list_widget_bound_events
List every event-dispatcher binding in a Blueprint, including component/widget and actor bound events, before wiring new ones to avoid duplicate handlers.
Instructions
List every event-dispatcher BINDING wired in a Blueprint, across the three node kinds that make one in practice: UK2Node_AddDelegate (from add_object_bound_event / add_graph_node node_type="add_delegate"), UK2Node_ComponentBoundEvent (from add_component_bound_event -- a component's dispatcher OR a UMG widget's, e.g. a Button's OnClicked) and UK2Node_ActorBoundEvent (a level actor's, bound from the Level Blueprint). Each entry reports which kind it is (binding_kind), what it is bound ON (bound_to: the component/widget variable, or the actor), the delegate's owner class and name, and the handler on the other end. Despite the name it works on ANY Blueprint -- but it only walks Ubergraph pages and FunctionGraphs, so a binding inside a macro or interface graph is out of scope. Run it BEFORE add_object_bound_event / add_component_bound_event: double-binding one delegate to two handlers compiles fine and silently runs BOTH. A reader that cannot see what the writer wrote is worse than no reader: a 0 reads as "not wired" and sends you to re-wire what is already there.
Returns: { blueprint_name, bindings:[{ graph_name, node_id, binding_kind, bound_to, delegate_owner_class, delegate_name, delegate_resolved, wired, custom_event_name, custom_event_node_id }], binding_count, kind_counts:{add_delegate,component_bound_event,actor_bound_event} } -- binding_kind names the node class behind the entry. bound_to is the component/widget variable name (component_bound_event), the actor name (actor_bound_event), or empty for add_delegate, whose target pin is left unconnected by design. delegate_resolved=false means the delegate no longer resolves live (renamed/removed). wired=false is a DANGLING add_delegate bind (its Delegate pin has no handler); the two *BoundEvent kinds ARE their own handler, so they are always wired and custom_event_name is the generated BndEvt__ function.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| blueprint_name | No | Blueprint asset name or path (Actor Blueprint, Widget Blueprint or Level Blueprint). | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |