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.