recombine_blueprint_pin
Collapse a split struct pin back into a single pin so set_pin_default_value can write a struct literal. Accepts parent or any sub-pin name.
Instructions
Collapse a previously split struct pin back into ONE pin (inverse of split_blueprint_pin), which is what set_pin_default_value needs before it will write a struct literal. Accepts either the parent pin's name or any of its sub-pin names; links on the sub-pins are dropped by the engine as part of recombining.
Returns: { recombined } -- always true on the success path; a pin that is not split is an error response instead.
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. | |
| node_id | Yes | NodeGuid of the node owning the pin. | |
| pin_name | Yes | Name of the parent pin OR of any of its sub-pins. | |
| graph_name | No | Target graph name; defaults to the Blueprint's event graph when omitted | |
| blueprint_name | No | Blueprint name or path. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |