add_rig_control
Add a control to a Control Rig's hierarchy to create new rig elements. Choose from control types like Bool, Float, Vector2D, and specify a parent.
Instructions
Add a control to a Control Rig's hierarchy. Control types: Bool, Float, ScaleFloat, Integer, Vector2D, Position, Scale, Rotator, Transform, EulerTransform (defaults to Float).
Returns: { asset_path: string, element_key: string, element_type: string, control_type: string, control_type_recognized: bool, parent: string, bone_count: int, null_count: int, control_count: int, curve_count: int, other_count: int, total: int, saved: bool, 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. | |
| parent_name | No | Optional existing element name to parent the new control under. | |
| parent_type | No | Element type of the parent (default "Null"). | |
| control_name | Yes | Name of the new control | |
| control_type | No | One of: "bool", "float", "scalefloat", "integer", "int", "vector2d", "position", "scale", "rotator", "transform", "eulertransform" (default "float"). | |
| control_rig_path | Yes | Path to the UControlRigBlueprint asset |