add_cast_node
Add a cast node to convert a generic object reference into a specific class, unlocking access to that Blueprint's unique variables and functions.
Instructions
Add a Cast To [ClassName] node.
Casting is used to convert a generic object/actor reference to a specific type, allowing access to that Blueprint's unique variables and functions.
Args: blueprint_name: Blueprint name target_class: Class to cast to (e.g., "BP_MyCharacter", "ACharacter") node_position: Optional [X, Y] graph position
Returns: Dict with 'node_id'; pins: 'Object' input, 'then'/'Cast Failed' outputs, 'As [ClassName]' output for the cast result
KB: see knowledge_base/02_BLUEPRINT_COMMUNICATION.md#overview Example: add_cast_node(blueprint_name="/Game/MCP_Test/BP_Example", target_class="Actor")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| target_class | Yes | ||
| node_position | No | ||
| blueprint_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |