add_camera_node_child
Adds a UCameraNode child to a camera rig's composite Children, optionally replacing a slot by index, and saves the rig. Use for building or extending camera rig hierarchies.
Instructions
Populates the Children of a composite rig node (the rig RootNode must be a UArrayCameraNode ("Sequence"); set it via set_camera_rig_root_node node_type=ArrayCameraNode). Creates a new UCameraNode of child_node_type outered to the rig and appends it, in one undo step, then saves the rig. Idempotent via optional index: index<Children.Num() REPLACES that slot instead of appending. added is the read-back of the new child in its slot; a failed save fails the call, with saved false and save_error, and leaves the change in memory. Gameplay Camera System is EXPERIMENTAL (plugin GameplayCameras).
Returns: { camera_rig_path, child_node_type, child_class, child_index, children_count, added, replaced, saved, save_error }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| index | No | Optional child slot. If given and < current child count, REPLACES that slot (deterministic re-runs); otherwise appends. | |
| camera_rig_path | Yes | /Game/... path to the UCameraRigAsset whose composite RootNode is edited (required) | |
| child_node_type | Yes | A concrete UCameraNode subclass name for the new child, e.g. "OffsetCameraNode", "FieldOfViewCameraNode" (required) |