add_anim_curve_name
Register a curve name as metadata on a USkeleton so animations can use it; saves the skeleton. Idempotent: already-registered names succeed without changes.
Instructions
Register a curve name as curve metadata on a USkeleton (USkeleton::AddCurveMetaData) in an undo transaction, then save the skeleton package. Idempotent: a name already registered is a success with added=false, already_existed=true and saved=false, and the skeleton is neither modified nor saved. It adds no keys -- to put a keyed float curve on a UAnimSequence use add_anim_float_curve; remove_anim_curve_name is the inverse. An unknown skeleton is an error and a failed save makes success false, with saved=false and save_error.
Returns: { skeleton_path, curve_name, present, added, already_existed, curve_count, saved, save_error, message }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| curve_name | Yes | The curve name to add (e.g. 'Curve_Example'). | |
| skeleton_path | No | Asset path of the USkeleton to edit (/Game/...); when omitted or empty the engine asset /Engine/EngineMeshes/SkeletalCube_Skeleton is edited and saved. |