint underneath gets loaded. |