create_anim_blueprint
Create, compile, and save an Animation Blueprint for a skeleton, returning it unchanged if it already exists; refuses during PIE unless forced.
Instructions
Create an Animation Blueprint (parent UAnimInstance) for a skeleton at package_path/name with the editor factory, compile it and save it; an existing Animation Blueprint at that path is returned unchanged (already_existed=true). Refused while PIE runs unless force=true. Returns asset_path, generated_class and target_skeleton_set.
Returns: { asset_path: string, name: string, skeleton_path: string, generated_class: string, is_anim_instance: bool, target_skeleton_set: bool, created: bool, already_existed: bool, saved: bool, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name for the new Animation Blueprint | |
| 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. | |
| package_path | Yes | UE content folder, e.g. /Game/MyGame | |
| skeleton_path | No | Optional skeleton path; defaults to /Engine/EngineMeshes/SkeletalCube_Skeleton |