add_rigvm_link
Links an output pin to an input pin in a Control Rig Blueprint's RigVM graph, replacing existing links as needed. Compiles and saves on success; invalid pins or PIE without force return errors.
Instructions
Link an output pin to an input pin in the main RigVM graph of a Control Rig Blueprint (URigVMController::AddLink, no undo entry); a link already into that input pin, or out of an execute output pin, is replaced. Pins are NodeName.PinName paths as get_rigvm_graph lists them. A new link is then compiled and saved; a failed link (pins missing, incompatible or already linked) is an error with linked and saved false, and nothing is compiled or saved. Refused during PIE unless force. Add nodes with add_rigvm_node and set unlinked inputs with set_rigvm_pin_default; Blueprint graphs use connect_pins.
Returns: { asset_path: string, source_pin: string, target_pin: string, linked: bool, link_count: 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. | |
| source_pin | Yes | Output pin path NodeA.PinName | |
| target_pin | Yes | Input pin path NodeB.PinName | |
| control_rig_path | Yes | Path to the UControlRigBlueprint asset |