add_timeline_to_blueprint
Creates both the Timeline variable and node for an Actor Blueprint, sets its length, compiles, and verifies the timeline was registered.
Instructions
Add a Timeline to an Actor Blueprint: creates BOTH the UTimelineTemplate variable and its UK2Node_Timeline node in one call, sets a fixed length in seconds, compiles, and verifies the template really registered (timeline_created). Actor-derived Blueprints only. It does NOT author curves or tracks -- the node comes with Play/Stop/Reverse inputs and Update/Finished outputs and nothing driven; a requested name already in use is silently uniquified, so wire the RETURNED timeline_name.
Returns: { node_id, class, title, pins:[...], blueprint_name, graph_name, timeline_name, length, timeline_created, timeline_guid } -- timeline_name is the name ACTUALLY used and timeline_created is a post-compile re-lookup of the template, so false means the variable did not survive.
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. | |
| length | No | Timeline length in seconds (sets fixed-length mode); defaults to 5.0 | |
| graph_name | No | Target graph name; defaults to the Blueprint's event graph when omitted | |
| position_x | No | Node X position on the graph canvas (ignored when node_position is set) | |
| position_y | No | Node Y position on the graph canvas (ignored when node_position is set) | |
| node_position | No | Node canvas position as [x, y]; takes precedence over position_x/position_y | |
| timeline_name | Yes | Desired variable name for the timeline; if it is taken, a unique one is generated and returned instead. | |
| blueprint_name | No | Name (or full object path) of an Actor Blueprint. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. |