configure_animation_events
Enable, disable, or set custom tick and tick-when-paused behavior for a skeletal mesh component in Unreal editor or PIE worlds, returning previous and current flags.
Instructions
Switch the tick of a skeletal mesh component in the editor world (or the one the world param picks): despite the name, it only toggles component ticking and tick-when-paused. Returns the previous and current tick flags; nothing is marked dirty or saved.
Returns: { component_name: string, requested_settings: string, events_configured: bool, previous_tick_enabled: bool, previous_tick_when_paused: bool, current_tick_enabled: bool, current_tick_when_paused: bool, component_valid: bool, component_class: string, anim_instance_class: string?, has_anim_instance: bool, world: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional world selector: absent/'editor' (default) | 'pie' (ambiguous: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'). | |
| component_name | Yes | Object name of the USkeletalMeshComponent, e.g. "CharacterMesh0", case-insensitive; the first actor in the world that has one with that name wins | |
| event_settings | Yes | Tick mode, any case: 'enable' (tick on, not while paused), 'disable' (tick off) or 'custom' (tick on, paused setting kept) |