remove_rigvm_node
Remove a node from a Control Rig's RigVM solver graph, then compile and save the rig. Fails if the node is missing or cannot be removed, preventing invalid saves.
Instructions
Remove a node from a Control Rig's RigVM solver graph, then compile and save the rig. A node that is not found, or that the controller fails to remove, is an error and nothing is compiled or saved.
Returns: { asset_path: string, node_name: string, removed: bool, node_count: 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. | |
| node_name | Yes | Graph node name to remove, as reported by add_rigvm_node | |
| control_rig_path | Yes | Path to the UControlRigBlueprint asset |