add_bone
Add a named bone to a USkeleton reference skeleton under a parent (or as a root) with an optional local transform, then save the asset. Existing bone names are returned unchanged.
Instructions
Add a bone named bone_name to the reference skeleton of a USkeleton asset under parent_name (omitted or empty: an extra root bone), with local_transform relative to the parent (a zero or missing scale becomes 1), then save the skeleton. Idempotent by name: an existing bone is returned (added false, already_existed true) without checking its parent or saving. An unknown parent is an error, and so is a failed save. Only the skeleton changes: skeletal meshes using it get no new bone, and there is no undo entry. No commit_bone_changes is needed; set_bone_parent and set_bone_transform edit bones, add_virtual_bone adds virtual ones.
Returns: { asset_path, bone_name, bone_index, parent_index, bone_count, added, already_existed, saved, op: "add_bone" }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| bone_name | Yes | Name for the new bone; when a bone of that name already exists nothing changes (added false) | |
| parent_name | No | Parent bone name, or empty/null for a new root bone | |
| skeleton_path | Yes | Path to the USkeleton asset | |
| local_transform | No | Optional {location:[x,y,z], rotation:[p,y,r], scale:[x,y,z]}, defaults to identity |