verify_reparent_success
Verify a Blueprint reparent succeeded by checking the expected parent class, compile status, and any lost components or variables against counts captured beforehand.
Instructions
Check, after a reparent_blueprint, that the Blueprint really ended up where you wanted: it confirms the parent class against an expectation, reports the compile status, and -- when you feed it counts captured BEFOREHAND -- verifies no components or variables were lost, listing every failed invariant in regressions[]. This is the oracle for a reparent, because reparent_blueprint's own return value says nothing about whether the class survived it. WARNING: read-only by default, which means it reports the CACHED Blueprint->Status: pass force_compile=true to recompile and get the real status plus the compiler messages (compile_messages[] is empty without it, and compile_ran tells you which mode you got). Component count comes from the compiled CDO (native + SCS + inherited). Omit the expected_* counts to skip those invariants; get_blueprint_scs_tree or get_blueprint_variables_list before the reparent is where they come from.
Returns: { blueprint_name, blueprint_path, parent_class, expected_parent_class, parent_match, compile_status, compile_match, compile_ran, compile_messages:[{severity,message}], compile_num_errors, compile_num_warnings, component_count, expected_component_count, components_match, variable_count, expected_variable_count, variables_match, regressions:[string], success }
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. | |
| force_compile | No | Optional (default false): recompile to obtain the real compile status AND the compiler messages (compile_messages[] is empty without it -- compile_ran says which). | |
| blueprint_name | No | Blueprint asset 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`. | |
| expected_parent_class | Yes | Class name or path the Blueprint should now inherit from. | |
| expected_variable_count | No | Optional: own-variable (NewVariables) count captured before the reparent. | |
| expected_component_count | No | Optional: CDO component count captured before the reparent. |