save_blueprint
Persist a Blueprint asset to disk using the native UnrealMCP bridge, avoiding Python save_asset crashes. Optionally only saves if the package is dirty.
Instructions
Persist a Blueprint package to disk using the UnrealMCP C++ bridge.
This invokes the native save_blueprint MCP command, which writes the
package via UEditorLoadingAndSavingUtils::SavePackages (UnrealEd). It
does not call Python unreal.EditorAssetLibrary.save_asset /
save_loaded_asset, which has crashed with EXCEPTION_ACCESS_VIOLATION in
EditorScriptingUtilities on some UE 5.6 sessions.
Typical flow after editing a BP via MCP:
compile_blueprint(blueprint_name=...)— marks modified (plugin safe path)save_blueprint(blueprint_name=...)— writes.uasset
Optional: only_if_dirty=True maps to the engine's "only save dirty
packages" behavior; default False saves the listed package regardless.
Args: blueprint_name: Blueprint asset name (e.g. "BP_Cabal") only_if_dirty: If True, only persist if the package is dirty
KB: see knowledge_base/10_WORLD_BUILDING.md#overview Example: save_blueprint(blueprint_name="/Game/MCP_Test/BP_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| only_if_dirty | No | ||
| blueprint_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |