add_widget_animation
Add a UWidgetAnimation to a Widget Blueprint in Unreal Engine, building its inner MovieScene and compiling and saving the asset.
Instructions
Add a UWidgetAnimation (with an inner UMovieScene) to a Widget Blueprint. Mirrors the editor's "New Animation" flow: constructs a UWidgetAnimation on the blueprint, gives it an inner UMovieScene (20fps, 0..5s range), sets the display label, appends to WidgetBP->Animations, then compiles and saves.
Returns: { widget_bp_path: string, animation_name: string, object_name: string, display_name: string, added: bool, already_existed: bool, has_movie_scene: bool, animation_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. | |
| animation_name | Yes | name/display label for the new animation | |
| blueprint_name | No | Alias of `widget_bp_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `widget_bp_path`. | |
| widget_bp_path | No | /Game path of the Widget Blueprint asset |