insert_blend_bool_fire_before_slot
Inserts a bool-driven blend between locomotion and an AnimGraph slot, with a sequence asset (e.g., fire) on true and locomotion on false. Binds a boolean variable (default bIsShooting) to trigger the sequence.
Instructions
Insert Blend List By Bool + Sequence Player between locomotion and the AnimGraph Slot
(requires insert_anim_graph_slot first: Root ← Slot ← …).
Locomotion feeds the false branch; sequence_asset (e.g. fire rifle) feeds the true branch.
bind_bool_variable (default bIsShooting) auto-binds Active Value when the editor plugin supports it.
force_insert=True layers a NEW BlendListByBool above an existing one (chain multiple gates,
e.g. bIsInAir → jump on top of bIsShooting → fire). Default rebinds the existing node instead.
KB: see knowledge_base/05_ANIMATION_SYSTEM.md#overview Example: insert_blend_bool_fire_before_slot(anim_blueprint_name="/Game/MCP_Test/BP_Example", sequence_asset="/Game/MCP_Test/Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| graph_name | No | ||
| force_insert | No | ||
| sequence_asset | Yes | ||
| bind_bool_variable | No | bIsShooting | |
| anim_blueprint_name | Yes | ||
| swap_blend_pose_order | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |