create_ik_rig
Creates and saves a UIKRigDefinition asset, sets its source skeletal mesh, and skips saving when the mesh is already set or invalid.
Instructions
Create and save a UIKRigDefinition asset and set its source skeletal mesh. Idempotent: an existing rig is loaded and only given the mesh, then saved, when it has another one; when it already has that mesh, or the mesh does not load or the engine refuses it (skeletal_mesh_set false), nothing changes, nothing is saved and a note says why. The default skeletal_mesh_path is /Engine/EngineMeshes/SkeletalCube. A failed save makes success false, with saved=false and save_error.
Returns: { asset_path: string, name: string, skeletal_mesh: string, skeletal_mesh_set: bool, created: bool, already_existed: bool, saved: bool, save_error?: string, note?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name for the new IK Rig | |
| package_path | Yes | UE content folder, e.g. /Game/MyGame | |
| skeletal_mesh_path | No | Optional USkeletalMesh asset path; defaults to /Engine/EngineMeshes/SkeletalCube |