blueprint_node_add
Add a node to a Blueprint graph and receive its GUID for pin wiring. Supports multiple node types and compiles/saves the Blueprint.
Instructions
Add a node to a Blueprint graph. Returns the new node's GUID for pin wiring. node_type is a registered factory: CallFunction, Event, CustomEvent, VariableGet, VariableSet, Branch, Sequence, Knot, Comment, Cast, CreateWidget, SpawnActor, MacroInstance, MakeStruct, BreakStruct, Select, FormatText, SwitchEnum, SwitchInt, SwitchName, SwitchString, MultiGate, DoOnceMultiInput, InputAction, InputAxisEvent, InputKey, AddDelegate, RemoveDelegate, CallDelegate, and more. config keys are camelCase and depend on node_type: CallFunction {targetClass, functionName}; Event {parentClass, eventName}; CustomEvent {eventName, parameters?}; VariableGet/VariableSet {varName, scope?}; Cast {targetClass, purity?}; SpawnActor {actorClass}; CreateWidget {widgetClass}; MakeStruct/BreakStruct {structType}; Comment {text}; MacroInstance {macroBP, macroName}. EXCEPTION: input nodes use snake_case keys - InputAction {action_name, consume_input?}, InputAxisEvent {axis_name}, InputKey {key}. Class paths use /Script/Module.Class form. Compiles and saves.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| config | No | Node-type-specific configuration. | |
| position | No | Graph position [x, y] in Slate coordinates. | |
| node_type | Yes | Registered node factory name. | |
| graph_name | Yes | Target graph, e.g. EventGraph or a function name. | |
| blueprint_path | Yes | Content path of the Blueprint asset, e.g. /Game/Blueprints/BP_Door. |