set_camera_rig_root_node
Replace a Gameplay Cameras CameraRigAsset root with a new default node of a chosen node type, discarding the previous root and its children.
Instructions
Replace the RootNode of a Gameplay Cameras UCameraRigAsset with a new, default-valued node of node_type; the previous root and everything under it (children, parameter values) is dropped. Runs in an undo transaction and saves the rig; a failed save fails the call, with saved false and save_error, and leaves the change in memory. Does not build the rig (build_camera_rig does). Valid node_type names come from list_camera_node_types; configure the new root with set_camera_node_parameters, give an ArrayCameraNode root children with add_camera_node_child, and read it back with get_camera_rig_nodes.
Returns: { camera_rig_path, node_type, node_class, root_set, saved, save_error }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| node_type | Yes | A concrete UCameraNode subclass name, e.g. "FieldOfViewCameraNode", "OffsetCameraNode", "ArrayCameraNode" (required) | |
| camera_rig_path | Yes | /Game/... path to the UCameraRigAsset (required) |