remove_widget_animation
Deletes a UWidgetAnimation from a Widget Blueprint by object name or display label, unregisters it as a variable, then compiles and saves the asset.
Instructions
Remove a UWidgetAnimation from a Widget Blueprint. Inverse of add_widget_animation: finds the animation by object name or display label, removes it from WidgetBP->Animations, unregisters it as a blueprint variable (OnVariableRemoved), then compiles and saves. If no such animation exists it is an honest no-op (removed:false, already_existed:false, no save).
Returns: { widget_bp_path: string, animation_name: string, object_name: string, removed: bool, already_existed: bool, animation_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. | |
| animation_name | Yes | object name OR display label of the animation to remove | |
| blueprint_name | No | Alias of `widget_bp_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `widget_bp_path`. | |
| widget_bp_path | No | /Game path of the Widget Blueprint asset |