set_skeletal_mesh_anim_class
Repoint a Blueprint's skeletal mesh component AnimClass to an AnimBlueprint and set AnimationBlueprint mode, writing the CDO archetype for inherited Character Mesh so spawned instances inherit it.
Instructions
Repoint a Blueprint's skeletal mesh component AnimClass to a (fork) AnimBlueprint. Also handles the INHERITED native Character Mesh, which is not in the SCS and which the generic component-property setters cannot reach: it writes the CDO component archetype so spawned instances inherit the new AnimClass. Also sets AnimationMode=AnimationBlueprint.
Returns: { blueprint, component, anim_class, previous_anim_class, applied, wrote_cdo_archetype, saved }
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. | |
| anim_class | Yes | The AnimBlueprint to use: an ABP asset path (resolved to its generated class) or a "..._C" class path/name. | |
| blueprint_name | No | Character/Actor Blueprint (name or path), e.g. "BP_MyCharacter". | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| component_name | No | Skeletal mesh component to target (optional). Omit to target the Character's inherited Mesh. |