set_blueprint_breakpoint
Set a real debugging breakpoint on a specific Blueprint graph node to pause execution during Unreal Engine play sessions. Returns whether it was created or already existed.
Instructions
Set a real debugging breakpoint on a specific node within a blueprint graph via FKismetDebugUtilities::CreateBreakpoint. Idempotent (guarded by FindBreakpointForNode).
Returns: { blueprint_path: string, node_name: string, breakpoint_set: bool, already_existed: bool, found_in_graph: bool, node_class?: string, node_title?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| node_name | Yes | Name or title of the graph node to set as a breakpoint (title-contains match) | |
| blueprint_name | No | Alias of `blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_path`. | |
| blueprint_path | No | Object path, package path, or bare short name of the blueprint (resolved via mcp_common::ResolveAssetFlexible; ambiguity errors out listing candidates) |