get_node_by_id
Retrieve complete pin data for a single Blueprint node by ID or name. Use this targeted lookup to verify connections or read default values without fetching the entire graph.
Instructions
Fast single-node lookup — returns full pin data for exactly one node.
Use this instead of get_blueprint_nodes when you already know a node's ID or name and just need its current pin state (e.g. to verify a connection was made, or to read a default value).
node_id can be:
A GUID string (from previous add_* or get_blueprint_nodes calls)
A short object name, e.g. 'K2Node_CallFunction_40'
Returns the same structure as a single entry from get_blueprint_nodes: node_id, node_name, node_type, pos_x, pos_y, function_name / event_name / variable_name (where applicable), pins list (pin_id, pin_name, direction, type, default_value, linked_to).
Args: blueprint_name: Asset name, e.g. 'ThePlayerCharacter' node_id: GUID or short object name of the node. graph_name: Graph to search. Default 'EventGraph'. include_hidden_pins: Include hidden/internal pins. Default False.
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: get_node_by_id(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 | ||
| include_hidden_pins | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |