rename_enum_entry
Rename an entry in a Blueprint Enum by its current display or internal name, setting a new display name and rejecting empty, invalid, or duplicate names.
Instructions
Rename one enumerator of a Blueprint Enum (UUserDefinedEnum): resolve the entry by its current display name (or internal name) to its index, then set a new display name via FEnumEditorUtils::SetEnumeratorDisplayName. Idempotent: renaming an entry to the name it already has is a no-op success (already_named). An unknown current entry is an honest error; so is a new name that is empty/invalid or duplicates another entry's display name (the engine's IsEnumeratorDisplayNameValid rejects it). The hidden _MAX sentinel is never addressable.
Returns: { enum_path: string, entry_name: string, new_name: string, renamed: bool, already_named: bool, index: int, entries: [string] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| new_name | Yes | New display name for the enumerator. | |
| enum_path | Yes | Full asset path of the UUserDefinedEnum (e.g. /Game/Blueprints/MyEnum). | |
| entry_name | Yes | Enumerator to rename, by its current display name (or internal name). |