Add a Blueprint Node

First bind the exact Graph returned by discovery:

eventGraph = target {
  domain: graph,
  asset: "/Game/Blueprints/BP_Door.BP_Door",
  blueprintId: "11111111-1111-1111-1111-111111111111",
  id: "22222222-2222-2222-2222-222222222222"
}

query eventGraph
palette entries "Print String"

Read the selected Palette Entry with exact schema:

eventGraph = target {
  domain: graph,
  asset: "/Game/Blueprints/BP_Door.BP_Door",
  blueprintId: "11111111-1111-1111-1111-111111111111",
  id: "22222222-2222-2222-2222-222222222222"
}

query eventGraph
palette @palette-entry-id
with schema

Copy the returned brace object fields into a dry run:

eventGraph = target {
  domain: graph,
  asset: "/Game/Blueprints/BP_Door.BP_Door",
  blueprintId: "11111111-1111-1111-1111-111111111111",
  id: "22222222-2222-2222-2222-222222222222"
}

patch eventGraph dry run
print = { palette: "palette-entry-id" }
add print

If the Node belongs on an existing execution edge, use the exact Pins returned by Graph queries and the Graph operation matching the intended topology. A normal addition may connect one side; two-sided replacement uses the Graph insert operation.

Apply the authored Graph Patch with dry-run state removed. Its result supplies an independent related Blueprint Target and an explicit compile handoff. Copy that returned Target into a separate finalization request:

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

patch door
compile
save