disconnect_anim_graph_pins
Break an AnimGraph source-to-target pin link, or all links on a source pin, to rewire animation logic. Saves the Blueprint; recompile after edits.
Instructions
Break AnimGraph pin links: a specific source->target link, or ALL links on the source pin. Use the specific form to insert a node into an existing chain (break A->B, then wire A->N and N->B). Saves the ABP but does NOT recompile it -- run compile_anim_blueprint after your edits for runtime effect.
Returns: { disconnected, broke_all, source_node_id, source_pin, 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. | |
| graph_name | No | Target graph (optional, default the top-level AnimGraph). | |
| source_pin | Yes | Pin name on the source node. | |
| target_pin | No | Pin name on the target node (optional; required if target_node_id is given). | |
| blueprint_name | No | Alias of `anim_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `anim_blueprint_path`. | |
| source_node_id | Yes | NodeGuid of the source node. | |
| target_node_id | No | NodeGuid of the target node (optional; if omitted, breaks ALL links on source_pin). | |
| anim_blueprint_path | No | Path/name of the UAnimBlueprint. |