set_anim_transition_rule_from_bool
Bind a bool variable's getter as the rule for an AnimBP state machine transition, specifying source and target states by name.
Instructions
Wire a bool variable's getter as the rule of a transition.
Returns: { anim_blueprint_path, machine_name, source_state, target_state, variable_name, variable_kind, rule_set, sink_present, contributor_count, contributor_node_class, 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. | |
| 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) | |
| variable_name | Yes | Name of an existing bool variable on the AnimBP (or its parent C++ class) | |
| 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 |