add_blueprint_variable
Add a member variable to an Unreal Engine Blueprint with specified type, default value, and optional exposure in the Details panel. Define type, name, and initial value in one call.
Instructions
Add a member variable to a Blueprint.
Supported variable_type values: Boolean, Integer, Integer64, Float, Double, String, Name, Text, Vector, Rotator, Transform, Object/ (e.g. 'Object//Script/Engine.StaticMeshComponent')
Args: blueprint_name: Asset name. variable_name: New variable name. variable_type: Type string (see above). is_exposed: Expose in Details panel (BlueprintVisible + Edit). default_value: Optional initial value string (e.g. '0', 'true', '(X=0.0,Y=0.0,Z=0.0)'). Stored in both the FBPVariableDescription and the Blueprint CDO.
Returns: Dict with 'variable_name' and 'variable_type'.
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: add_blueprint_variable(blueprint_name="/Game/MCP_Test/BP_Example", variable_name="ExampleName", variable_type="ExampleName")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| is_exposed | No | ||
| default_value | No | ||
| variable_name | Yes | ||
| variable_type | Yes | ||
| blueprint_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |