scaffold_aim_offset_blend_space
Create or re-save a UAimOffsetBlendSpace asset for a skeleton at a given content path. Yaw/pitch ranges and grid counts are only echoed; set axes with set_blendspace_properties.
Instructions
Create a UAimOffsetBlendSpace for a skeleton at package_path/asset_name and save it, or re-save the one already there (already_existed=true); a failed save still succeeds with saved=false. Yaw/pitch ranges and grid counts are only echoed, not written: set axes with set_blendspace_properties.
Returns: { asset_path, skeleton_path, yaw_min, yaw_max, pitch_min, pitch_max, num_grid_points_yaw, num_grid_points_pitch, already_existed, saved, note? }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| yaw_max | No | Yaw upper bound echoed in the reply (default 90.0); not written to the asset. | |
| yaw_min | No | Yaw lower bound echoed in the reply (default -90.0 degrees); not written to the asset. | |
| pitch_max | No | Pitch upper bound echoed in the reply (default 90.0); not written to the asset. | |
| pitch_min | No | Pitch lower bound echoed in the reply (default -90.0); not written to the asset. | |
| asset_name | Yes | Name of the aim offset asset (e.g. "AO_Rifle"); the object path becomes package_path/asset_name.asset_name. | |
| package_path | Yes | Content folder for the new asset, e.g. /Game/Animation/AimOffsets (a trailing slash is ignored). | |
| skeleton_path | Yes | Asset path of the USkeleton the new aim offset targets (e.g. "/Game/Characters/Mannequin/SK_Mannequin_Skeleton"); a reused asset keeps its own skeleton. | |
| num_grid_points_yaw | No | Yaw grid divisions echoed in the reply (default 4); not written to the asset. | |
| num_grid_points_pitch | No | Pitch grid divisions echoed in the reply (default 4); not written to the asset. |