compile_anim_blueprint
Compile an Animation Blueprint synchronously and save its package, even on failure, returning status, errors, and warnings. Refused during PIE unless forced.
Instructions
Compile an Animation Blueprint synchronously and save its package, even when the compile fails; returns status (EBlueprintStatus name), is_up_to_date, has_error and the error and warning messages with their counts. Refused while PIE runs unless force=true. Use get_anim_blueprint_info to inspect without compiling.
Returns: { anim_blueprint_path: string, compiled: bool, status: string, is_up_to_date: bool, has_error: bool, error_count: int, warning_count: int, errors: [string], warnings: [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. | |
| 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 | Path to the UAnimBlueprint asset |