remove_widget_property_binding
Removes a UMG property binding in a Widget Blueprint, resetting the Designer's Bind dropdown to none so the property uses its authored fixed value again.
Instructions
Remove a UMG property binding (the Designer's "Bind" dropdown set back to none), so the property goes back to holding its authored fixed value. Inverse of add_widget_property_binding and idempotent: a property that was not bound is an honest success with removed:false, never an error.
Returns: { widget_bp_path: string, widget_name: string, property_name: string, removed: bool, already_absent: bool, remaining_binding_count: int, saved: bool, save_error: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| save | No | Compile + save the Widget Blueprint when done (default true). | |
| 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. | |
| widget_name | Yes | Name of the widget whose binding to drop | |
| property_name | Yes | The bound property, e.g. "Text". Matching is on widget_name + property_name, which is exactly how UMG identifies a binding (one binding per property, max). | |
| blueprint_name | No | Alias of `widget_bp_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `widget_bp_path`. | |
| widget_bp_path | No | /Game path of the Widget Blueprint asset |