remove_rig_element
Remove a named Bone, Null, Control, Curve, Socket, or Connector from a Control Rig Blueprint hierarchy, then compile and save it; errors if the type or element is missing.
Instructions
Remove one element (by name and type) from a Control Rig Blueprint hierarchy with RemoveElement, then compile and save the blueprint. Errors on an unknown type or a missing element. Returns the per-type counts afterwards; refused while PIE runs unless force is set.
Returns: { asset_path: string, element_key: string, element_type: string, removed: bool, bone_count: int, null_count: int, control_count: int, curve_count: int, other_count: int, total: 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. | |
| element_name | Yes | Name of the element to remove | |
| element_type | Yes | Element type, any case: "Bone", "Null" (or "Space"), "Control", "Curve", "Socket" or "Connector" | |
| control_rig_path | Yes | Control Rig Blueprint asset path, e.g. "/Game/Rigs/CR_Hero" |