get_blueprint_parent
Read a Blueprint asset's parent class: its name, path, native C++ or Blueprint origin, and the asset type. Use it to inspect a Blueprint's direct inheritance before walking the full class chain.
Instructions
Read which class a Blueprint ASSET inherits from: parent class name and path, whether that parent is native C++ or another Blueprint, and the Blueprint's own type (Normal / Interface / MacroLibrary / FunctionLibrary / LevelScript / Const). The first question to ask about an unfamiliar Blueprint, and the way to tell whether a library class sneaked into the parent chain. It returns ONE level -- get_class_hierarchy walks the whole ancestor chain of the compiled class, get_blueprint_children lists descendants, and verify_reparent_success checks the chain against an expectation after a reparent. WARNING: an ambiguous bare name still resolves to the FIRST match and only lists the rest in ambiguous_matches (the other match is often a dated backup copy that backup_asset wrote under /Game/MCP_Backups), so run resolve_asset_by_name first or pass the full path.
Returns: { blueprint_name: string, blueprint_path: string, blueprint_valid: bool, parent_class: string, parent_class_path: string, has_parent: bool, parent_is_native: bool, blueprint_type: string, ambiguous_matches?: [string] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| blueprint_name | No | Blueprint asset short name (exact) or full package name. The full package name is tried first; the bare-name fallback scans /Game only, matching UBlueprint assets, and picks the first hit. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |