set_rig_control_shape_transform
Adjusts the local gizmo transform of an existing Control Rig control, overriding only the location, rotation, or scale you supply, then recompiles and saves the verified result.
Instructions
Set the local shape (gizmo) transform of an existing Control Rig control. Reads the current local shape transform, overrides only the supplied location/rotation/scale, writes back via URigHierarchy::SetControlShapeTransform, recompiles + saves, and returns the verified read-back. This positions the manipulator gizmo relative to the control, independent of the control's value.
Returns: { asset_path: string, control_name: string, shape_transform: { location: [float], rotation: [float], scale: [float] }, applied_count: int, saved: bool, save_error?: string }
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. | |
| scale | No | Optional [X, Y, Z] gizmo scale. | |
| location | No | Optional [X, Y, Z] gizmo location. | |
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [Pitch, Yaw, Roll] gizmo rotation. | |
| control_name | Yes | Name of an existing control element. | |
| control_rig_path | Yes | Path to the UControlRigBlueprint asset. |