split_blueprint_pin
Splits a struct-typed pin into scalar sub-pins and returns their names, so each component can be wired or defaulted on its own instead of as a whole struct literal.
Instructions
Split a struct-typed pin (Vector, Rotator, Transform...) into its scalar sub-pins and return their names, so each component can be wired or defaulted on its own instead of writing the whole struct literal. Refused when the schema says the pin is not splittable. Note the interaction: set_pin_default_value REFUSES a pin that is currently split -- recombine_blueprint_pin first if you want to write the struct as one value.
Returns: { split, sub_pins:[string] } -- sub_pins are the names to pass to connect_pins / set_pin_default_value from now on (e.g. "NewLocation_X").
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. | |
| node_id | Yes | NodeGuid of the node owning the pin. | |
| pin_name | Yes | Name of the struct pin to split (either direction). | |
| graph_name | No | Target graph name; defaults to the Blueprint's event graph when omitted | |
| blueprint_name | No | Blueprint name or path. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |