set_named_slot_content
Fills a named slot in a nested Widget Blueprint instance and verifies the binding to catch silent drops; can also list available slots.
Instructions
Put a widget into a NAMED SLOT of a NESTED Widget Blueprint instance -- the "template screen with holes" pattern. reparent_widget already fills a UNamedSlot that belongs to your own tree (it is a UContentWidget, so it is just a panel), but the slot of an embedded instance is not a panel in your tree at all: it is an entry in that instance's NamedSlotBindings, and no other tool writes it. WARNING: the engine's SetContentForSlot returns nothing and SILENTLY DROPS the binding when the slot name does not exist, so this re-reads it with GetContentForSlot afterwards and reports the RE-READ, never the call. List what a given instance offers with available_slots in the response, or pass no slot_name at all to just enumerate them.
Returns: { widget_bp_path, host_widget_name, host_class, available_slots: [string], slot_name, content_widget_name, filled: bool, verified_content: string, saved, save_error } -- verified_content is what GetContentForSlot returns AFTER the write: empty when the engine dropped the binding, which is the only way to tell that from a success.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| save | No | Compile + save the Widget Blueprint when done (default true). | |
| clear | No | Empty the slot instead of filling it (default false). Mutually exclusive with content_widget_name. | |
| 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. | |
| slot_name | Yes | Name of the named slot to fill. Omit to only enumerate what the host offers (nothing is written, available_slots is still returned). | |
| 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 OUTER Widget Blueprint (the one that owns both the nested instance and the content). | |
| host_widget_name | Yes | Name of the nested Widget Blueprint instance in the outer tree -- the widget that OWNS the slot. | |
| content_widget_name | No | Name of the widget in the OUTER tree to place in the slot. It must already exist there (add_widget_extended creates it). Omit together with clear=true to empty the slot. |