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_blueprintWriteArguments
| Name | Type | Description |
|---|---|---|
destinationreq | string | Where to create it, /Game/Folder/BP_Name. |
parent_classreq | string | Class to derive from: a bare name like Actor, a C++ name like AActor, or an asset path for a Blueprint parent. |
compile | boolean = true | Compile it after creation. An uncompiled Blueprint has no usable generated class. |
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 Graph Comment
- Audit Blueprints
- Compile Blueprint
- Connect Blueprint Pins
- Create Blueprint Interface
- Delete Blueprint Node
- Describe Blueprint
- Describe Graph
All 40 tools in Blueprints and graphs — 31 more not listed here.