blueprints
🧠 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 System Skill
For node-level graph editing (adding nodes, connecting pins, wiring logic, timers, layout), load the
blueprint-graphsskill.
Critical Rules
⚠️ Engine BlueprintTools args are {refPath} objects, NOT strings
Every UObject/UClass argument to the engine BlueprintTools toolset (blueprint, asset_type,
graph, parent_class, …) is a reference object {"refPath": "<object path>"}, and these tools
return the same shape. Passing a plain string fails with
"<x> is not a valid object path for property '<arg>'". This rule is only for the engine
BlueprintTools call_tool path — VibeUE's own unreal.BlueprintService.* Python methods still take
plain string paths.