add_widget_animation_keyframe
Add a keyframe to an existing widget animation property track at a specified time, choosing linear, cubic, or constant interpolation.
Instructions
Add a keyframe to an existing widget-animation property track's section (call add_widget_animation_track first). Converts time_seconds to an FFrameNumber via the MovieScene's tick resolution, extends the section's range to cover the key if needed, then adds the key on the matching channel(s) via the requested interpolation (AddLinearKey | AddCubicKey | AddConstantKey for float/color's FMovieSceneFloatChannel(s); bool channels have no interpolation concept and always use UpdateOrAddKey).
Returns: { widget_bp_path: string, animation_name: string, widget_name: string, property_path: string, track_type: string, time_seconds: float, key_frame: int, keys_added: int, interpolation: string, 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. | |
| value | No | key value: a number for float, a bool for bool, or a [R,G,B,A] (A optional, defaults 1.0) array for color | |
| widget_name | Yes | name of the animated widget | |
| time_seconds | Yes | time (seconds, >= 0) at which to place the key | |
| interpolation | No | Optional "linear" (default) | "cubic" | "constant" (float/color only; ignored for bool) | |
| property_path | Yes | the SAME property_path used in add_widget_animation_track | |
| animation_name | Yes | object name OR display label of the target 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 |