add_blueprint_get_component_node
Adds a Blueprint node to get a component reference, validating the component against the Blueprint's construction script and inherited C++ properties, then returns the actual component class.
Instructions
Add a node that gets a reference to one of the Blueprint's SCS components.
Unlike add_blueprint_get_self_component_reference (which blindly trusts the component name), this command validates the component against the Blueprint's SimpleConstructionScript and also searches inherited C++ component properties. It returns the component's actual class name in the response as 'component_class'.
Use this when you know a component was added in the Blueprint editor (e.g. StaticMeshComponent, CapsuleComponent, CharacterMovement).
Args: blueprint_name: Asset name. component_name: Variable name of the component (e.g. 'Mesh', 'CapsuleComponent', 'CharacterMovement'). graph_name: Graph to add node to. Default 'EventGraph'. node_position: Optional [X, Y] canvas position.
Returns: Dict with 'node_id', 'node_name', 'component_name', 'component_class' (if found), and 'pins'.
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: add_blueprint_get_component_node(blueprint_name="/Game/MCP_Test/BP_Example", component_name="ExampleComponent")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| graph_name | No | EventGraph | |
| node_position | No | ||
| blueprint_name | Yes | ||
| component_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |