clear_anim_transition_rule
Removes all rule nodes from an animation state machine transition's BoundGraph, leaving only the sink node, so you can reset or replace transition logic.
Instructions
Remove every rule node from a transition's BoundGraph except the sink.
Returns: { anim_blueprint_path, machine_name, source_state, target_state, rule_cleared, sink_present, removed_count, remaining_rule_nodes, saved, save_error? }
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. | |
| to_state | No | Alias of `target_state` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `target_state`. | |
| from_state | No | Alias of `source_state` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `source_state`. | |
| machine_name | Yes | Name of the state machine that owns the transition | |
| source_state | No | Name of the source state (transition origin) | |
| target_state | No | Name of the target state (transition destination) | |
| blueprint_name | No | Alias of `anim_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `anim_blueprint_path`. | |
| anim_blueprint_path | No | Asset path of the UAnimBlueprint |