scaffold_locomotion_animbp
Creates or updates a character Animation Blueprint with a Locomotion state machine, Idle/Walk/Run states, and bidirectional transitions. Reruns return the existing scaffold without duplicating assets.
Instructions
Create or update a character Animation Blueprint with a "Locomotion" state machine + Idle/Walk/Run states + bidirectional transitions between them. Idempotent: re-running on an existing AnimBP returns the existing scaffold.
Returns: { anim_blueprint_path, package_path, skeleton_path, machine_name, state_count, transition_count, already_existed, saved }
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. | |
| states | No | Optional list of state names to add (default ["Idle", "Walk", "Run"]). | |
| asset_name | Yes | Blueprint asset name, e.g. "ABP_PlayerLocomotion". | |
| machine_name | No | Optional state machine name (default "Locomotion"). | |
| package_path | Yes | UE content folder, e.g. "/Game/MyGame". | |
| skeleton_path | Yes | Path to the target USkeleton. | |
| add_transitions | No | Optional bool (default true). Add Idle<->Walk and Walk<->Run transitions. |