MCPBlueprint v2.0.1 — Blueprint creation fix
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_Xforload_assetto succeed. Using a bare path caused alladd_variableandadd_functioncommands 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_class→factory.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.