find_erroring_blueprints
Locate Blueprints and AnimBlueprints stuck in compile error, reporting status, counts and the first error message, so you can fix the asset blocking Play-in-Editor.
Instructions
Scan a content path for Blueprints and AnimBlueprints sitting in a compile ERROR state and report each one with its status, error/warning counts and its FIRST error message -- the search for the culprit when PIE refuses to start because of an asset nobody was working on. It reads the loaded compile Status and recompiles the erroring ones with a results log to extract that message. WARNING: loading every Blueprint under a broad path is heavy enough to stall the editor on thousands of assets: scope path narrowly, and reach for only_loaded=true first -- the Blueprint that aborts PIE is usually still in memory, so that fast in-memory pass normally finds it without a single disk load. Complements validate_assets_in_path and audit_blueprint_health by listing EVERY erroring Blueprint with its first error in one call. WARNING: the scope parameter is named path, NOT search_path: pass the wrong name and it is silently ignored, the default /Game applies, and the tool sweeps the whole project while the answer looks scoped to your folder.
Returns: { path, scanned, inspected, only_loaded, erroring_count, warning_count, results_truncated, blueprints:[{ asset_path, name, class, status, num_errors, num_warnings, first_error }] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| path | No | Content path to scan, recursive (default "/Game"). WARNING: this exact name -- a `search_path` key is ignored and you get the full /Game sweep. Scope it narrowly to stay cheap. | |
| 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. | |
| max_scan | No | Max Blueprints to load/inspect (default 5000). | |
| asset_path | No | Alias of `path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `path`. | |
| compile_all | No | Recompile EVERY scanned Blueprint (thorough but heavy); otherwise only recompile ones whose loaded Status is already Error. Default false. | |
| max_results | No | Max erroring/warning Blueprints to return (default 500). | |
| only_loaded | No | When true, only inspect Blueprints already loaded in memory (no disk load). Default false. | |
| include_warnings | No | Also report Blueprints with compile WARNINGS (not just errors). Default false. |