skill_repair_broken_blueprint
Diagnose and auto-repair broken Blueprints by running compile and structural checks, applying deterministic fixes, and verifying health improvements.
Instructions
Diagnose a Blueprint and apply deterministic repairs automatically.
Phase 4 / V6 skill — orchestrates the full repair loop:
Run compile diagnostics
Run structural validation (orphans, disconnected exec chains)
Build repair plan (auto_repairable issues only)
Apply repairs (orphan removal, exec reconnection)
Recompile Blueprint
Run post-mutation verification
Return before/after JSON with health_delta
Issues that are NOT deterministically repairable (compile errors,
possibly-unused variables, missing graphs) are collected in
repairs_skipped — never silently ignored.
Args: blueprint_path: Full asset path (e.g. '/Game/BP_HealthSystem') or plain name ('BP_HealthSystem') dry_run: If True, report what would be repaired without actually making changes (default False) max_repairs: Safety cap on number of auto-repairs applied in a single call (default 20)
Returns: StructuredResult with outputs: before — health snapshot before repair after — health snapshot after repair repairs_applied[] — list of applied repair records repairs_skipped[] — list of skipped issues with reasons health_delta — int (after.health_score - before.health_score) safe_to_continue — bool repair_summary — human-readable string
KB: see knowledge_base/32_AGENT_PLAYABLE_SLICE_RECIPE.md#overview Example: skill_repair_broken_blueprint(blueprint_path="/Game/MCP_Test/BP_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| dry_run | No | ||
| max_repairs | No | ||
| blueprint_path | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |