add_anim_graph_node
Place a UAnimGraphNode class into an AnimGraph or state inner graph, saving the AnimBlueprint. Run compile_anim_blueprint afterward for runtime effect.
Instructions
Place a UAnimGraphNode_* (by class name) into an AnimGraph or a state's inner graph. Saves the ABP but does NOT recompile it -- run compile_anim_blueprint after your edits for runtime effect.
Returns: { node_id, node_class, graph_name, pins[], saved } (NodeToJson of the created node)
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x | No | Node X position (optional, default 0). | |
| y | No | Node Y position (optional, default 0). | |
| 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. | |
| graph_name | No | Target graph; omit/"AnimGraph" for the top-level AnimGraph, or a nested name like "MainSM > Idle". | |
| node_class | Yes | AnimGraphNode class: short name (e.g. "AnimGraphNode_Slot", "AnimGraphNode_PoseSearchHistoryCollector") or full path. | |
| 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 or name of the UAnimBlueprint. |