copy_anim_graph_nodes
Copies AnimGraph nodes with settings and wiring between graphs, preserving struct properties and within-selection links, then saves the blueprint; recompile for runtime effect.
Instructions
Copy a set of AnimGraph nodes (with internal FAnimNode settings + intra-selection wiring) between graphs. Equivalent to the editor's copy/paste: preserves each node's runtime struct properties and any links WITHIN the copied set (links to nodes outside the selection are dropped). Saves the destination ABP but does NOT recompile it -- run compile_anim_blueprint after your edits for runtime effect.
Returns: { copied_count, id_map:{old->new}, imported_nodes[], missing_node_ids[], 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. | |
| node_ids | Yes | Array of source NodeGuid strings (from get_graph_nodes) to copy. | |
| offset_x | No | X offset added to every pasted node (optional, default 0). | |
| offset_y | No | Y offset added to every pasted node (optional, default 0). | |
| dst_graph | No | Destination graph name (optional, default the top-level AnimGraph). | |
| src_graph | No | Source graph name (optional, default the top-level AnimGraph). | |
| dst_anim_blueprint_path | Yes | Destination UAnimBlueprint path/name. | |
| src_anim_blueprint_path | Yes | Source UAnimBlueprint path/name. |