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Jigwright

Add Blueprint Variable

Add a member variable to a Blueprint and verify it exists afterwards. Does not compile - call hf_compile_blueprint after. Leaves the package dirty; call hf_save_object to persist.

hf_add_blueprint_variableWrite

Arguments

NameTypeDescription
blueprintreqstringBlueprint asset path.
namereqstringNew variable name.
typereqstringVariable type. Object and struct types are not yet supported by this tool.
bool | byte | int | int64 | float | double | name | string | text | vector | rotator | transform
default_valuestringOptional default, in Unreal text form.
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.

Also in Blueprints: