Edit Blueprint Switch Cases
Dynamic switch cases belong to the owning Node. Loomle does not expose a second artificial Case object or ask the agent to manipulate raw Pins.
Read the exact switch Node and its current capabilities:
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
@switch-node-guid
with schema
The schema returns only UE operations available for that resolved Node, including their exact parameters and a copyable invocation template. Use that template in 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
invoke @switch-node-guid AddExecutionPin() as addedPin
Review the returned Pins and planned effects, then apply. The Graph result supplies an independent related Blueprint Target and explicit compile handoff; copy that returned Target into a separate terminal Patch to compile and save. Never infer an operation from the display title of a similar switch Node. The example applies only when exact schema advertises the operation shown above; otherwise copy the operation template it actually returns.