create_anim_sequence
Create and save a UAnimSequence asset bound to a skeleton. Specify frame rate and length; add bone tracks or float curves later. Idempotent: existing sequences are returned unchanged.
Instructions
Create a UAnimSequence at package_path/anim_name bound to the USkeleton at skeleton_path (default the engine SkeletalCube_Skeleton) and save it; its data model gets frame_rate rounded to whole fps and round(length_seconds * fps) frames, but no bone tracks or curves. Idempotent: a UAnimSequence already at that path is returned unchanged (already_existed=true, saved=false, length and rate not applied) and nothing is saved; another asset class there or an unknown skeleton is an error. A failed save makes success false, with saved=false and save_error, and the new asset stays in memory only. Fill it with add_anim_bone_track or add_anim_float_curve; inspect it with get_anim_sequence_info.
Returns: { anim_sequence_path, anim_name, skeleton, play_length, frame_rate, num_frames, success, saved, save_error, already_existed, message }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| anim_name | Yes | Asset name (no path). | |
| frame_rate | No | Sampling frame rate in fps (default 30) | |
| package_path | No | Target content package path where the asset is created (default /Game/MCP) | |
| skeleton_path | No | Asset path of the target Skeleton | |
| length_seconds | No | Sequence length in seconds (default 1.0) |