connect_anim_graph_pins
Connect AnimGraph pins (including pose links) using the graph's own schema. Use instead of generic connect_pins; saves the blueprint but does not recompile.
Instructions
Wire two AnimGraph pins (pose links AND data pins) using the graph's OWN schema. USE THIS INSTEAD OF connect_pins inside an AnimGraph: the generic connect_pins uses the K2 schema, which does not understand FPoseLink/FComponentSpacePoseLink pose pins, whereas this goes through UAnimationGraphSchema::TryCreateConnection so pose links connect correctly. Saves the ABP but does NOT recompile it -- run compile_anim_blueprint after your edits for runtime effect.
Returns: { connected, source_node_id, target_node_id, saved }
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. | |
| graph_name | No | Target graph (optional, default the top-level AnimGraph). | |
| source_pin | Yes | Output pin name on the source node. | |
| target_pin | Yes | Input pin name on the target node. | |
| blueprint_name | No | Alias of `anim_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `anim_blueprint_path`. | |
| source_node_id | Yes | NodeGuid of the source node. | |
| target_node_id | Yes | NodeGuid of the target node. | |
| anim_blueprint_path | No | Path/name of the UAnimBlueprint. |