Add Blueprint Node
Add a node to a Blueprint graph and return its node_id. The new node is UNCONNECTED - wire it with hf_connect_blueprint_pins, then compile. Supported kinds cover most graph work; anything else still needs the editor UI.
hf_add_blueprint_nodeWriteArguments
| Name | Type | Description |
|---|---|---|
blueprintreq | string | Blueprint asset path. |
graphreq | string | Graph name, e.g. EventGraph. |
kindreq | string | function_call needs 'function'. variable_get/set need 'variable'. branch is If-Then-Else. sequence is an execution sequence. function_call | variable_get | variable_set | branch | sequence |
class_path | string | Optional owning class for the function, e.g. /Script/Engine.KismetSystemLibrary. Omit to search this Blueprint, its parent, and the common Kismet libraries. |
force | boolean = false | Edit even when the asset cannot currently be saved - for example when revision control is configured but disconnected. The change will be made in memory and WILL BE LOST unless the underlying problem is fixed before saving. Only pass this if you intend to discard the work or fix the connection first. |
function | string | Function name for function_call, e.g. PrintString or GetActorLocation. |
variable | string | Variable name for variable_get / variable_set. |
x | integer = 0 | Graph X position. |
y | integer = 0 | Graph Y position. |
Related tools
Also in Blueprints: