play_widget_animation
Triggers a Widget Blueprint animation in Unreal Engine, using live PIE playback when an active widget instance exists and returning a headless status otherwise.
Instructions
Play a widget animation. REAL playback (UUserWidget::PlayAnimation) when a live PIE instance of this WidgetBP is found in the viewport's active UUserWidgets; falls back to an honest headless gate (played:false, headless:true, requires_pie:true) when no PIE session is running or no live instance is found.
Returns: { widget_bp_path: string, animation_name: string, animation_exists: bool, played: bool, headless: bool, requires_pie: bool, note: string, saved: bool, live_widget_name?: string, live_animation_name?: string, world: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional world selector: absent/'pie' (default: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'). In a 2-player PIE session EVERY client has its OWN widgets, so the default may well read the other player's HUD. | |
| num_loops | No | Optional int number of loops (default 1). | |
| play_mode | No | Optional Forward | Reverse | PingPong (default Forward). | |
| restore_state | No | Optional bool: restore the pre-animation state on finish (default false). | |
| start_at_time | No | Optional float seconds to start playback at (default 0). | |
| animation_name | Yes | object name OR display label of the animation to play | |
| blueprint_name | No | Alias of `widget_bp_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `widget_bp_path`. | |
| playback_speed | No | Optional float speed multiplier (default 1.0). | |
| widget_bp_path | No | /Game path of the Widget Blueprint asset |