reparent_widget
Move a widget to a new parent panel, optionally at a specific child index and with slot properties applied. Validates the new parent is a panel and refuses cycles.
Instructions
Move a widget to a new parent panel (optionally at a specific child index), via FWidgetBlueprintOperationUtils::MoveWidget -- the same primitive backing the Designer's drag-and-drop reparent. Validates the new parent is a panel widget and refuses to create a cycle. Optional slot_properties are applied to the widget's NEW slot afterward via the shared reflection setter (e.g. {"Row":1,"Column":2} for a GridSlot). THIS IS ALSO HOW YOU FILL A NAMED SLOT: a UNamedSlot is a UContentWidget (hence a panel), so add one with add_widget_extended widget_type="NamedSlot" and reparent the content into it -- there is no separate SetContentForSlot tool and none is needed (it answers reparented:true, new_slot_class:PanelSlot).
Returns: { widget_bp_path: string, widget_name: string, old_parent_name: string, new_parent_name: string, new_slot_class: string, resolved_child_index: int, reparented: bool, slot_properties_applied: int, slot_property_errors?: [string], 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. | |
| widget_name | Yes | name of the widget to move | |
| target_index | No | Optional int child index to insert at (default: append at the end) | |
| 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 | |
| new_parent_name | Yes | name of the panel widget to become the new parent | |
| slot_properties | No | Optional object of {PropertyName: value} applied to the resulting slot via reflection (best-effort; per-field errors are reported, not fatal) |