set_anim_graph_node_property
Write an AnimGraphNode's internal FAnimNode property by dotted name, saving the ABP without recompiling; run compile after edits for runtime effect.
Instructions
Write a property of an AnimGraphNode's internal FAnimNode struct by (dotted) name. Saves the ABP but does NOT recompile it -- run compile_anim_blueprint after your edits for runtime effect.
Returns: { node_id, property, applied, new_value, 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. | |
| value | No | Text value (UE ImportText form: number, "EnumName", "(X=1,Y=2)"...). Use for scalars/enums/simple structs. | |
| node_id | Yes | NodeGuid of the target AnimGraphNode. | |
| property | Yes | Property path inside the FAnimNode (e.g. "PoseCount", "SlotName"). A leading "Node." is tolerated. Nested structs use dots ("A.B"). | |
| graph_name | No | Target graph (optional, default the top-level AnimGraph). | |
| value_json | No | JSON value applied via JsonValueToUProperty. Use for complex/nested types. Takes precedence over value. | |
| blueprint_name | No | Alias of `anim_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `anim_blueprint_path`. | |
| anim_blueprint_path | No | Path/name of the UAnimBlueprint. |