get_function_pins
Preview the exact pins a UFunction call node would have without creating it, so blueprint graphs can be built in one call instead of round-trips.
Instructions
Preview the EXACT pins a call_function / add_call_library_function node WOULD expose for a UFunction WITHOUT creating anything: owner_class, is_pure, is_static, exec_input/exec_output ("execute"/"then", null when pure), self_pin (null when static), input_params, output_params and return_value. This is what lets a whole build_blueprint_graph (nodes + connections + pin_defaults) be written in ONE call instead of create -> get_graph_nodes -> connect round-trips. It answers "what pins would it have", NOT "can a Blueprint call it": some engine functions resolve and preview here and are still rejected by the compiler, so the oracle for callability is compile_blueprint + get_compile_errors.
Returns: { function_name, owner_class, is_pure, is_static, exec_input, exec_output, self_pin, input_params:[{name,type}], output_params:[{name,type}], return_value:{name,type}|null, note }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| target_class | No | Optional class searched FIRST: native name ("KismetSystemLibrary"), "/Script/Module.Class", a Blueprint class path ("/Game/...X_C"), or a user BFL. Also always searched: the blueprint's own class + KismetSystem/GameplayStatics/KismetMath. | |
| function_name | Yes | UFunction name, matched EXACTLY against the reflected name (e.g. "PrintString", "K2_GetActorLocation", or a Blueprint function graph's own name, which may contain spaces like "Emit Noise At Location"). A guessed name that does not exist just errors -- it never returns an empty preview. | |
| blueprint_name | No | Optional Blueprint whose generated class joins the search (for self / BP-local functions). | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |