remove_anim_state
Remove a state node and its bound animation subgraph from an Unreal Engine AnimBlueprint state machine, including cascaded transitions.
Instructions
Remove a state node (and its bound animation subgraph) from a state machine.
Returns: { anim_blueprint_path: string, machine_name: string, state_name: string, removed: bool, already_absent: bool, state_count: int, transition_count: int, cascaded_transitions_removed: int, saved: bool, save_error?: string }
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. | |
| state_name | Yes | Name of the state to remove | |
| machine_name | Yes | Name of the state machine that owns the state | |
| blueprint_name | No | Alias of `anim_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `anim_blueprint_path`. | |
| anim_blueprint_path | No | Path to the UAnimBlueprint asset |