rename_widget
Rename a widget in a Widget Blueprint tree and update its variable map, bindings, and animation bindings in one call, matching the Designer's F2 workflow.
Instructions
Rename a widget in a Widget Blueprint's tree (WidgetTree membership, blueprint variable map, bindings, and animation bindings all updated in one call -- the same path as the Designer's F2).
Returns: { widget_bp_path: string, old_name: string, new_name: string, resolved_name: string, renamed: bool, saved: bool, save_error: string }
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. | |
| new_name | Yes | desired new name | |
| old_name | Yes | current name of the widget in the tree | |
| 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 |