get_compile_errors
Compile a Blueprint and return its compiler error and warning counts plus messages, so you can verify whether the asset builds successfully.
Instructions
WARNING: despite the get_ prefix this COMPILES the Blueprint (silently) and then returns its error/warning count and every message with severity -- it is a mutation, not a read: compiling dirties the package, can cascade into other packages, and can knock a Blueprint's placed OFPA instances out of the world in memory (get_actors_by_class then returns 0 in editor AND PIE; load_level of the same map brings them back). Use it as the honest oracle for "does this BP build" -- num_errors and the message list are real, read off the compiler results log -- and reach for check_blueprint_errors / find_erroring_blueprints when a compile is not what you want.
Returns: { name: string, num_errors: int, num_warnings: int, succeeded: bool (num_errors == 0), messages: [{ severity: 'error'|'warning'|'info', message: string }] }
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. | |
| blueprint_name | No | Blueprint name or full asset path (e.g. BP_MyActor or /Game/MyGame/Core/BP_MyActor). | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |