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_variableWriteArguments
| Name | Type | Description |
|---|---|---|
blueprintreq | string | Blueprint asset path. |
namereq | string | New variable name. |
typereq | string | Variable 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_value | string | Optional default, in Unreal text form. |
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. |
Related tools
Nearby in Blueprints and graphs:
- Add Blueprint Interface
- Add Blueprint Macro
- Add Blueprint Node
- Add Blueprint Timeline
- Add Custom Event
- Add Graph Comment
- Audit Blueprints
- Compile Blueprint
All 40 tools in Blueprints and graphs — 31 more not listed here.