get_blueprint_exec_path
Read which Blueprint nodes and branches actually ran at runtime from the debugger trace stack. Use it to verify if a silent graph path executed.
Instructions
Report which exec nodes and BRANCHES actually RAN inside a Blueprint at runtime -- which Branch went true, which FunctionResult fired -- read from the editor's Blueprint-debugger trace stack. Unlike trace_blueprint_execution and profile_blueprint_execution, which are STATIC and list every node that exists, this reflects real execution, so it answers "did that path run at all?" when a graph fails silently. WARNING: two-phase by construction: the VM only records the trace for the object currently being DEBUGGED, so call it ONCE with object_path to arm recording (SetObjectBeingDebugged), then drive the PIE scenario, then call it AGAIN to read the recorded path -- a single call returns nothing and that is not a bug. Requires a running PIE session with Blueprint debugging; world (including 'server' / 'client' / 'pie:N') selects which instance gets armed, and the response stamps which world it was.
Returns: { blueprint_name, blueprint_path, debug_object_set, object_path, trace_stack_size, filtered_count, path:[{index, node_id, node_class, node_title, graph, function, context, is_branch, is_function_result, observation_time}], note, world_selector, world_name, world_package, world_type, net_mode, pie_instance (the world of the ARMED debug object; nulls when none was armed) }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | World to resolve object_path in: absent/'editor' (default) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'pie'/'game'/'runtime' (ambiguous). A fully-qualified PIE object path (...UEDPIE...) resolves regardless of this. | |
| max_samples | No | Max trace-stack samples to scan (default 500). | |
| object_path | No | Optional live PIE object to set as the debugged instance (arms trace recording). | |
| function_name | No | Optional: only include samples in a function/graph whose name contains this. | |
| blueprint_name | No | Blueprint / AnimBlueprint asset path or short name to filter the trace to. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| set_debug_object | No | When object_path is given, call SetObjectBeingDebugged on it. Default true. |