create_control_rig_blueprint
Create and save a compiled Control Rig Blueprint asset in Unreal Engine, returning the existing asset if present. Refuses during Play-in-Editor unless forced.
Instructions
Create a Control Rig Blueprint (non-modular) at package_path/name with UControlRigBlueprintFactory, compile it and save it. Idempotent: an existing Control Rig Blueprint there is returned unchanged (already_existed=true). Returns asset_path, generated_class, is_control_rig and saved; refused while PIE runs unless force is set.
Returns: { asset_path: string, name: string, generated_class: string, is_control_rig: bool, created: bool, already_existed: bool, saved: bool, save_error: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name of the Control Rig Blueprint, e.g. "CR_Hero" | |
| 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 | Content folder starting with "/", e.g. "/Game/Rigs"; a trailing slash is ignored |