stop_widget_animation
Halts a Widget Blueprint animation in the active Unreal PIE viewport and reports whether playback actually ended, or flags that a live PIE instance is required.
Instructions
Stop a widget animation. REAL stop (UUserWidget::StopAnimation) when a live PIE instance of this WidgetBP is found in the viewport's active UUserWidgets: stopped is true when the animation was playing before the call and is not after it; one that was not playing (stopped or paused) succeeds with stopped:false and a note, and one still playing after the call is an error. Falls back to an honest headless gate (stopped:false, headless:true, requires_pie:true) otherwise.
Returns: { widget_bp_path: string, animation_name: string, animation_exists: bool, stopped: bool, headless: bool, requires_pie: bool, note: string, saved: bool, live_widget_name?: string, live_animation_name?: string, world: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional world selector: absent/'pie' (default: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'). In a 2-player PIE session EVERY client has its OWN widgets, so the default may well read the other player's HUD. | |
| animation_name | Yes | object name OR display label of the animation to stop | |
| blueprint_name | No | Alias of `widget_bp_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `widget_bp_path`. | |
| widget_bp_path | No | /Game path of the Widget Blueprint asset |