create_product_configurator_blueprint
Builds a Blueprint that reads a Level Variant Sets asset and generates a UMG widget with buttons to activate each variant at runtime.
Instructions
Create the BP_Configurator Blueprint from Ch. 20.
Creates a Blueprint that:
Holds a reference to the Level Variant Sets asset
On BeginPlay: iterates variant sets + variants to dynamically build a UMG widget with buttons for each variant
Each button is bound to call ActivateVariant on click
This mirrors the product configurator pattern from the book where the UI is generated dynamically from the Variant Sets data.
Args: name: Configurator Blueprint name lvs_asset_name: Level Variant Sets asset to reference widget_blueprint_name: Widget Blueprint to create for the UI folder_path: Content browser folder
KB: see knowledge_base/17_GAME_SYSTEMS_COOKBOOK.md#overview Example: create_product_configurator_blueprint()
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | BP_Configurator | |
| folder_path | No | /Game/Configurator | |
| lvs_asset_name | No | LVS_ProductConfigurator | |
| widget_blueprint_name | No | WBP_ConfiguratorUI |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |