blueprint-graphs
🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "blueprint-fundamentals"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Blueprint Graph Editing Skill
Also load
blueprintsskill when creating new blueprints, adding variables/components, or overriding functions. This skill covers node-level graph editing — adding nodes, wiring pins, setting values, and layout.
Critical Rules
⚠️ Nothing works during Play-In-Editor — and it fails SILENTLY
Every BlueprintService method resolves its target through LoadBlueprint(), which fails while PIE
is running. You get no error. You get an empty array, False, or an empty-string node id
— which reads exactly like "that node type doesn't exist" or "that spawner key is wrong". It is very
easy to spend a long time debugging a correct call that was only ever blocked by PIE.