bp_remove_node
Remove a Blueprint node by its stable GUID, disconnecting all pins to leave the graph in a valid state. Verify node IDs with bp_get_graph_summary first.
Instructions
Remove a node from a Blueprint graph by its node_id (GUID).
Breaks all pin connections on the node before removing it so the graph is left in a valid (though possibly uncompiled) state. The operation is NOT wrapped in a transaction on the Python side — the C++ bridge performs its own undo-mark.
Use bp_get_graph_summary first to confirm the node_id you want to delete, then run bp_compile after removal to verify the graph is clean.
Args: blueprint_name: Blueprint asset name (e.g. 'BP_MyActor') node_id: Stable GUID of the node to delete (from bp_get_graph_summary or bp_add_node outputs) graph_name: Graph containing the node. Default 'EventGraph'.
Returns: JSON StructuredResult. outputs.deleted_node_id — GUID of the removed node outputs.deleted_node_name — Object name of the removed node outputs.next_steps — Suggested follow-up actions
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: bp_remove_node(blueprint_name="/Game/MCP_Test/BP_Example", node_id="Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| node_id | Yes | ||
| graph_name | No | EventGraph | |
| blueprint_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |