bp_repair_exec_chain
Repair a broken Blueprint execution chain by reconnecting the exec pin between two specified nodes. Fixes only the execution link without altering nodes or data connections.
Instructions
Reconnect a broken exec chain between two named nodes in a Blueprint graph.
This is a deterministic repair: it only connects exec pins. It will NOT create new nodes or rearrange data connections.
Args: blueprint_path: Full asset path or plain name graph_name: Graph containing the nodes source_node_name: Partial/full name of the upstream node (exec-output side) destination_node_name: Partial/full name of the downstream node (exec-input side)
Returns: StructuredResult with outputs: connected — bool repair_detail — description of what was connected repairs_applied[] — list of repair records repairs_skipped[] — list of skipped records safe_to_continue — bool
KB: see knowledge_base/32_AGENT_PLAYABLE_SLICE_RECIPE.md#overview Example: bp_repair_exec_chain(blueprint_path="/Game/MCP_Test/BP_Example", graph_name="EventGraph", source_node_name="ExampleName", destination_node_name="ExampleName")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| graph_name | Yes | ||
| blueprint_path | Yes | ||
| source_node_name | Yes | ||
| destination_node_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |