add_async_node — Place an ASYNC/latent Blueprint node (UK2Node_AsyncAction) for a UBlueprintAsyncActionBase proxy factory…
add_blueprint_node — Add a function-call node to a Blueprint's EventGraph.
add_branch_node — Add a Branch (If/Then/Else) flow control node to a Blueprint.
add_break_struct_node — Add a BreakStruct node (BreakVector, BreakRotator, BreakTransform, or any registered struct).
add_cast_node — Add a Cast To node in a Blueprint graph.
add_component_to_blueprint — Add a new component to a Blueprint (e.g. StaticMeshComponent, PointLightComponent, CameraComponent…
add_component_to_bp — Add a component to a Blueprint's component hierarchy (SCS).
add_construct_object_node — Add a ConstructObjectFromClass node.
add_custom_event — Add a Custom Event node to a Blueprint graph.
add_delay_node — Add a Delay node to a Blueprint graph.
add_do_once_node — Add a DoOnce macro node to a Blueprint graph.
add_enhanced_input_action_event — Add an Enhanced Input Action event node to a Blueprint.
add_event_dispatcher — Add a custom Event Dispatcher (multicast delegate) to a Blueprint.
add_event_node — Add an Event node to a Blueprint graph (BeginPlay, Tick, AnyDamage, etc.).
add_flipflop_node — Add a FlipFlop macro node to a Blueprint graph.
add_for_each_loop — Add a ForEachLoop macro node to a Blueprint graph.
add_for_loop_node — Add a native ForLoop node to a Blueprint graph.
add_function_parameter — Add an input or output parameter to an existing Blueprint function.
add_macro_graph — Add a new macro graph to a Blueprint or Macro Library.
add_macro_instance — Place a macro instance node in a Blueprint graph.
add_make_array_node — Add a MakeArray node to a Blueprint graph.
add_make_struct_node — Add a MakeStruct node (MakeVector, MakeRotator, MakeTransform, MakeLinearColor, or any registered struct).
add_movement_input_feature — Convenience: injects control-relative WASD locomotion into a Character/Pawn Blueprint's event graph in one call.
add_select_node — Add a Select node to a Blueprint graph.
add_sequence_node — Add an Execution Sequence node to a Blueprint graph.
add_spawn_actor_node — Add a SpawnActorFromClass node to a Blueprint graph.
add_switch_has_authority — Add a SwitchHasAuthority macro node (network authority gate) to a Blueprint graph.
add_switch_node — Add a Switch node to a Blueprint graph.
add_timeline_node — Add a Timeline node to a Blueprint.
add_variable — Add a new member variable to a Blueprint.
add_variable_node — Add a Get or Set node for a Blueprint variable.
analyze_blueprint — Compile a specific Blueprint and check for errors.
analyze_blueprint_graph — Deep analysis of a Blueprint: returns all variables, functions (with signatures), event graph (nodes + connections)…
call_function_on_component — Add a Blueprint node that calls a UFUNCTION (e.g. 'Crouch', 'Jump', 'LaunchCharacter').
compile_blueprint — Compile a specific Blueprint asset.
compose_blueprint — Build a complete Blueprint graph from a JSON plan.
connect_blueprint_pins — Connect two pins in a Blueprint graph.
create_blueprint — Create a new Blueprint asset.
create_blueprint_from_template — Create a new Blueprint from a template (Actor, Pawn, Character, GameMode, etc.).
create_blueprint_function — Create a new function in a Blueprint.
create_blueprint_interface — Create a Blueprint Interface (BPI) asset.
create_macro_library — Create a new Blueprint Macro Library asset.
create_widget_node — Add a 'Create Widget' node (UK2Node_CreateWidget) — the proper way to spawn a UMG UserWidget at runtime (list rows…
delete_blueprint_function — Delete a function from a Blueprint by name.
delete_blueprint_node — Delete a node from a Blueprint graph by its GUID.
delete_macro_graph — Remove a macro graph from a Blueprint or Macro Library.
get_blueprint_nodes — List all nodes in a Blueprint graph with their class, GUID, position, pins, and connection status.
get_class_hierarchy — Get the class hierarchy for a UE5 class: parent chain and direct subclasses.
get_component_ref_node — Add a GetComponentByClass node to a Blueprint graph.
implement_interface — Add a Blueprint Interface to a Blueprint class.
import_single_node — Import a single Blueprint graph node from a T3D block (no LinkedTo references).
import_t3d — Import Blueprint graph nodes from T3D text into a Blueprint's EventGraph.
import_t3d_incremental — Imports only the changed/added nodes from a refined T3D and removes nodes that no longer exist.
rename_blueprint_variable — Rename a variable in a Blueprint.
save_all — Save ALL dirty packages — maps AND content (the editor 'Save All' equivalent, no dialog).
save_blueprint — Save a single Blueprint asset to disk (persists its .uasset).
scan_for_bp_errors — Scan the entire project for Blueprints with errors or warnings.
set_blueprint_pin_value — Set a default value on a Blueprint pin by node GUID and pin name.
set_macro_inputs_outputs — Configure the input and output pins of a macro graph.
set_property_node — Add a Blueprint graph node that sets a component property AT RUNTIME (not CDO default).
set_variable_default_value — Set the default value of a Blueprint variable.
set_variable_flags — Set flags on a Blueprint variable: editable (Instance Editable), expose_on_spawn, replicated, and category.