set_anim_bone_track_keys
Replace or add per-key transforms for a bone track in a UAnimSequence, applying real pose data as one undoable step, then save the package.
Instructions
Replace the keys of one bone track of a UAnimSequence with the given per-key transforms (translation, rotation, scale: real pose data, not identity), adding the track when it is missing, through its data controller as one undo step, then save the package; num_keys_readback and first_key are read back from the data model. A bone_name the sequence's skeleton does not have is an error and nothing is written; an omitted bone_name targets the root bone. A failed save makes success false, with saved=false and save_error. Identity keys: add_anim_bone_track.
Returns: { anim_sequence_path, bone_name, num_keys, num_keys_readback, num_bone_tracks, first_key:{translation,rotation_euler}, success, saved, save_error, message }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| keys | Yes | Array of per-key transforms: { translation:[x,y,z], rotation:[pitch,yaw,roll] (deg), scale:[x,y,z] }. translation default [0,0,0], rotation default [0,0,0], scale default [1,1,1]. | |
| bone_name | No | Name of a bone of the skeleton of the sequence; omitted or empty means the root bone. | |
| anim_sequence_path | Yes | Asset path of the UAnimSequence. |