set_bp_class_replication
Set class-level bReplicates and bAlwaysRelevant on an Actor Blueprint CDO, compile it, then re-read the values to verify. Component Blueprints are refused.
Instructions
Set class-level ACTOR replication on a Blueprint's CDO (bReplicates, optionally bAlwaysRelevant), compile, and read the values back off the RE-FETCHED post-compile CDO. Actor Blueprints only: a component Blueprint is refused (component replication is set_component_replication). Related reader trap: audit_replication's class_replicates reads the ACTOR flag, so it reports false for every component Blueprint whatever its CDO says.
Returns: { blueprint_name, replicates, always_relevant_set, always_relevant } -- values re-read from the CDO after compiling; always_relevant is only present when it was requested.
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. | |
| replicates | Yes | Whether the Actor class replicates to network clients. Required. | |
| blueprint_name | No | Name (or full object path) of an Actor Blueprint (must be compiled at least once). | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| always_relevant | No | Sets the Actor's bAlwaysRelevant flag; only applied when the field is present |