set_anim_transition_rule_automatic
Configure a transition's automatic rule in an Animation Blueprint state machine: enable firing when the source state's sequence player nears its end, and set the trigger time.
Instructions
Set the automatic rule of one transition (source_state to target_state) in a state machine of an Animation Blueprint: bAutomaticRuleBasedOnSequencePlayerInState and AutomaticRuleTriggerTime, both written every call (omitted means false and 0). Marks it structurally modified and saves without compiling; refused while PIE runs unless force=true.
Returns: { anim_blueprint_path, machine_name, source_state, target_state, enabled, trigger_time, rule_graph_has_result_node, saved, save_error? }
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. | |
| enabled | No | True lets the transition fire on its own when the sequence player of the source state nears its end (bAutomaticRuleBasedOnSequencePlayerInState); omitted writes false. | |
| to_state | No | Alias of `target_state` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `target_state`. | |
| from_state | No | Alias of `source_state` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `source_state`. | |
| machine_name | Yes | Name of the state machine that owns the transition | |
| source_state | No | Name of the source state (transition origin) | |
| target_state | No | Name of the target state (transition destination) | |
| trigger_time | No | AutomaticRuleTriggerTime in seconds (default 0.0; negative = blend lead) | |
| 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 | Asset path of the UAnimBlueprint |