setup_foot_ik
Add a Leg IK node to an Animation Blueprint's AnimGraph and bind left and right foot bones for foot IK setup. Saves the blueprint without compiling; wire the node afterward.
Instructions
Add a Leg IK node (UAnimGraphNode_LegIK) to the top-level AnimGraph of an Animation Blueprint, or reuse the first one already there, bind the feet into its LegsDefinition, then mark the blueprint structurally modified and save it without compiling. Leg 0 gets left_foot_bone and leg 1 right_foot_bone as the FK foot bone; a leg's IK target bone is set to the same bone when it is unset or the leg's foot changes, so the node compiles but has no effect until each IK target names an IK bone (set_anim_graph_node_property on LegsDefinition with the returned node_id); legs beyond the first two and the other leg settings are kept. Bones the target skeleton lacks are an error and nothing is written. The node is left unwired: connect it with connect_anim_graph_pins. Idempotent; refused while PIE runs unless force=true.
Returns: { anim_blueprint_path, node_id, left_foot_bone, right_foot_bone, legs: [{ fk_foot_bone, ik_foot_bone, num_bones_in_limb }], bones_checked_against, ik_node_count, already_existed, 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. | |
| blueprint_name | No | Alias of `anim_blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `anim_blueprint_path`. | |
| left_foot_bone | Yes | Left foot bone, written as the FK foot bone of leg 0; checked against the target skeleton when the blueprint has one. | |
| right_foot_bone | Yes | Right foot bone, written as the FK foot bone of leg 1; checked against the target skeleton when the blueprint has one. | |
| anim_blueprint_path | No | Path to the UAnimBlueprint asset. |