add_warp_target_to_component
Add or update a motion warping target on an actor's MotionWarpingComponent to drive animation warping from a component, location, or rotation.
Instructions
Add (or update in-place) a FMotionWarpingTarget on an existing UMotionWarpingComponent. Exactly one of three payload shapes must be supplied: (1) component_path -> AddOrUpdateWarpTargetFromComponent(name, comp, NAME_None, false, TargetsForwardVector, ZeroVector, ZeroRotator); (2) location + rotation -> AddOrUpdateWarpTargetFromLocationAndRotation; (3) location only -> AddOrUpdateWarpTargetFromLocation. The engine API is idempotent by WarpTargetName (replace-in-place). Marking the owning actor dirty so the editor persists the change.
Returns: { actor_path: string, target_name: string, warp_target_count: int, source: string, already_existed: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| location | No | Optional world [x, y, z] location for the target. | |
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional world [pitch, yaw, roll] rotation in degrees for the target. | |
| actor_path | Yes | Full editor path or short name of the actor. | |
| target_name | Yes | FName identifier for the warp target. | |
| component_path | No | Optional name of a USceneComponent on the actor to drive the target transform. |