rename_rig_element
Renames a Bone, Null, Control, Curve, Socket, or Connector in a Control Rig hierarchy, disambiguating collisions with numeric suffixes and reporting if the name changed.
Instructions
Rename an element in a Control Rig's hierarchy. Idempotent: renaming to the current name is a no-op ({ renamed:false, already_named:true }). The engine disambiguates name collisions with a numeric suffix rather than failing, reported honestly via name_adjusted.
Returns: { asset_path: string, old_name: string, element_key: string, element_type: string, renamed: bool, already_named: bool, name_adjusted: 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. | |
| new_name | Yes | Desired new name for the element | |
| element_name | Yes | Current name of the element to rename | |
| element_type | Yes | Element type ("Bone"/"Null"/"Control"/"Curve"/"Socket"/"Connector") | |
| control_rig_path | Yes | Path to the UControlRigBlueprint asset |