add_anim_conduit
Creates a named conduit node in an Animation Blueprint state machine, saving it unconnected for later transition links.
Instructions
Add a conduit node named conduit_name to an existing state machine of an Animation Blueprint (a missing blueprint or machine is an error; create the machine with add_anim_state_machine), then mark the blueprint structurally modified and save it without compiling. Idempotent by name: an existing conduit is returned unchanged (already_existed true). The conduit is placed unconnected: link it to states with add_anim_transition; remove_anim_conduit undoes it. Refused while PIE runs unless force=true; a failed save is an error, the change kept in memory.
Returns: { anim_blueprint_path: string, machine_name: string, conduit_name: string, node_class: string, conduit_created: bool, already_existed: bool, saved: bool, conduit_count: int, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| conduit_name | Yes | Name for the new conduit | |
| machine_name | Yes | Name of the target state machine | |
| blueprint_name | No | Alias of `anim_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `anim_blueprint_path`. | |
| anim_blueprint_path | No | Path to the UAnimBlueprint asset |