set_pawn_properties
Sets Pawn/Character defaults for auto-possession, controller rotation, and damageability. Use after confirming the Blueprint is a Pawn/Character subclass to prepare AI or possession workflows.
Instructions
Set common Pawn/Character class defaults on a Blueprint.
Use this after confirming the Blueprint is a Pawn or Character subclass. Compile and read back class defaults before building AI or possession workflows on top of the changed defaults.
Args: blueprint_name: Pawn/Character Blueprint asset name or path. auto_possess_player: Optional AutoPossessPlayer enum value/name. auto_possess_ai: Optional AutoPossessAI enum value/name. use_controller_rotation_yaw: Optional bUseControllerRotationYaw. use_controller_rotation_pitch: Optional bUseControllerRotationPitch. use_controller_rotation_roll: Optional bUseControllerRotationRoll. can_be_damaged: Optional bCanBeDamaged default.
Returns: Dict with per-property native mutation results.
KB: see knowledge_base/04_AI_SYSTEMS.md#pawn-and-controller-setup Example: set_pawn_properties(blueprint_name="/Game/BP_Enemy", auto_possess_ai="PlacedInWorldOrSpawned")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| blueprint_name | Yes | ||
| can_be_damaged | No | ||
| auto_possess_ai | No | ||
| auto_possess_player | No | ||
| use_controller_rotation_yaw | No | ||
| use_controller_rotation_roll | No | ||
| use_controller_rotation_pitch | No |