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MCPBlueprint v2.0.1 — Blueprint creation fix

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@mkbrown261 mkbrown261 released this 19 Apr 16:35
· 3 commits to main since this release

v2.0.1 — Fix: Blueprint assets not loading after creation

Bug fixed

  • 'Failed to find object None./Game/MCP/BP_X' warnings — UE requires the full object path format /Game/MCP/BP_X.BP_X for load_asset to succeed. Using a bare path caused all add_variable and add_function commands to fail with 'Blueprint not found' because the asset lookup returned None.
  • Added _load_bp() helper that tries the full object path first, then bare path as fallback.
  • Fixed factory.parent_classfactory.set_editor_property('parent_class', cls) (correct Python binding).
  • Compile errors in initial create_blueprint are now non-fatal (caught and continued).
  • AI system prompt now has explicit field name rules with a copy-paste schema to prevent field name mismatches between AI output and executor expectations.

The unrelated error in logs

The UK2Node_FunctionEntry::AllocateDefaultPins error is from your existing BPFL_HighUseFunctions Blueprint in your project — not caused by this plugin. It fires when UE loads library Blueprints during Blueprint editor startup. You can ignore it or fix it by opening that Blueprint and recompiling.