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