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Jigwright

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_nodeWrite

Arguments

NameTypeDescription
blueprintreqstringBlueprint asset path.
graphreqstringGraph name, e.g. EventGraph.
kindreqstringfunction_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_pathstringOptional owning class for the function, e.g. /Script/Engine.KismetSystemLibrary. Omit to search this Blueprint, its parent, and the common Kismet libraries.
forceboolean
= 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.
functionstringFunction name for function_call, e.g. PrintString or GetActorLocation.
variablestringVariable name for variable_get / variable_set.
xinteger
= 0
Graph X position.
yinteger
= 0
Graph Y position.

Also in Blueprints: