add_widget_animation_track
Add or reuse a MovieScene property track for a widget property in a UWidgetAnimation; auto-infers float, color, or bool and creates a full-range section for keyframes.
Instructions
Add (or reuse) a MovieScene property track for a widget's property inside a UWidgetAnimation: finds/creates a UMovieScenePossessable bound to the named widget (+ matching FWidgetAnimationBinding), resolves property_path to a top-level reflected property on the widget's class, and adds the matching typed track (UMovieSceneFloatTrack | UMovieSceneColorTrack | UMovieSceneBoolTrack) with a full-playback-range section. track_type="auto" infers from the property's reflected type (FFloatProperty/FDoubleProperty->float; FLinearColor or FSlateColor struct->color; FBoolProperty->bool). Call add_widget_animation_keyframe afterward to place keys. Single-level property_path only (not dotted sub-paths).
Returns: { widget_bp_path: string, animation_name: string, widget_name: string, property_path: string, track_type: string, possessable_guid: string, binding_reused: bool, track_class: string, track_reused: bool, section_class: string, section_created: bool, 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. | |
| track_type | No | Optional "auto" (default) | "float" | "color" | "bool" | |
| widget_name | Yes | name of the widget (in the SAME WidgetBP's tree) to animate | |
| property_path | Yes | name of a top-level reflected property on the widget's class (e.g. "RenderOpacity", "ColorAndOpacity") | |
| 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 |