Blueprint Objects and Components

Blueprint Variables, Dispatchers, Graphs, and SCS Components are contained UE objects, not one generic member abstraction. Query each native collection by its own name:

door = target {
  domain: blueprint,
  asset: "/Game/Blueprints/BP_Door.BP_Door",
  id: "11111111-1111-1111-1111-111111111111"
}

query door
variables "Health"
door = target {
  domain: blueprint,
  asset: "/Game/Blueprints/BP_Door.BP_Door",
  id: "11111111-1111-1111-1111-111111111111"
}

query door
component Mesh
with schema

Exact-name reads discover current ids. Later requests use Target-relative stable references inside the complete Blueprint Target:

@identity

All one-segment Blueprint categories share this identity environment. Optional tags such as variable @identity are erasable presentation and do not disambiguate a collision.

Creation begins with the combined Blueprint Palette. Copy the ordinary brace object it returns:

door = target {
  domain: blueprint,
  asset: "/Game/Blueprints/BP_Door.BP_Door",
  id: "11111111-1111-1111-1111-111111111111"
}

patch door dry run
door.Health = {
  palette: "variable-palette-id",
  type: "<native FEdGraphPinType text>"
}
add door.Health

Existing objects support schema-authorized operations:

set
reset
move
remove
invoke

Component hierarchy changes retain SCS semantics; use the exact Component schema rather than guessing which fields or operations apply.

Graph lifecycle belongs here, but Nodes, Pins, and Edges belong to the Graph interface.