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Create Blueprint

Create a Blueprint asset from a parent class. Refuses a parent the engine will not subclass, by name, rather than producing an asset that cannot compile.

hf_create_blueprintWrite

Arguments

NameTypeDescription
destinationreqstringWhere to create it, /Game/Folder/BP_Name.
parent_classreqstringClass to derive from: a bare name like Actor, a C++ name like AActor, or an asset path for a Blueprint parent.
compileboolean
= true
Compile it after creation. An uncompiled Blueprint has no usable generated class.
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.

Nearby in Blueprints and graphs:

All 40 tools in Blueprints and graphs — 31 more not listed here.