Hello, I am working on a Blueprint generator.
I want to create blueprints based on objects described in files. These descriptions include behaviour, this is why I need to create a BP Event Graph.
In this function, I create an empty Blueprint:
TObjectPtr<UBlueprint> CreateBlueprint(FString BpPath, TSubclassOf<UObject> ParentClass) {
	// Check if there is already an asset at the path's location.
	if (StaticLoadObject(UObject::StaticClass(), nullptr, *BpPath))
		return nullptr;
	// Check that the parent class is blueprintable
	if (!FKismetEditorUtilities::CanCreateBlueprintOfClass(ParentClass))
		return nullptr;
	// Create a package
	TObjectPtr<UPackage> Package = CreatePackage(*BpPath);
	if (!Package.Get())
		return nullptr;
	// Find the Blueprint Class to create
	UClass* BpClass = nullptr;
	UClass* BpGenClass = nullptr;
	FModuleManager::LoadModuleChecked<IKismetCompilerInterface>("KismetCompiler")
		.GetBlueprintTypesForClass(ParentClass, BpClass, BpGenClass);
	// Create the Blueprint
	TObjectPtr<UBlueprint> Blueprint = FKismetEditorUtilities::CreateBlueprint(
		ParentClass,
		Package,
		*FPaths::GetBaseFilename(BpPath),
		BPTYPE_Normal,
		BpClass,
		BpGenClass
	);
	// Add an Event Graph to the Blueprint
	// Add Nodes to the Event Graph
	// Connect the Nodes
	/*
	Example Event Graph:
	[OnTick]--->[AddActorLocalRotation]
			    [Actor = this		  ]
				[Rotation = (0, 1, 0) ]	
	*/
	// Register the Blueprint
	FAssetRegistryModule::AssetCreated(Blueprint);
	Blueprint->MarkPackageDirty();
	return Blueprint;
}
My current goal is to create a dummy Event Graph like the one in the comment.
How can I create the Event Graph, populate it with Nodes (built-in nodes, not custom) and connect them?
Thanks a lot in advance.
