set_rigvm_pin_default
Sets a pin's default value in a Control Rig Blueprint's RigVM graph, compiles and saves it. Verify with set, pin_found, and current_value.
Instructions
Set the default value of a pin in the main RigVM graph of a Control Rig Blueprint (URigVMController::SetPinDefaultValue, no undo entry), then compile and save it. success reflects the save even when the write failed: check set, pin_found and current_value, which is read back.
Returns: { asset_path: string, pin_path: string, value: string, set: bool, pin_found: bool, current_value: string, 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. | |
| value | Yes | Value in UE export-text form, e.g. "true", "1.0" or "(X=0.0,Y=0.0,Z=1.0)"; array pins are resized to the given element count. | |
| pin_path | Yes | Pin path NodeName.PinName, e.g. SetTransform.bInitial | |
| control_rig_path | Yes | Asset path of the UControlRigBlueprint, e.g. "/Game/Rigs/CR_Mannequin". |