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anim kit

383 tools. Generated from the plugin source; do not edit by hand.

Guide​

Everything animation: sequences (curves, notifies, sync markers, root motion, additive, compression), montages, composites, blend spaces, pose assets, anim blueprints (anim graph nodes, state machines, layers), IK Rigs and IK Retargeters, motion matching (Pose Search) and Chooser tables, playback on actors during Play-In-Editor, and folder-wide audits.

Works on UE 4.27 through 5.8. A large part of the kit is 5.x-only (the whole anim.ikrig_*, anim.rtg_*, anim.ps_* and anim.chooser_* families, plus everything that goes through the 5.x animation data controller); those tools are hidden from tools/list on older engines and refused with E_NOT_SUPPORTED if called anyway.

The kit is split over several classes that all expose the anim. namespace:

ClassPrefixWhat
UUeaKit_AnimSequenceanim.sequence info, root motion, additive, compression, curves, bone tracks, notifies, sync markers, metadata, import/export
UUeaKit_AnimMontageanim.montage_montages: slots, segments, sections, links, blending, notifies
UUeaKit_AnimBlendSpaceanim.bs_1D/2D blend spaces and aim offsets: axes, samples, interpolation
UUeaKit_AnimPoseanim.pose_pose assets
UUeaKit_AnimBlueprintanim.bp_, anim.sm_anim blueprints, anim graph nodes, state machines, layers
UUeaKit_AnimIKanim.ikrig_, anim.rtg_IK Rigs and IK Retargeters (UE 5, IKRig plugin)
UUeaKit_AnimPoseSearchanim.ps_, anim.chooser_motion matching schemas/databases and chooser tables (UE 5.4+, PoseSearch / Chooser plugins)
UUeaKit_AnimRuntimeanim.playback on actors in PIE, montage control, curve and bone queries, pose snapshots
UUeaKit_AnimBatchanim.folder audits, bulk edits, reverse lookups

Not here: skeletons and skeletal meshes (skel / mesh kits), Control Rig, generic blueprint variables and functions (bp kit), placing characters in a level (actor kit).

Start here​

  1. anim.list {"folder":"/Game/Animations"} — the sequences of a folder.
  2. anim.get {"anim":"/Game/Animations/A_Run"} — length, frame rate, skeleton, notifies, curves.
  3. anim.audit {"folder":"/Game/Animations"} — the whole folder with root motion, additive, compression and the flagged assets.
  4. anim.validate {"anim":"..."} — one sequence checked for a missing skeleton, out-of-range notifies, zero length and root motion without a root track.

Everything that changes an asset is transactional (edit.undo works) but nothing is written to disk until you call anim.save or asset.save_all.

Recipes (sequences)​

Filled in by the sequence theme: footstep notifies with sound, curve authoring, root motion and additive setup, compression.

Recipes (montages, blend spaces, pose assets)​

Filled in by the montage/blend space theme: a montage with sections and links from three clips, a 2D locomotion blend space.

Recipes (anim blueprints)​

Filled in by the anim blueprint theme: a complete locomotion anim blueprint in one call, state machines, transition rules, linked layers.

Recipes (IK rigs and retargeting, UE 5)​

An IK rig for a character​

anim.ikrig_create {"folder":"/Game/Rigs","name":"IK_Hero","mesh":"/Game/Chars/SK_Hero"}
anim.ikrig_auto_chains {"ikRig":"/Game/Rigs/IK_Hero"} // 5.6+: characterise the skeleton
anim.ikrig_list_chains {"ikRig":"/Game/Rigs/IK_Hero"}

anim.ikrig_auto_chains matches the skeleton against the engine templates (UE5 mannequin, Mixamo, ...) and generates every retarget chain plus the pelvis. When it reports matched: false, build the chains by hand:

anim.ikrig_set_retarget_root {"ikRig":"/Game/Rigs/IK_Hero","bone":"pelvis"}
anim.ikrig_add_chain {"ikRig":"/Game/Rigs/IK_Hero","name":"LeftArm",
"startBone":"upperarm_l","endBone":"hand_l"}
anim.ikrig_add_goal {"ikRig":"/Game/Rigs/IK_Hero","name":"HandGoal_L","bone":"hand_l"}
anim.ikrig_set_chain_goal {"ikRig":"/Game/Rigs/IK_Hero","chain":"LeftArm","goal":"HandGoal_L"}

Bone arguments accept a bone name, a bone index ("3") or "root" (the first bone of the skeleton), so a rig can be wired without knowing the naming convention up front. Call anim.ikrig_list_bones to see the real names.

Solving with a solver stack (UE 5.6+)​

anim.ikrig_list_solver_types {}
anim.ikrig_add_solver {"ikRig":"/Game/Rigs/IK_Hero","type":"FullBodyIK"} // -> index 0
anim.ikrig_set_solver_root_bone {"ikRig":"...","index":0,"bone":"pelvis"}
anim.ikrig_connect_goal {"ikRig":"...","goal":"HandGoal_L","solverIndex":0}
anim.ikrig_set_solver_setting {"ikRig":"...","index":0,
"property":"Settings.RootBehavior","value":"PinToInput"}

Solver settings are addressed by property path on the solver struct; the reply of anim.ikrig_set_solver_setting lists every property of that solver, which is the fastest way to discover the names. On UE 5.0-5.5 the solver stack used UObject solvers with a different controller API and the anim.ikrig_*_solver* tools are hidden.

Retargeting a pack of animations onto another skeleton​

anim.rtg_create {"folder":"/Game/Rigs","name":"RTG_HeroToVillain",
"sourceRig":"/Game/Rigs/IK_Hero","targetRig":"/Game/Rigs/IK_Villain"}
anim.rtg_set_preview_mesh {"retargeter":"/Game/Rigs/RTG_HeroToVillain","side":"source",
"mesh":"/Game/Chars/SK_Hero"}
anim.rtg_set_preview_mesh {"retargeter":"/Game/Rigs/RTG_HeroToVillain","side":"target",
"mesh":"/Game/Chars/SK_Villain"}
anim.rtg_auto_map_chains {"retargeter":"/Game/Rigs/RTG_HeroToVillain","mode":"fuzzy"}
anim.rtg_validate {"retargeter":"/Game/Rigs/RTG_HeroToVillain"}
anim.rtg_retarget_animations {"retargeter":"/Game/Rigs/RTG_HeroToVillain",
"anims":["/Game/Animations/A_Run","/Game/Animations/A_Idle"],
"folder":"/Game/Animations/Villain","prefix":"V_"}

anim.rtg_validate is the gate: it reports missing rigs, missing preview meshes and every target chain without a source chain. Fix those with anim.rtg_map_chain before running the batch. Retarget poses (the A-pose/T-pose correction) are edited with anim.rtg_add_pose, anim.rtg_set_pose_bone_rotation and anim.rtg_set_current_pose; the pose argument may be left empty to mean "the current pose of that side".

From UE 5.6 a retargeter is a stack of retarget ops instead of one global settings block: anim.rtg_list_ops dumps the stack with every op property, and anim.rtg_set_op_setting writes one with "<opName>.<property>" keys. On 5.0-5.5 use anim.rtg_set_global_settings, anim.rtg_set_root_settings and anim.rtg_set_chain_settings instead (those three are hidden on 5.6+).

Recipes (motion matching and choosers, UE 5.4+)​

A motion matching database​

anim.ps_create_schema {"folder":"/Game/MM","name":"PSS_Locomotion",
"skeleton":"/Game/Chars/SK_Hero_Skeleton","sampleRate":30}
anim.ps_add_channel {"schema":"/Game/MM/PSS_Locomotion","type":"trajectory","weight":1.0}
anim.ps_add_channel {"schema":"/Game/MM/PSS_Locomotion","type":"pose",
"bones":["foot_l","foot_r"],"weight":1.0}
anim.ps_create_database{"folder":"/Game/MM","name":"PSDB_Locomotion",
"schema":"/Game/MM/PSS_Locomotion"}
anim.ps_add_animation {"database":"/Game/MM/PSDB_Locomotion","anim":"/Game/Animations/A_Run"}
anim.ps_build {"database":"/Game/MM/PSDB_Locomotion"}

anim.ps_build kicks the derived-data index build and waits for it, so it is the call that tells you whether the schema is actually valid: a channel referencing a bone that does not exist on the skeleton fails here, not at creation. Channel properties that are not covered by the bones, weight arguments are set through properties with dotted paths ("Bone.BoneName").

A chooser table​

anim.chooser_create {"folder":"/Game/MM","name":"CH_Attack","outputType":"AnimMontage"}
anim.chooser_add_column {"chooser":"/Game/MM/CH_Attack","type":"bool"}
anim.chooser_add_row {"chooser":"/Game/MM/CH_Attack","result":"/Game/Anim/AM_AttackLight",
"cells":["true"]}
anim.chooser_add_row {"chooser":"/Game/MM/CH_Attack","result":"/Game/Anim/AM_AttackHeavy",
"cells":["false"]}

Cells are written in text form and converted to the column's own value type; the bool column accepts "true", "false" and "any". The binding of a column to a property of the context object is not exposed yet: open the chooser asset to bind it, or set the column's InputValue through the generic property tools.

Recipes (playback in PIE)​

play.start {}
anim.spawn_test_actor {"mesh":"/Game/Chars/SK_Hero","label":"AnimTestActor"}
anim.play {"actor":"AnimTestActor","anim":"/Game/Animations/A_Run","loop":true}
anim.get_anim_state {"actor":"AnimTestActor"}
anim.set_position {"actor":"AnimTestActor","time":0.5}
anim.get_bone_transform_runtime {"actor":"AnimTestActor","bone":"hand_r","space":"world"}
anim.snapshot_pose {"actor":"AnimTestActor","folder":"/Game/Poses","name":"PA_RunFrame"}

To test a montage, the actor needs an anim instance with the montage's slot:

anim.set_anim_blueprint {"actor":"AnimTestActor","animBlueprint":"/Game/Chars/ABP_Hero"}
anim.montage_play {"actor":"AnimTestActor","montage":"/Game/Anim/AM_Attack"}
anim.montage_jump_to_section {"actor":"AnimTestActor","section":"Combo2"}
anim.montage_stop {"actor":"AnimTestActor","blendOut":0.2}

anim.set_anim_blueprint is the only runtime tool that also works outside PIE (on the actor of the editor world); everything else needs a running session and returns E_EDITOR_STATE otherwise. Actor arguments use the same loose lookup as the actor kit: label, object name or a unique class name.

Recipes (folder work)​

anim.audit {"folder":"/Game/Animations"}
anim.batch_set_root_motion {"folder":"/Game/Animations/Locomotion","enabled":true,
"lockType":"animFirstFrame","dryRun":false}
anim.batch_add_notify {"folder":"/Game/Animations/Locomotion","name":"Footstep",
"timeRatio":0.25,"dryRun":false}
anim.find_by_notify {"folder":"/Game/Animations","name":"Footstep"}
anim.find_montages_using {"anim":"/Game/Animations/A_Run"}
anim.find_anim_blueprints_using{"anim":"/Game/Animations/A_Run"}

Every anim.batch_* tool defaults to dryRun: true and reports what it would change, with one row per sequence; pass "dryRun": false to commit. anim.batch_set_skeleton is risk 3 (it re-targets the sequences) — preview it first.

Gotchas​

  • Plugins. anim.ikrig_* / anim.rtg_* need the IKRig plugin, anim.ps_* the PoseSearch plugin and anim.chooser_* the Chooser plugin, all of them UE 5 only. The tools are hidden from tools/list when the plugin is disabled, and tools/call refuses them naming the missing plugin. Enabling a plugin needs an editor restart.
  • Engine differences. UE 5.6 rewrote both the IK rig solver stack (UObject solvers → instanced structs) and the retargeter settings model (global/root/chain settings → retarget ops). The kit exposes one tool shape per concept and gates the halves with minEngine / maxEngine; read the annotations.uea of a tool before assuming it exists.
  • Retargeters need their default ops. anim.rtg_create adds them on 5.6+; a retargeter built by hand without them silently produces no motion.
  • The mesh drives the rig. anim.ikrig_set_mesh refuses a mesh whose bone hierarchy does not match the one already loaded; create a second rig instead.
  • Montages need a slot. anim.montage_play fails when the anim instance has no slot node for the montage's slot; anim.play (single node) always works.
  • Saving. Nothing is saved to disk automatically. Use asset.save_all at the end of a session, or the per-family *_save tools.

Tools​

Legend. risk 0 = read-only, 1 = harmless editor op, 2 = modifies asset, 3 = deletes/replaces asset, 4 = project/config/build op, 5 = potentially destructive (calls above MaxAutoRisk need "_confirm": true). mutates = runs in a transaction (edit.undo reverts). requires PIE / requires world = refused without a PIE session / an open level. requires plugin = unavailable while the plugin is disabled. dryRun = honours the dryRun argument. smoke = covered by edit.self_test.

anim.add_aim_offset (risk 2, mutates, smoke)​

Adds an aim offset node (rotation offset blend space applied on top of a base pose).

ArgumentTypeDescription
blendSpacestringBlend space / aim offset asset; may be empty to set it later.
playRatenumberDefault 1.0f.
loopbooleanDefault true.

Returns: node, compileErrors, propertyErrors.

anim.add_apply_additive (risk 2, mutates, smoke)​

Adds an apply-additive node (Base, Additive, Alpha).

ArgumentTypeDescription
animBlueprintstringrequired.
graphstringTarget graph; empty = "AnimGraph".
xintegerDefault 0.
yintegerDefault 0.
propertiesarray of UeaKeyValueExtra property assignments applied after the typed ones.
connectToOutputbooleanConnect the node's output pose to the graph's result node. Default false.
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.add_blend_by_bool (risk 2, mutates, smoke)​

Adds a blend-list-by-bool node (true/false poses).

ArgumentTypeDescription
animBlueprintstringrequired.
graphstringTarget graph; empty = "AnimGraph".
xintegerDefault 0.
yintegerDefault 0.
propertiesarray of UeaKeyValueExtra property assignments applied after the typed ones.
connectToOutputbooleanConnect the node's output pose to the graph's result node. Default false.
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.add_blend_by_enum (risk 2, mutates, smoke)​

Adds a blend-list-by-enum node bound to an enum (one blend pose per enumerator).

ArgumentTypeDescription
enumstringrequired. Enum asset or native enum name driving the blend.

Returns: node, compileErrors, propertyErrors.

anim.add_blend_by_int (risk 2, mutates, smoke)​

Adds a blend-list-by-int node with the requested number of blend poses.

ArgumentTypeDescription
posesintegerNumber of blend poses to expose (minimum 2). Default 2.

Returns: node, compileErrors, propertyErrors.

anim.add_blend_space_player (risk 2, mutates, smoke)​

Adds a blend space player node.

ArgumentTypeDescription
blendSpacestringBlend space / aim offset asset; may be empty to set it later.
playRatenumberDefault 1.0f.
loopbooleanDefault true.

Returns: node, compileErrors, propertyErrors.

anim.add_cached_pose (risk 2, mutates, smoke)​

Adds a save-cached-pose node under a cache name.

ArgumentTypeDescription
namestringrequired.

Returns: node, compileErrors, propertyErrors.

anim.add_control_rig (risk 2, mutates, requires plugin ControlRig)​

Adds a Control Rig node running a control rig class on the incoming pose.

ArgumentTypeDescription
rigstringrequired. Control Rig Blueprint / class.

Returns: node, compileErrors, propertyErrors.

anim.add_curve (risk 2, mutates, smoke)​

Adds an empty curve (float, vector or transform; 'metadata' makes it a constant metadata curve).

ArgumentTypeDescription
animstringrequired.
curvestringrequired. Curve name.
typestringfloat (default), vector or transform.
metadatabooleanCreate the curve as a metadata curve (a constant value, no keys). Default false.

Returns: anim, curve, type, keys, exists, message.

anim.add_curve_key (risk 2, mutates, smoke)​

Adds one key to a float curve.

ArgumentTypeDescription
animstringrequired.
curvestringrequired.
timenumberrequired. Key time in seconds.
valuenumberrequired. Key value.
createbooleanCreate the curve when it does not exist yet. Default true.

Returns: anim, curve, type, keys, exists, message.

anim.add_curve_keys (risk 2, mutates, smoke)​

Adds several keys to a float curve at once.

ArgumentTypeDescription
animstringrequired.
curvestringrequired.
timesarray of numberrequired. Key times in seconds.
valuesarray of numberrequired. One value per time.
createbooleanCreate the curve when it does not exist yet. Default true.

Returns: anim, curve, type, keys, exists, message.

anim.add_inertialization (risk 2, mutates, smoke)​

Adds an inertialization node (used as the blend target of inertial blends).

ArgumentTypeDescription
animBlueprintstringrequired.
graphstringTarget graph; empty = "AnimGraph".
xintegerDefault 0.
yintegerDefault 0.
propertiesarray of UeaKeyValueExtra property assignments applied after the typed ones.
connectToOutputbooleanConnect the node's output pose to the graph's result node. Default false.
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.add_layered_bone_blend (risk 2, mutates, smoke)​

Adds a layered bone blend node with one layer per bone (blend depth defaults to 1).

ArgumentTypeDescription
bonesarray of stringRoot bone of each blend layer (one layer per bone).
blendDeptharray of integerBlend depth per layer; missing entries default to 1.
meshSpaceRotationBlendbooleanBlend rotations in mesh space. Default false.

Returns: node, compileErrors, propertyErrors.

anim.add_linked_anim_graph (risk 2, mutates, smoke)​

Adds a linked anim graph node running another Anim Blueprint / AnimInstance class.

ArgumentTypeDescription
classstringrequired. Anim Blueprint (or AnimInstance class) to run in the linked graph.

Returns: node, compileErrors, propertyErrors.

anim.add_linked_anim_layer (risk 2, mutates, smoke)​

Adds a linked anim layer node for a layer of an anim layer interface (or of this Anim Blueprint).

ArgumentTypeDescription
layerstringrequired. Layer (anim graph function) name.
interfacestringAnim Layer Interface declaring the layer; empty = self layer.

Returns: node, compileErrors, propertyErrors.

anim.add_look_at (risk 2, mutates, smoke)​

Adds a look-at node rotating a bone towards a target bone/socket or a location.

ArgumentTypeDescription
bonestringrequired. Bone that will be rotated.
lookAtBonestringBone or socket to look at; empty uses LookAtLocation.
lookAtLocation{x,y,z}

Returns: node, compileErrors, propertyErrors.

anim.add_metadata (risk 2, mutates)​

Attaches a metadata object of a UAnimMetaData subclass. Not smoke-tested: UAnimMetaData is abstract and the engine ships no concrete subclass.

ArgumentTypeDescription
animstringrequired.
classstringrequired. UAnimMetaData subclass (short name or path).
propertiesarray of UeaKeyValueProperties applied to the created metadata object.

Returns: anim, metaData, count, message.

anim.add_mirror (risk 2, mutates, UE 5.1+, smoke)​

Adds a mirror node driven by a mirror data table (UE 5.1+).

ArgumentTypeDescription
mirrorTablestringMirror data table asset.

Returns: node, compileErrors, propertyErrors.

anim.add_modify_bone (risk 2, mutates, smoke)​

Adds a transform (modify) bone node. Modes default to "replace" for every component given a value.

ArgumentTypeDescription
bonestringrequired.
translation{x,y,z}
rotation{x,y,z}Rotation as pitch/yaw/roll.
scale{x,y,z}
translationModestringignore, replace or add for translation/rotation/scale. Default: ignore unless a value is given.
rotationModestring
scaleModestring

Returns: node, compileErrors, propertyErrors.

anim.add_niagara_notify (risk 2, mutates, UE 5.0+)​

Adds a Play Niagara Effect notify (UE 5, Niagara plugin). Not smoke-tested: no Niagara system ships in engine content.

ArgumentTypeDescription
animstringrequired.
timenumberrequired.
templatestringParticle system (anim.add_particle_notify) or Niagara system (anim.add_niagara_notify).
trackstring
socketstringSocket the effect is spawned on.
attachedbooleanKeep the effect attached to the mesh. Default true.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.add_node (risk 2, mutates, smoke)​

Adds a node of any anim graph node class ("SequencePlayer", "Slot", "TwoWayBlend"...), applies Properties and optionally wires its pose to the graph result.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeClassstringrequired. Short name ("SequencePlayer", "Slot", "TwoWayBlend") or full class name.
graphstringTarget graph; empty = "AnimGraph".
xintegerDefault 0.
yintegerDefault 0.
propertiesarray of UeaKeyValueProperty assignments applied to the new node (names of the FAnimNode_* struct).
connectToOutputbooleanConnect the node's output pose to the graph's result node. Default false.
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.add_notify (risk 2, mutates, smoke)​

Adds a notify: a plain named notify when no class is given, otherwise an instance of the UAnimNotify subclass.

ArgumentTypeDescription
animstringrequired.
namestringNotify name (used when no class is given: a skeleton notify event).
timenumberrequired. Trigger time in seconds.
trackstringNotify track ("1" when empty).
notifyClassstringUAnimNotify subclass (short name or path); empty creates a plain named notify.
propertiesarray of UeaKeyValueProperties applied to the created notify object.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.add_notify_object (risk 2, mutates, smoke)​

Adds a notify of a class and applies properties to the created notify object in one call.

ArgumentTypeDescription
animstringrequired.
namestringNotify name (used when no class is given: a skeleton notify event).
timenumberrequired. Trigger time in seconds.
trackstringNotify track ("1" when empty).
notifyClassstringUAnimNotify subclass (short name or path); empty creates a plain named notify.
propertiesarray of UeaKeyValueProperties applied to the created notify object.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.add_notify_state (risk 2, mutates, smoke)​

Adds a notify state (a notify with a duration) of the given UAnimNotifyState subclass.

ArgumentTypeDescription
animstringrequired.
notifyClassstringrequired. UAnimNotifyState subclass (short name or path).
timenumberrequired.
durationnumberrequired. Duration in seconds.
trackstring
propertiesarray of UeaKeyValue

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.add_notify_track (risk 2, mutates, smoke)​

Adds a notify track.

ArgumentTypeDescription
animstringrequired.
trackstringrequired. Notify track name.
newNamestringNew track name (anim.rename_notify_track only).

Returns: anim, tracks, count, message.

anim.add_particle_notify (risk 2, mutates)​

Adds a Play Particle Effect notify. Not smoke-tested: no particle system ships in engine content.

ArgumentTypeDescription
animstringrequired.
timenumberrequired.
templatestringParticle system (anim.add_particle_notify) or Niagara system (anim.add_niagara_notify).
trackstring
socketstringSocket the effect is spawned on.
attachedbooleanKeep the effect attached to the mesh. Default true.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.add_play_sound_notify (risk 2, mutates, smoke)​

Adds a Play Sound notify with volume, pitch and attachment settings.

ArgumentTypeDescription
animstringrequired.
timenumberrequired.
soundstringSound asset to play; may be empty and set later.
trackstring
volumenumberDefault 1.0.
pitchnumberDefault 1.0.
followbooleanAttach the sound to the mesh instead of playing it at the actor location. Default false.
attachNamestringSocket or bone the sound follows when 'follow' is set.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.add_pose_asset_player (risk 2, mutates)​

Adds a pose asset player: a pose-by-name node when PoseName is given, a pose blend node otherwise.

ArgumentTypeDescription
posestringrequired. Pose asset.
poseNamestringPose name for a "by name" player; empty adds a pose blend node.

Returns: node, compileErrors, propertyErrors.

anim.add_random_player (risk 2, mutates, smoke)​

Adds a random player node with one entry per animation.

ArgumentTypeDescription
animsarray of stringAnimation sequences to pick from.

Returns: node, compileErrors, propertyErrors.

anim.add_rigid_body (risk 2, mutates, smoke)​

Adds a rigid body (physics simulation) node, optionally overriding the physics asset.

ArgumentTypeDescription
physicsAssetstringPhysics asset overriding the mesh's own.

Returns: node, compileErrors, propertyErrors.

anim.add_sequence_evaluator (risk 2, mutates, smoke)​

Adds a sequence evaluator node (explicit time instead of playback).

ArgumentTypeDescription
animstringAnimation sequence asset; may be empty.
explicitTimenumberExplicit evaluation time in seconds. Default 0.0f.

Returns: node, compileErrors, propertyErrors.

anim.add_sequence_player (risk 2, mutates, smoke)​

Adds a sequence player node. Anim may be empty to create the node and set the sequence later.

ArgumentTypeDescription
animstringAnimation sequence asset; may be empty to create the node and set the sequence later.
playRatenumberDefault 1.0f.
loopbooleanDefault true.
startPositionnumberDefault 0.0f.

Returns: node, compileErrors, propertyErrors.

anim.add_slot (risk 2, mutates, smoke)​

Adds a montage slot node (default slot name "DefaultSlot").

ArgumentTypeDescription
slotNamestringMontage slot name; default "DefaultSlot".

Returns: node, compileErrors, propertyErrors.

anim.add_state_machine (risk 2, mutates, smoke)​

Adds a state machine node with an empty state machine graph; edit it with the anim.sm_* tools.

ArgumentTypeDescription
namestringrequired.

Returns: node, compileErrors, propertyErrors.

anim.add_sync_marker (risk 2, mutates, smoke)​

Adds a sync marker on a notify track.

ArgumentTypeDescription
animstringrequired.
namestringrequired. Marker name.
timenumberrequired.
trackstringNotify track the marker sits on ("1" when empty).

Returns: anim, markers, names, count, removed, message.

anim.add_trail_notify_state (risk 2, mutates)​

Adds a Trail notify state between two sockets. Not smoke-tested: it needs a particle system with a trail module.

ArgumentTypeDescription
animstringrequired.
timenumberrequired.
durationnumberrequired.
trackstring
templatestringParticle system used by the trail.
firstSocketstringFirst socket of the trail.
secondSocketstringSecond socket of the trail.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.add_transform_curve_key (risk 2, mutates, smoke)​

Adds one key to a transform curve.

ArgumentTypeDescription
animstringrequired.
curvestringrequired.
timenumberrequired.
location{x,y,z}
rotation{x,y,z}Rotation as pitch/yaw/roll.
scale{x,y,z}Scale; (0,0,0) means 1,1,1.
createbooleanDefault true.

Returns: anim, curve, type, keys, exists, message.

anim.add_two_bone_ik (risk 2, mutates, smoke)​

Adds a two bone IK node on an end-effector bone.

ArgumentTypeDescription
ikBonestringrequired. End-effector bone of the two-bone chain.
effectorLocation{x,y,z}
jointTargetLocation{x,y,z}
effectorSpacestringBCS_WorldSpace, BCS_ComponentSpace, BCS_ParentBoneSpace, BCS_BoneSpace.

Returns: node, compileErrors, propertyErrors.

anim.add_two_way_blend (risk 2, mutates, smoke)​

Adds a two-way blend node (A, B, Alpha).

ArgumentTypeDescription
animBlueprintstringrequired.
graphstringTarget graph; empty = "AnimGraph".
xintegerDefault 0.
yintegerDefault 0.
propertiesarray of UeaKeyValueExtra property assignments applied after the typed ones.
connectToOutputbooleanConnect the node's output pose to the graph's result node. Default false.
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.add_use_cached_pose (risk 2, mutates, smoke)​

Adds a use-cached-pose node referencing an existing save-cached-pose by name.

ArgumentTypeDescription
namestringrequired.

Returns: node, compileErrors, propertyErrors.

anim.add_vector_curve_key (risk 2, mutates)​

Adds one key to a vector curve. Not smoke-tested: the UE 5 animation data model stores float and transform curves only.

ArgumentTypeDescription
animstringrequired.
curvestringrequired.
timenumberrequired.
value{x,y,z}
createbooleanDefault true.

Returns: anim, curve, type, keys, exists, message.

anim.add_virtual_bone (risk 2, mutates)​

Adds a virtual bone between two bones of the sequence's skeleton. Not smoke-tested: the engine fixture mesh has a minimal skeleton.

ArgumentTypeDescription
animstringrequired.
sourceBonestringrequired. Bone the virtual bone starts from.
targetBonestringrequired. Bone the virtual bone points at.

Returns: anim, names, count, message.

anim.apply_compression (risk 2, mutates, smoke)​

Rebuilds the compressed animation data of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, boneSettings, curveSettings, compressedSizeBytes, message.

anim.apply_modifier (risk 3, mutates)​

Runs an animation modifier on a sequence. Not smoke-tested: the engine ships no animation modifier asset.

ArgumentTypeDescription
animstringrequired.
modifierClassstringrequired. UAnimationModifier subclass (blueprint asset path or class name).
propertiesarray of UeaKeyValueProperties applied to the modifier before running it.

Returns: anim, name, message.

anim.arrange_nodes (risk 2, mutates, smoke)​

Lays the nodes of an anim graph out in columns from the result node leftwards.

ArgumentTypeDescription
animBlueprintstringrequired.
graphstring
spacingXintegerHorizontal spacing between columns (default 320). Default 320.
spacingYintegerVertical spacing between rows (default 180). Default 180.

Returns: count, details, compileErrors.

anim.audit (risk 0, smoke)​

Audits every animation sequence of a folder: length, rate, root motion, additive, compression, notifies and curves.

ArgumentTypeDescription
onlyOffendersbooleanOnly return the flagged sequences. Default false.

Returns: anims, count, offenders, withRootMotion, additive, totalLength, message.

anim.bake_curve_from_bone (risk 2, mutates, smoke)​

Bakes one component of a bone's animation (position, rotation, scale or distance to the parent) into a float curve. 'bone' accepts a name or a track index.

ArgumentTypeDescription
animstringrequired.
bonestringrequired.
componentstringrequired. posX, posY, posZ, rotPitch, rotYaw, rotRoll, scaleX, scaleY, scaleZ or distance.
curvestringrequired. Destination curve name.
spacestringlocal (default) or component space sampling.
samplesintegerNumber of samples; 0 uses one sample per frame. Default 0.

Returns: anim, curve, type, keys, exists, message.

anim.batch_add_notify (risk 2, mutates, dryRun, smoke)​

Adds the same notify to every sequence of a folder, at a fraction of each sequence's length.

ArgumentTypeDescription
namestringrequired. Notify name added to every sequence.
timeRationumberPosition as a fraction of the sequence length (0..1). Default 0.5.
trackstringNotify track (created when missing). Default TEXT("1").
dryRunbooleanDefault true.

Returns: anims, count, changed, dryRun, message.

anim.batch_apply_modifier (risk 3, mutates, dryRun)​

Applies (or reverts) an Animation Modifier on every sequence of a folder.

ArgumentTypeDescription
modifierClassstringrequired. UAnimationModifier subclass (path or short name).
revertbooleanRevert the modifier instead of applying it. Default false.
dryRunbooleanDefault true.

Returns: anims, count, changed, dryRun, message.

anim.batch_remove_notifies_by_name (risk 3, mutates, dryRun, smoke)​

Removes every notify with a given name from every sequence of a folder.

ArgumentTypeDescription
namestringrequired. Name to look for.
dryRunbooleanDefault true.

Returns: anims, count, changed, dryRun, message.

anim.batch_rename_curve (risk 2, mutates, dryRun, smoke)​

Renames a float curve in every sequence of a folder that has it (keys are preserved).

ArgumentTypeDescription
curvestringrequired. Existing float curve name.
newNamestringrequired. New curve name.
dryRunbooleanDefault true.

Returns: anims, count, changed, dryRun, message.

anim.batch_set_compression (risk 2, mutates, dryRun, smoke)​

Assigns bone and/or curve compression settings to every sequence of a folder.

ArgumentTypeDescription
boneSettingsstringBone compression settings asset (empty leaves it alone).
curveSettingsstringCurve compression settings asset (empty leaves it alone).
dryRunbooleanDefault true.

Returns: anims, count, changed, dryRun, message.

anim.batch_set_rate_scale (risk 2, mutates, dryRun, smoke)​

Sets the play rate scale of every sequence of a folder.

ArgumentTypeDescription
rateScalenumberDefault 1.0.
dryRunbooleanDefault true.

Returns: anims, count, changed, dryRun, message.

anim.batch_set_root_motion (risk 2, mutates, dryRun, smoke)​

Turns root motion on or off (and sets the root lock) for every sequence of a folder.

ArgumentTypeDescription
enabledbooleanDefault true.
lockTypestring"refPose", "animFirstFrame" or "zero" (empty leaves it alone).
forceRootLockstringForce the root lock even when root motion is disabled ("true"/"false", empty leaves it alone).
dryRunbooleanDefault true.

Returns: anims, count, changed, dryRun, message.

anim.batch_set_skeleton (risk 3, mutates, dryRun, smoke)​

Re-targets every sequence of a folder onto another skeleton.

ArgumentTypeDescription
skeletonstringrequired. Skeleton assigned to every sequence of the folder.
convertSpacesbooleanRemap the bone tracks to the new skeleton's bone names. Default true.
dryRunbooleanDefault true.

Returns: anims, count, changed, dryRun, message.

anim.bind_property (risk 2, mutates, smoke)​

Binds a node property to an Anim Blueprint variable (5.x property bindings; the variable is created when missing).

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
propertystringrequired. Property of the FAnimNode_* struct to drive ("PlayRate").
variablestringrequired. Variable name (or dotted property path) of the Anim Blueprint to read from.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: bindings, count, compileErrors.

anim.bp_add_layer (risk 2, mutates, smoke)​

Adds an anim layer (an anim graph function with its own result node) to the Anim Blueprint.

ArgumentTypeDescription
animBlueprintstringrequired.
namestringrequired. Layer name (becomes an anim graph function).
compilebooleanRecompile after the change (default true). Default true.

Returns: layers, count, compileErrors.

anim.bp_add_notify_event (risk 2, mutates, smoke)​

Adds an AnimNotify event node ("AnimNotify_") to the event graph of the Anim Blueprint.

ArgumentTypeDescription
animBlueprintstringrequired.
notifyNamestringrequired. Notify name without the "AnimNotify_" prefix (e.g. "Footstep").
compilebooleanRecompile after the change (default true). Default true.

Returns: id, title, graph, compileErrors.

anim.bp_add_variable (risk 2, mutates, smoke)​

Adds a member variable (bool/float/int/vector/rotator/name/object:Class...) used by transition rules and property bindings.

ArgumentTypeDescription
animBlueprintstringrequired.
namestringrequired.
typestringrequired. bool, float, int, byte, name, string, vector, rotator, transform, object:Class, class:Class, enum:Name, struct:Name.
defaultValuestringDefault value as text ("true", "1.5", "0,0,0").
categorystringDetails-panel category.
instanceEditablebooleanExpose the variable on instances (default true). Default true.
compilebooleanRecompile after the change (default true). Default true.

Returns: variables, count, compileErrors.

anim.bp_compile (risk 2, mutates, smoke)​

Compiles the Anim Blueprint and returns the errors and warnings of the compile.

ArgumentTypeDescription
animBlueprintstringrequired. Anim Blueprint asset path or unique name.

Returns: success, status, errors, warnings, numErrors, numWarnings.

anim.bp_create (risk 2, mutates, smoke)​

Creates an Anim Blueprint. Give Skeleton (a skeleton, skeletal mesh or animation asset) or FromAnim to derive it; Template=true makes a 5.x skeleton-less template. Returns the asset and its graphs.

ArgumentTypeDescription
folderstringrequired. Destination folder, e.g. "/Game/Anim".
namestringrequired. Asset name without path (no spaces, slashes or dots).
skeletonstringTarget skeleton asset. Optional when FromAnim is given or Template is true.
fromAnimstringAny animation asset (sequence, montage, blend space) whose skeleton is used when Skeleton is empty.
parentClassstringParent AnimInstance class. Default: AnimInstance.
templateboolean5.0+: create a skeleton-less Anim Blueprint template. Default false.
previewMeshstringOptional preview skeletal mesh.

Returns: asset, skeleton, parentClass, generatedClass, previewMesh, status, isTemplate, isInterface, graphs, stateMachines, layers, interfaces, variableCount, compileErrors.

anim.bp_create_layer_interface (risk 2, mutates, smoke)​

Creates an Anim Layer Interface (an interface Anim Blueprint) declaring the given layer names.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
layersarray of stringLayer (anim graph function) names to declare in the interface.

Returns: asset, skeleton, parentClass, generatedClass, previewMesh, status, isTemplate, isInterface, graphs, stateMachines, layers, interfaces, variableCount, compileErrors.

anim.bp_delete (risk 3, mutates, destructive, dryRun, smoke)​

Deletes an Anim Blueprint asset. Fails when other assets still reference it unless DryRun is used to check first.

ArgumentTypeDescription
animBlueprintstringrequired.
dryRunbooleanReport only, do not delete. Default false.

Returns: deleted, path, wouldDelete.

anim.bp_duplicate (risk 2, mutates, smoke)​

Duplicates an Anim Blueprint into a folder under a new name.

ArgumentTypeDescription
animBlueprintstringrequired.
folderstringDestination folder; default: the source folder.
namestringNew asset name; default: source name + "_Copy".

Returns: asset, skeleton, parentClass, generatedClass, previewMesh, status, isTemplate, isInterface, graphs, stateMachines, layers, interfaces, variableCount, compileErrors.

anim.bp_get (risk 0, smoke)​

Full description of an Anim Blueprint: skeleton, parent, status, graphs, state machines, layers, interfaces and variable count.

ArgumentTypeDescription
animBlueprintstringrequired. Anim Blueprint asset path or unique name.

Returns: asset, skeleton, parentClass, generatedClass, previewMesh, status, isTemplate, isInterface, graphs, stateMachines, layers, interfaces, variableCount, compileErrors.

anim.bp_get_class_defaults (risk 0, smoke)​

Reads the editable class defaults of the generated AnimInstance CDO.

ArgumentTypeDescription
animBlueprintstringrequired. Anim Blueprint asset path or unique name.

Returns: properties, count, errors.

anim.bp_get_compile_errors (risk 2, mutates, smoke)​

Compiles silently and reports only the diagnostics (same as anim.bp_compile, kept for discoverability).

ArgumentTypeDescription
animBlueprintstringrequired. Anim Blueprint asset path or unique name.

Returns: success, status, errors, warnings, numErrors, numWarnings.

anim.bp_implement_interface (risk 2, mutates, smoke)​

Implements an Anim Layer Interface on an Anim Blueprint (its layers become anim graph functions).

ArgumentTypeDescription
animBlueprintstringrequired.
interfacestringrequired. Anim Layer Interface asset (or its generated class name).

Returns: asset, skeleton, parentClass, generatedClass, previewMesh, status, isTemplate, isInterface, graphs, stateMachines, layers, interfaces, variableCount, compileErrors.

anim.bp_list (risk 0, smoke)​

Lists Anim Blueprint assets under a folder, optionally filtered by target skeleton and name substring.

ArgumentTypeDescription
folderstringFolder to search; default "/Game".
skeletonstringOnly Anim Blueprints targeting this skeleton.
nameContainsstringCase-insensitive substring of the asset name.
limitintegerMaximum results; 0 = no limit. Default 0.

Returns: assets, count.

anim.bp_list_layers (risk 0, smoke)​

Lists the anim layers (anim graph functions) of the Anim Blueprint with the interface each comes from.

ArgumentTypeDescription
animBlueprintstringrequired. Anim Blueprint asset path or unique name.

Returns: layers, count, compileErrors.

anim.bp_list_slots_used (risk 0, smoke)​

Lists the montage slot names referenced by the slot nodes of the Anim Blueprint.

ArgumentTypeDescription
animBlueprintstringrequired. Anim Blueprint asset path or unique name.

Returns: names, count.

anim.bp_list_variables (risk 0, smoke)​

Lists the member variables of the Anim Blueprint with their types and defaults.

ArgumentTypeDescription
animBlueprintstringrequired. Anim Blueprint asset path or unique name.

Returns: variables, count, compileErrors.

anim.bp_remove_interface (risk 3, mutates, destructive, smoke)​

Removes an implemented Anim Layer Interface and its layer graphs.

ArgumentTypeDescription
animBlueprintstringrequired.
interfacestringrequired. Anim Layer Interface asset (or its generated class name).

Returns: asset, skeleton, parentClass, generatedClass, previewMesh, status, isTemplate, isInterface, graphs, stateMachines, layers, interfaces, variableCount, compileErrors.

anim.bp_remove_layer (risk 3, mutates, destructive, smoke)​

Removes an anim layer graph from the Anim Blueprint.

ArgumentTypeDescription
animBlueprintstringrequired.
namestringrequired. Layer name (becomes an anim graph function).
compilebooleanRecompile after the change (default true). Default true.

Returns: layers, count, compileErrors.

anim.bp_remove_variable (risk 3, mutates, destructive, smoke)​

Removes a member variable.

ArgumentTypeDescription
animBlueprintstringrequired.
namestringrequired.

Returns: variables, count, compileErrors.

anim.bp_set_class_defaults (risk 2, mutates, smoke)​

Sets arbitrary class-default properties on the generated AnimInstance CDO.

ArgumentTypeDescription
animBlueprintstringrequired.
propertiesarray of UeaKeyValuerequired. Property name -> value as text (RootMotionMode, bUseMultiThreadedAnimationUpdate, ...).
compilebooleanRecompile after the change (default true). Default true.

Returns: properties, count, errors.

anim.bp_set_parent_class (risk 2, mutates, smoke)​

Sets the parent AnimInstance class and recompiles.

ArgumentTypeDescription
animBlueprintstringrequired.
parentClassstringrequired. New parent class (AnimInstance subclass, native name or Anim Blueprint path).

Returns: asset, skeleton, parentClass, generatedClass, previewMesh, status, isTemplate, isInterface, graphs, stateMachines, layers, interfaces, variableCount, compileErrors.

anim.bp_set_preview_mesh (risk 2, mutates, smoke)​

Sets the skeletal mesh used by the Persona preview viewport.

ArgumentTypeDescription
animBlueprintstringrequired.
meshstringrequired. Skeletal mesh asset used in the Persona preview.

Returns: asset, skeleton, parentClass, generatedClass, previewMesh, status, isTemplate, isInterface, graphs, stateMachines, layers, interfaces, variableCount, compileErrors.

anim.bp_set_root_motion_mode (risk 2, mutates, smoke)​

Sets the root motion mode of the generated AnimInstance (NoRootMotionExtraction, IgnoreRootMotion, RootMotionFromEverything, RootMotionFromMontagesOnly).

ArgumentTypeDescription
animBlueprintstringrequired.
modestringrequired. NoRootMotionExtraction, IgnoreRootMotion, RootMotionFromEverything, RootMotionFromMontagesOnly.

Returns: properties, count, errors.

anim.bp_set_skeleton (risk 3, mutates, smoke)​

Retargets the Anim Blueprint to another skeleton (accepts a skeleton, skeletal mesh or animation asset) and recompiles.

ArgumentTypeDescription
animBlueprintstringrequired.
skeletonstringrequired. New skeleton asset, or an animation asset to take the skeleton from.
compilebooleanRecompile after the change (default true). Default true.

Returns: asset, skeleton, parentClass, generatedClass, previewMesh, status, isTemplate, isInterface, graphs, stateMachines, layers, interfaces, variableCount, compileErrors.

anim.bs_add_sample (risk 2, mutates, smoke)​

Places an animation at (x, y) in the blend space.

ArgumentTypeDescription
blendSpacestringrequired.
animstringrequired. Animation sequence to place (must use the blend space skeleton).
xnumberDefault 0.f.
ynumberDefault 0.f.
rateScalenumberPlayback rate multiplier of the sample. Default 1.f.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_auto_fill_grid (risk 2, mutates, smoke)​

Spreads a list of animations evenly along one axis (the quickest way to fill a locomotion blend space).

ArgumentTypeDescription
blendSpacestringrequired.
animsarray of stringrequired. Animations to spread over the axis, in order.
axisstringAxis to spread the animations along: 0/x (default) or 1/y.
othernumberPosition on the other axis. Default 0.f.
clearbooleanRemove the existing samples first. Default false.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_clear_samples (risk 3, mutates, smoke)​

Removes every sample of a blend space.

ArgumentTypeDescription
blendSpacestringrequired. Blend space asset path or unique name.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_create (risk 2, mutates, smoke)​

Creates a blend space (kind: 2d, 1d, aimOffset2d, aimOffset1d) with the given axis ranges; the skeleton may be derived from fromAnim or mesh.

ArgumentTypeDescription
folderstringrequired. Destination content folder.
namestringrequired. Asset name without a path.
skeletonstringSkeleton of the blend space; when empty it is taken from fromAnim or mesh.
fromAnimstringAnimation whose skeleton is used when skeleton is empty.
meshstringSkeletal mesh whose skeleton is used when skeleton and fromAnim are empty.
kindstringKind: 2d (default), 1d, aimOffset2d or aimOffset1d.
axisXUeaBsAxisInfoHorizontal axis settings.
axisYUeaBsAxisInfoVertical axis settings (ignored by the 1D kinds).

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_delete (risk 3, mutates, destructive, smoke)​

Deletes a blend space asset.

ArgumentTypeDescription
blendSpacestringrequired. Blend space asset path or unique name.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_duplicate (risk 2, mutates, smoke)​

Copies a blend space into another asset.

ArgumentTypeDescription
blendSpacestringrequired.
folderstringDestination folder; empty keeps the source folder.
namestringNew asset name; empty appends _Copy.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_find_sample (risk 0, smoke)​

Index and distance of the sample closest to an input position.

ArgumentTypeDescription
blendSpacestringrequired.
xnumberDefault 0.f.
ynumberDefault 0.f.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_get (risk 0, smoke)​

Axes, samples and settings of a blend space.

ArgumentTypeDescription
blendSpacestringrequired. Blend space asset path or unique name.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_get_sample_weights (risk 0, smoke)​

Weights of every sample for a given input, highest first (how the blend space blends at that point).

ArgumentTypeDescription
blendSpacestringrequired.
xnumberDefault 0.f.
ynumberDefault 0.f.

Returns: blendSpace, x, y, weights, message.

anim.bs_list (risk 0, smoke)​

Lists blend spaces of a folder, optionally filtered by skeleton and name.

ArgumentTypeDescription
folderstringContent folder to search; empty searches /Game.
skeletonstringOnly blend spaces using this skeleton.
nameContainsstringCase-insensitive substring of the asset name.
limitintegerDefault 200.

Returns: blendSpaces, total.

anim.bs_list_samples (risk 0, smoke)​

Samples of a blend space with their positions, animations and lengths.

ArgumentTypeDescription
blendSpacestringrequired. Blend space asset path or unique name.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_remove_sample (risk 2, mutates, smoke)​

Removes one sample by index.

ArgumentTypeDescription
blendSpacestringrequired.
indexintegerrequired.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_resample (risk 2, mutates, smoke)​

Rebuilds the grid/triangulation from the current samples (run after editing samples outside the editor).

ArgumentTypeDescription
blendSpacestringrequired. Blend space asset path or unique name.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_set_axis (risk 2, mutates, smoke)​

Name, range, grid divisions, snapping and wrapping of one axis (existing samples are kept).

ArgumentTypeDescription
blendSpacestringrequired.
axisstringrequired. Axis to change: 0/x or 1/y.
namestringNew display name; empty keeps the current one.
minnumberLowest input value; ignored when equal to max. Default 0.f.
maxnumberDefault 0.f.
gridDivisionsintegerGrid divisions; 0 keeps the current value. Default 0.
snapToGridbooleanDefault false.
wrapInputbooleanWrap the input around the axis limits (5.x only). Default false.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_set_interpolation (risk 2, mutates, smoke)​

Input smoothing of one axis (or all): smoothing time, type and, on 5.x, damping ratio and max speed.

ArgumentTypeDescription
blendSpacestringrequired.
axisstringAxis: 0/x, 1/y or "all".
timenumberSmoothing time in seconds (0 disables input smoothing). Default 0.f.
typestringSmoothing type: Averaged, Linear, Cubic, EaseInOut, ExponentialDecay or SpringDamper (5.x).
dampingRationumberDamping ratio of the spring damper type (5.x only). Default 0.f.
maxSpeednumberMaximum speed of the smoothed input, 0 = unlimited (5.x only). Default 0.f.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_set_preview_base_pose (risk 2, mutates, smoke)​

Animation used as the additive preview base pose of the blend space.

ArgumentTypeDescription
blendSpacestringrequired.
animstringAnimation used as the additive preview base pose; empty clears it.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_set_sample (risk 2, mutates, smoke)​

Moves a sample, replaces its animation or changes its rate scale.

ArgumentTypeDescription
blendSpacestringrequired.
indexintegerrequired. Index of the sample as reported by anim.bs_list_samples.
xnumberDefault 0.f.
ynumberDefault 0.f.
animstringReplacement animation; empty keeps the current one.
rateScalenumberPlayback rate multiplier; 0 keeps the current one. Default 0.f.
movebooleanSet to false to leave the position untouched. Default true.

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_set_settings (risk 2, mutates, smoke)​

Blend space settings: speed-scaling axis, target weight interpolation, sync phases, notify trigger mode and triangulation.

ArgumentTypeDescription
blendSpacestringrequired.
axisToScaleAnimationstringAxis whose input scales the animation speed: None, X or Y (5.x only).
targetWeightInterpolationSpeednumberTarget weight interpolation speed per second; negative keeps the current value. Default -1.f.
smoothingbooleanEase the target weight interpolation in and out (5.x only). Default false.
setSmoothingbooleanApply the smoothing flag (it is a bool, so it needs an explicit opt-in). Default false.
matchSyncPhasesbooleanMatch the sync phases of the samples (5.x only). Default false.
setMatchSyncPhasesbooleanDefault false.
notifyTriggerModestringNotify trigger mode: AllAnimations, HighestWeightedAnimation or None.
preferredTriangulationstringPreferred triangulation direction: Tangential, Radial or None (5.x only).

Returns: blendSpace, skeleton, class, dimensions, sampleCount, axes, samples, axisToScaleAnimation, targetWeightInterpolationSpeed, notifyTriggerMode, preferredTriangulation, previewBasePose, message, notes.

anim.bs_validate (risk 0, smoke)​

Checks a blend space: missing animations, wrong skeleton, samples outside the axis range and duplicate positions.

ArgumentTypeDescription
blendSpacestringrequired. Blend space asset path or unique name.

Returns: blendSpace, valid, sampleCount, issues, message.

anim.chooser_add_column (risk 2, mutates, UE 5.4+, requires plugin Chooser, smoke)​

Adds a column (a condition evaluated per row) to a chooser table.

ArgumentTypeDescription
typestringrequired. Column type: "bool", "float", "enum", "gameplayTag", "objectClass", "object", "name", "outputFloat", ... or a struct path.

Returns: chooser, name, outputType, resultType, contextClasses, columns, rows, message.

anim.chooser_add_row (risk 2, mutates, UE 5.4+, requires plugin Chooser, smoke)​

Adds a row returning an asset, with one cell value per existing column.

ArgumentTypeDescription
resultstringrequired. Asset returned when the row is selected.
cellsarray of stringCell values, in column order (text form).

Returns: chooser, name, outputType, resultType, contextClasses, columns, rows, message.

anim.chooser_create (risk 2, mutates, UE 5.4+, requires plugin Chooser, smoke)​

Creates a chooser table that returns assets of a given class.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
outputTypestringClass of the objects the chooser returns (e.g. "AnimSequence"). Default TEXT("AnimSequence").
resultTypestring"object" or "class". Default TEXT("object").
contextClassstringClass passed as the evaluation context (optional).

Returns: chooser, name, outputType, resultType, contextClasses, columns, rows, message.

anim.chooser_delete (risk 3, mutates, destructive, UE 5.4+, requires plugin Chooser)​

Deletes a chooser table asset.

ArgumentTypeDescription
chooserstringrequired. Chooser table asset.

Returns: database, result, message.

anim.chooser_get (risk 0, UE 5.4+, requires plugin Chooser, smoke)​

Chooser table state: output type, context classes, columns and rows.

ArgumentTypeDescription
chooserstringrequired. Chooser table asset.

Returns: chooser, name, outputType, resultType, contextClasses, columns, rows, message.

anim.chooser_list_rows (risk 0, UE 5.4+, requires plugin Chooser, smoke)​

Lists the rows of a chooser table with their result asset and cell values.

ArgumentTypeDescription
chooserstringrequired. Chooser table asset.

Returns: chooser, name, outputType, resultType, contextClasses, columns, rows, message.

anim.chooser_remove_column (risk 3, mutates, UE 5.4+, requires plugin Chooser, smoke)​

Removes a column from a chooser table by index.

ArgumentTypeDescription
indexintegerrequired. Index of the column or row.

Returns: chooser, name, outputType, resultType, contextClasses, columns, rows, message.

anim.chooser_remove_row (risk 3, mutates, UE 5.4+, requires plugin Chooser, smoke)​

Removes a row from a chooser table by index.

ArgumentTypeDescription
indexintegerrequired. Index of the column or row.

Returns: chooser, name, outputType, resultType, contextClasses, columns, rows, message.

anim.chooser_set_cell (risk 2, mutates, UE 5.4+, requires plugin Chooser, smoke)​

Sets one cell (row x column) of a chooser table from its text form.

ArgumentTypeDescription
rowintegerrequired.
columnintegerrequired.
valuestringrequired. New cell value in text form.

Returns: chooser, name, outputType, resultType, contextClasses, columns, rows, message.

anim.chooser_set_context_class (risk 2, mutates, UE 5.4+, requires plugin Chooser, smoke)​

Sets the class passed to the chooser as its evaluation context.

ArgumentTypeDescription
contextClassstringrequired. Class passed as the evaluation context.
replacebooleanReplace the context list instead of appending to it. Default true.

Returns: chooser, name, outputType, resultType, contextClasses, columns, rows, message.

anim.composite_add_segment (risk 2, mutates, smoke)​

Appends an animation to the composite track.

ArgumentTypeDescription
compositestringrequired.
animstringrequired.
startPosnumberStart on the timeline; negative appends after the last segment. Default -1.f.
animStartnumberDefault 0.f.
animEndnumberLast time used from the animation; 0 or negative uses the full length. Default 0.f.
playRatenumberDefault 1.f.
loopCountintegerDefault 1.

Returns: composite, skeleton, length, segments, notifyCount, message, notes.

anim.composite_create (risk 2, mutates, smoke)​

Creates a composite from a list of animations played back to back.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
animsarray of stringAnimations appended to the composite track, in order.
skeletonstringSkeleton; derived from the first animation or from mesh when empty.
meshstringSkeletal mesh whose skeleton is used when skeleton and anims are empty.

Returns: composite, skeleton, length, segments, notifyCount, message, notes.

anim.composite_delete (risk 3, mutates, destructive, smoke)​

Deletes a composite asset.

ArgumentTypeDescription
compositestringrequired. Composite asset path or unique name.

Returns: composite, skeleton, length, segments, notifyCount, message, notes.

anim.composite_duplicate (risk 2, mutates, smoke)​

Copies a composite into another asset.

ArgumentTypeDescription
compositestringrequired.
folderstring
namestring

Returns: composite, skeleton, length, segments, notifyCount, message, notes.

anim.composite_get (risk 0, smoke)​

Segments, length and skeleton of a composite.

ArgumentTypeDescription
compositestringrequired. Composite asset path or unique name.

Returns: composite, skeleton, length, segments, notifyCount, message, notes.

anim.composite_list_segments (risk 0, smoke)​

Segments of a composite with their animations and timings.

ArgumentTypeDescription
compositestringrequired. Composite asset path or unique name.

Returns: composite, skeleton, length, segments, notifyCount, message, notes.

anim.composite_remove_segment (risk 2, mutates, smoke)​

Removes one segment from a composite.

ArgumentTypeDescription
compositestringrequired.
indexintegerrequired.

Returns: composite, skeleton, length, segments, notifyCount, message, notes.

anim.composite_set_segment (risk 2, mutates, smoke)​

Changes one segment of a composite.

ArgumentTypeDescription
compositestringrequired.
indexintegerrequired.
animstringReplacement animation; empty keeps the current one.
startPosnumberDefault -1.f.
animStartnumberDefault -1.f.
animEndnumberDefault -1.f.
playRatenumberDefault 0.f.
loopCountintegerDefault 0.

Returns: composite, skeleton, length, segments, notifyCount, message, notes.

anim.connect (risk 2, mutates, smoke)​

Connects a pin of one node to a pin of another; empty pin names use the pose output and the first free pose input.

ArgumentTypeDescription
animBlueprintstringrequired.
fromIdstringrequired. Source node (the one producing the pose).
toIdstringrequired. Target node.
fromPinstringOutput pin of the source node; empty = its pose output.
toPinstringInput pin of the target node; empty = its first free pose input.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.connect_to_output (risk 2, mutates, smoke)​

Connects the pose output of a node to the result node of its anim graph.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.copy_curve (risk 2, mutates, smoke)​

Copies a float curve from one sequence to another.

ArgumentTypeDescription
fromstringrequired. Source sequence.
tostringrequired. Destination sequence.
curvestringrequired.
newNamestringName of the copy; empty keeps the source name.

Returns: anim, curve, type, keys, exists, message.

anim.copy_notifies (risk 2, mutates, smoke)​

Copies the notifies of one sequence onto another.

ArgumentTypeDescription
fromstringrequired. Source sequence.
tostringrequired. Destination sequence.
deleteExistingbooleanRemove the notifies already on the destination first. Default false.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.create_from_mesh_pose (risk 2, mutates, smoke)​

Creates an animation sequence filled with the reference pose of a skeletal mesh. Optionally duplicates the mesh skeleton to 'newSkeletonPath' and binds the sequence to the copy; the reply returns the skeleton used.

ArgumentTypeDescription
meshstringrequired. Skeletal mesh whose reference pose fills the sequence.
folderstringrequired. Destination content folder.
namestringrequired. Name of the new sequence.
framesintegerNumber of frames of the new sequence (at least 1); the play length is frames/frameRate seconds. Default 1.
frameRatenumberSampling rate of the new sequence in frames per second (30 when omitted). Default 30.0.
skeletonstringSkeleton to bind; empty uses the skeleton of the mesh.
newSkeletonPathstringWhen set, the skeleton of the mesh is duplicated to this asset path and used instead.

Returns: anim, name, skeleton, mesh, frames, length, boneTracks, message.

anim.crop (risk 2, mutates, smoke)​

Keeps only the [startTime, endTime] window of a sequence.

ArgumentTypeDescription
animstringrequired.
startTimenumberrequired. First second kept.
endTimenumberrequired. Last second kept.

Returns: anim, length, frames, frameRate, boneTracks, message.

anim.curve_exists (risk 0, smoke)​

Whether a curve exists on a sequence.

ArgumentTypeDescription
animstringrequired.
curvestringrequired. Curve name.
typestringfloat (default), vector or transform.
metadatabooleanCreate the curve as a metadata curve (a constant value, no keys). Default false.

Returns: anim, curve, type, keys, exists, message.

anim.delete (risk 3, mutates, destructive, smoke)​

Deletes an animation sequence asset.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, name, message.

anim.disconnect (risk 2, mutates, smoke)​

Breaks the links of one pin, or every link of a node when no pin is given.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
pinstringPin to disconnect; empty breaks every link of the node.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.duplicate (risk 2, mutates, smoke)​

Duplicates an animation sequence into a folder.

ArgumentTypeDescription
animstringrequired.
folderstringDestination folder; empty keeps the source folder.
namestringrequired. Name of the new asset.

Returns: anim, name, message.

anim.export_fbx (risk 0)​

Exports a sequence to an FBX file. Not smoke-tested: the self-test never writes files.

ArgumentTypeDescription
animstringrequired.
filestringrequired. Absolute path of the .fbx file to write.
meshstringSkeletal mesh exported with the animation; optional.

Returns: anim, name, message.

anim.export_graph (risk 0, smoke)​

Exports an anim graph as JSON (nodes with their properties plus the links) for anim.import_graph.

ArgumentTypeDescription
animBlueprintstringrequired.
graphstringGraph name; empty = "AnimGraph". State machine/state/transition subgraphs are addressable by name too.

Returns: json, nodeCount, linkCount.

anim.expose_pin (risk 2, mutates, smoke)​

Shows or hides the optional pin of a node property (PlayRate, Alpha, ...) and reconstructs the node.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
propertystringrequired. Property name of the FAnimNode_* struct ("PlayRate", "Alpha").
exposedbooleanTrue to show the pin, false to hide it. Default true.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.find_anim_blueprints_using (risk 0, smoke)​

Anim blueprints that reference an animation asset in one of their graphs.

ArgumentTypeDescription
animstringrequired. Animation asset (sequence or blend space) to look for.
folderstringContent folder searched ("/Game" when empty).
recursivebooleanDefault true.
limitintegerDefault 200.

Returns: assets, count, scanned, message.

anim.find_blend_spaces_using (risk 0, smoke)​

Blend spaces whose samples reference an animation sequence.

ArgumentTypeDescription
animstringrequired. Animation asset (sequence or blend space) to look for.
folderstringContent folder searched ("/Game" when empty).
recursivebooleanDefault true.
limitintegerDefault 200.

Returns: assets, count, scanned, message.

anim.find_by_curve (risk 0, smoke)​

Sequences of a folder that carry a curve with the given name.

ArgumentTypeDescription
namestringrequired. Notify / curve / sync marker name to look for.

Returns: assets, count, scanned, message.

anim.find_by_notify (risk 0, smoke)​

Sequences of a folder that carry a notify with the given name.

ArgumentTypeDescription
namestringrequired. Notify / curve / sync marker name to look for.

Returns: assets, count, scanned, message.

anim.find_by_sync_marker (risk 0, smoke)​

Sequences of a folder that carry a sync marker with the given name.

ArgumentTypeDescription
namestringrequired. Notify / curve / sync marker name to look for.

Returns: assets, count, scanned, message.

anim.find_montages_using (risk 0, smoke)​

Montages whose segments reference an animation sequence.

ArgumentTypeDescription
animstringrequired. Animation asset (sequence or blend space) to look for.
folderstringContent folder searched ("/Game" when empty).
recursivebooleanDefault true.
limitintegerDefault 200.

Returns: assets, count, scanned, message.

anim.find_nodes (risk 0, smoke)​

Finds nodes by node class (subclasses match) and/or by a substring of their title.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeClassstringNode class short or full name; subclasses match.
titleContainsstringCase-insensitive substring of the node title.
graphstringRestrict to one graph.
limitintegerMaximum results; 0 = no limit. Default 0.

Returns: nodes, count.

anim.find_unused (risk 0, smoke)​

Sequences under a folder that no other asset references.

ArgumentTypeDescription
folderstringContent folder to scan ("/Game" when empty).
recursivebooleanDefault true.
limitintegerDefault 200.

Returns: unused, count, scanned, message.

anim.get (risk 0, smoke)​

Everything about a sequence: skeleton, length, frames, rate, additive and root motion settings, curve/notify/marker counts and compression settings.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, name, class, skeleton, length, frames, frameRate, rateScale, additiveType, basePoseType, interpolation, rootMotionEnabled, rootMotionLockType, forceRootLock, retargetSource, boneTracks, floatCurves, transformCurves, notifies, syncMarkers, notifyTracks, boneCompressionSettings, curveCompressionSettings, metaDataCount, message.

anim.get_additive (risk 0, smoke)​

Current additive settings of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, type, basePoseType, basePoseAnim, refFrameIndex, message.

anim.get_anim_state (risk 0, requires PIE, requires world, smoke)​

Everything the anim instance of an actor is doing: mode, current animation, position, montages and curves.

ArgumentTypeDescription
actorstringrequired. Actor label, name or class of the actor carrying the skeletal mesh.

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.get_bone_pose (risk 0, smoke)​

Bone transforms at a time or frame, in local (parent relative) or component space. 'bones' accepts names or track indices; empty samples every track.

ArgumentTypeDescription
animstringrequired.
bonesarray of stringBones to sample; empty samples every bone that has a track.
timenumberTime in seconds (ignored when 'frame' is >= 0). Default 0.0.
frameintegerFrame index; -1 uses 'time'. Default -1.
spacestringlocal (relative to the parent bone, default) or component.

Returns: anim, time, frame, space, poses, count, message.

anim.get_bone_track_names (risk 0, smoke)​

Names of the bone animation tracks of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, tracks, count, message.

anim.get_bone_transform_runtime (risk 0, requires PIE, requires world, smoke)​

Transform of a bone of a running actor in world, component or local space.

ArgumentTypeDescription
bonestringBone name (empty = the root bone of the mesh).
spacestring"world", "component" or "local". Default TEXT("world").

Returns: actor, name, space, location, rotation, scale, message.

anim.get_compression (risk 0, smoke)​

Current compression settings and compressed size of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, boneSettings, curveSettings, compressedSizeBytes, message.

anim.get_curve_keys (risk 0, smoke)​

Keys of a curve (float, vector or transform).

ArgumentTypeDescription
animstringrequired.
curvestringrequired. Curve name.
typestringfloat (default), vector or transform.
metadatabooleanCreate the curve as a metadata curve (a constant value, no keys). Default false.

Returns: anim, curve, type, times, values, vectors, count, message.

anim.get_curve_value (risk 0, requires PIE, requires world, smoke)​

Value of one animation curve (or every active curve) on an actor.

ArgumentTypeDescription
curvestringCurve name (empty lists every active curve).

Returns: actor, curve, value, curves, message.

anim.get_frame_at_time (risk 0, smoke)​

Frame index of a time in seconds.

ArgumentTypeDescription
animstringrequired.
timenumberTime in seconds (anim.get_frame_at_time). Default 0.0.
frameintegerFrame index (anim.get_time_at_frame). Default 0.

Returns: anim, time, frame, length, frames, frameRate, valid, message.

anim.get_frame_rate (risk 0, smoke)​

Sampling frame rate of a sequence, in frames per second.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, time, frame, length, frames, frameRate, valid, message.

anim.get_graph (risk 0, smoke)​

Dumps a whole anim graph: nodes, links and the id of the result node.

ArgumentTypeDescription
animBlueprintstringrequired.
graphstringGraph name; empty = "AnimGraph". State machine/state/transition subgraphs are addressable by name too.

Returns: graph, kind, nodes, links, resultNodeId.

anim.get_import_settings (risk 0, smoke)​

FBX import settings stored on a sequence, with its source files.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, importDataClass, sourceFiles, settings, canReimport, message.

anim.get_length (risk 0, smoke)​

Play length of a sequence in seconds, with its frame count and rate.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, length, frames, frameRate, boneTracks, message.

anim.get_node (risk 0, smoke)​

Full detail of one anim graph node: pins, the FAnimNode_* struct behind it, every editable property and its property bindings.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired. Node GUID, or a title/class name that is unique in the searched graphs.
graphstringRestrict the search to this graph.

Returns: node, animNodeStruct, properties, bindings.

anim.get_node_class_info (risk 0, smoke)​

Describes one anim graph node class: its FAnimNode_* struct, editable properties and pose pins.

ArgumentTypeDescription
nodeClassstringrequired.

Returns: info, properties, poseInputs, hasPoseOutput.

anim.get_node_properties (risk 0, smoke)​

Reads every editable property of an anim graph node with its current value.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired. Node GUID, or a title/class name that is unique in the searched graphs.
graphstringRestrict the search to this graph.

Returns: properties, count, errors, compileErrors.

anim.get_notify_class_info (risk 0, smoke)​

Editable properties of a notify class.

ArgumentTypeDescription
classstringrequired. Class short name or asset path.

Returns: class, path, parent, isState, properties, message.

anim.get_root_motion (risk 0, smoke)​

Current root motion settings of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, enabled, lockType, forceRootLock, useNormalizedRootMotionScale, hasRootTrack, message.

anim.get_root_motion_runtime (risk 0, requires PIE, requires world, smoke)​

Root motion state of an actor: whether it is enabled, the mode and the last extracted delta.

ArgumentTypeDescription
actorstringrequired. Actor label, name or class of the actor carrying the skeletal mesh.

Returns: actor, rootMotionEnabled, rootMotionMode, translation, rotation, message.

anim.get_skeleton (risk 0, smoke)​

Skeleton a sequence is bound to, with its bone count and preview mesh.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, skeleton, skeletonName, boneCount, previewMesh, message.

anim.get_socket_transform_runtime (risk 0, requires PIE, requires world, smoke)​

Transform of a socket (or bone) of a running actor.

ArgumentTypeDescription
socketstringSocket or bone name (empty = the root bone of the mesh).
spacestring"world", "component" or "local". Default TEXT("world").

Returns: actor, name, space, location, rotation, scale, message.

anim.get_stats (risk 0, smoke)​

Size and content statistics of a sequence (length, frames, tracks, curves, notifies, compressed size).

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, length, frames, frameRate, boneTracks, floatCurves, transformCurves, notifies, syncMarkers, notifyTracks, compressedSizeBytes, rawSizeBytes, message.

anim.get_time_at_frame (risk 0, smoke)​

Time in seconds of a frame index.

ArgumentTypeDescription
animstringrequired.
timenumberTime in seconds (anim.get_frame_at_time). Default 0.0.
frameintegerFrame index (anim.get_time_at_frame). Default 0.

Returns: anim, time, frame, length, frames, frameRate, valid, message.

anim.get_unique_marker_names (risk 0, smoke)​

Unique sync marker names of a sequence (the set used by sync groups).

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, markers, names, count, removed, message.

anim.ikrig_add_chain (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Adds a retarget bone chain (start bone to end bone), optionally driven by an IK goal.

ArgumentTypeDescription
namestringrequired. Chain name (e.g. LeftArm).
startBonestringrequired.
endBonestringrequired.
goalstringOptional IK goal driving the chain.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_add_goal (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Adds an IK goal (effector) on a bone. The goal name is made unique inside the rig.

ArgumentTypeDescription
namestringrequired. Goal name (made unique by the rig).
bonestringrequired. Bone the goal drives.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_add_solver (risk 2, mutates, UE 5.6+, requires plugin IKRig, smoke)​

Adds a solver to the solver stack and returns its index. Use anim.ikrig_list_solver_types for the accepted names.

ArgumentTypeDescription
typestringrequired. Solver type: a short name ("FullBodyIK", "LimbIK", "PoleSolver", "SetTransform", "BodyMover") or a full script-struct path.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_auto_chains (risk 2, mutates, UE 5.6+, requires plugin IKRig, smoke)​

Characterises the skeleton against the engine templates and generates the retarget chains and pelvis automatically. Reports matched=false when no template fits.

ArgumentTypeDescription
ikRigstringrequired. IK rig asset (path or unique name).

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_auto_fbik (risk 2, mutates, UE 5.6+, requires plugin IKRig, smoke)​

Generates a full-body IK setup automatically from the engine skeleton templates. Reports matched=false when no template fits.

ArgumentTypeDescription
ikRigstringrequired. IK rig asset (path or unique name).

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_connect_goal (risk 2, mutates, UE 5.6+, requires plugin IKRig, smoke)​

Connects an IK goal to a solver so that solver drives it.

ArgumentTypeDescription
solverIndexintegerrequired. Index of the solver in the stack.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_create (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Creates an IK Rig asset from a skeletal mesh and returns its bones, goals, chains and solvers.

ArgumentTypeDescription
folderstringrequired. Destination content folder.
namestringrequired. Asset name of the new IK rig.
meshstringrequired. Skeletal mesh the rig is built from (its skeleton supplies the bone hierarchy).

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_delete (risk 3, mutates, destructive, UE 5.5+, requires plugin IKRig)​

Deletes an IK Rig asset.

ArgumentTypeDescription
ikRigstringrequired. IK rig asset (path or unique name).

Returns: deleted, message.

anim.ikrig_disconnect_goal (risk 2, mutates, UE 5.6+, requires plugin IKRig, smoke)​

Disconnects an IK goal from a solver.

ArgumentTypeDescription
solverIndexintegerrequired. Index of the solver in the stack.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_get (risk 0, UE 5.5+, requires plugin IKRig, smoke)​

Full state of an IK Rig: preview mesh, skeleton, retarget root, goals, chains and solver stack.

ArgumentTypeDescription
ikRigstringrequired. IK rig asset (path or unique name).

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_list (risk 0, UE 5.5+, requires plugin IKRig, smoke)​

Lists the IK Rig assets of a folder.

ArgumentTypeDescription
folderstringContent folder to scan ("/Game" when empty).
recursivebooleanDefault true.
limitintegerDefault 100.

Returns: ikRigs, count, message.

anim.ikrig_list_bones (risk 0, UE 5.5+, requires plugin IKRig, smoke)​

Bone names of the skeleton loaded in an IK Rig, plus the bones excluded from solving.

ArgumentTypeDescription
ikRigstringrequired. IK rig asset (path or unique name).

Returns: bones, excludedBones, count, message.

anim.ikrig_list_chains (risk 0, UE 5.5+, requires plugin IKRig, smoke)​

Lists the retarget chains of an IK Rig.

ArgumentTypeDescription
ikRigstringrequired. IK rig asset (path or unique name).

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_list_goals (risk 0, UE 5.5+, requires plugin IKRig, smoke)​

Lists the IK goals of a rig with their bone, alphas and connected solvers.

ArgumentTypeDescription
ikRigstringrequired. IK rig asset (path or unique name).

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_list_solver_types (risk 0, UE 5.6+, requires plugin IKRig, smoke)​

Solver types available in this engine, as short names plus their script-struct paths.

ArgumentTypeDescription
folderstringContent folder to scan ("/Game" when empty).
recursivebooleanDefault true.
limitintegerDefault 100.

Returns: types, count, message.

anim.ikrig_list_solvers (risk 0, UE 5.6+, requires plugin IKRig, smoke)​

Lists the solver stack of an IK Rig.

ArgumentTypeDescription
ikRigstringrequired. IK rig asset (path or unique name).

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_remove_chain (risk 3, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Removes a retarget chain.

ArgumentTypeDescription
chainstringrequired. Existing chain name.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_remove_goal (risk 3, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Removes an IK goal.

ArgumentTypeDescription
goalstringrequired. Existing goal name.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_remove_solver (risk 3, mutates, UE 5.6+, requires plugin IKRig, smoke)​

Removes a solver from the stack by index.

ArgumentTypeDescription
indexintegerrequired. Index in the solver stack.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_rename_chain (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Renames a retarget chain.

ArgumentTypeDescription
newNamestringrequired.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_rename_goal (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Renames an IK goal (the rig makes the new name unique).

ArgumentTypeDescription
newNamestringrequired. New goal name.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_set_bone_excluded (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Excludes (or re-includes) a bone from every solver of the rig.

ArgumentTypeDescription
excludedbooleanExclude the bone from every solver. Default true.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_set_chain_goal (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Assigns (or clears, with an empty goal) the IK goal of a retarget chain.

ArgumentTypeDescription
goalstringGoal name, or empty to clear.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_set_goal_bone (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Moves an IK goal to another bone.

ArgumentTypeDescription
bonestringrequired. Bone the goal moves to.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_set_goal_settings (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Sets the blend alphas, pin exposure and viewport size of an IK goal.

ArgumentTypeDescription
positionAlphanumberPosition blend 0..1 (negative = leave unchanged). Default -1.0.
rotationAlphanumberRotation blend 0..1 (negative = leave unchanged). Default -1.0.
exposePositionstring"true"/"false" to change, empty to leave alone.
exposeRotationstring
sizeMultipliernumberViewport size multiplier (negative = leave unchanged). Default -1.0.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_set_mesh (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Sets the skeletal mesh (and therefore the bone hierarchy) of an IK Rig.

ArgumentTypeDescription
meshstringrequired. Skeletal mesh to drive the rig with.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_set_retarget_root (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Sets the retarget root (pelvis) bone used when this rig is a retarget source or target.

ArgumentTypeDescription
bonestringrequired. Bone name.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_set_solver_enabled (risk 2, mutates, UE 5.6+, requires plugin IKRig, smoke)​

Enables or disables a solver.

ArgumentTypeDescription
enabledbooleanDefault true.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_set_solver_root_bone (risk 2, mutates, UE 5.6+, requires plugin IKRig, smoke)​

Sets the root (start) bone a solver operates from.

ArgumentTypeDescription
bonestringrequired. Root (start) bone of the solver.

Returns: ikRig, name, mesh, skeleton, retargetRoot, boneCount, goals, chains, solvers, message.

anim.ikrig_set_solver_setting (risk 2, mutates, UE 5.6+, requires plugin IKRig, smoke)​

Sets one property of a solver by name (dotted paths supported) and returns the solver settings.

ArgumentTypeDescription
propertystringrequired. Property of the solver struct (dotted paths allowed).
valuestringrequired. New value in text form.

Returns: index, type, settings, message.

anim.import_graph (risk 2, mutates)​

Recreates nodes and links in an anim graph from the JSON produced by anim.export_graph.

ArgumentTypeDescription
animBlueprintstringrequired.
jsonstringrequired. JSON text in the shape produced by anim.export_graph.
graphstringTarget graph; empty = "AnimGraph".
replacebooleanDelete the existing nodes (except the result node) before importing. Default false.
compilebooleanRecompile after the change (default true). Default true.

Returns: nodes, count.

anim.insert_frames (risk 2, mutates, smoke)​

Inserts frames into a sequence (the frame at startFrame is duplicated).

ArgumentTypeDescription
animstringrequired.
startFrameintegerrequired. First frame of the change.
countintegerrequired. Number of frames inserted or removed.

Returns: anim, length, frames, frameRate, boneTracks, message.

anim.list (risk 0, smoke)​

Lists animation assets under a folder, optionally filtered by skeleton, class and name.

ArgumentTypeDescription
folderstringContent folder to search ("/Game" when empty).
skeletonstringKeep only animations bound to this skeleton.
classFilterstringsequence (default), montage, composite, blendSpace, poseAsset or any.
nameContainsstringKeep only assets whose name contains this text.
recursivebooleanSearch sub-folders too. Default true.
limitintegerMaximum number of assets returned. Default 100.

Returns: anims, count, message.

anim.list_bindings (risk 0, smoke)​

Lists the property bindings of one node, or of every node of the Anim Blueprint.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringNode id; empty lists the bindings of every anim graph node.
graphstring

Returns: bindings, count, compileErrors.

anim.list_bone_tracks (risk 0, smoke)​

Bone animation tracks of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, tracks, count, message.

anim.list_by_skeleton (risk 0, smoke)​

Lists every animation asset bound to a skeleton.

ArgumentTypeDescription
skeletonstringrequired. Skeleton asset path or unique name.
classFilterstringsequence (default), montage, composite, blendSpace, poseAsset or any.
folderstringContent folder to search ("/Game" when empty).
limitintegerDefault 100.

Returns: anims, count, message.

anim.list_curves (risk 0, smoke)​

Curves of a sequence with their type and key count.

ArgumentTypeDescription
animstringrequired.
typestringfloat (default), vector, transform or all.

Returns: anim, curves, count, message.

anim.list_graph_nodes (risk 0, smoke)​

Lists the nodes of one anim graph (default "AnimGraph") with their id, class, title, position and pins.

ArgumentTypeDescription
animBlueprintstringrequired.
graphstringGraph name; empty = "AnimGraph". State machine/state/transition subgraphs are addressable by name too.

Returns: nodes, count.

anim.list_metadata (risk 0, smoke)​

Metadata objects attached to a sequence, with their properties.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, metaData, count, message.

anim.list_metadata_classes (risk 0, smoke)​

Available UAnimMetaData subclasses.

ArgumentTypeDescription
nameContainsstringKeep only classes whose name contains this text.
includeStatesbooleanInclude UAnimNotifyState subclasses too. Default true.
limitintegerDefault 200.

Returns: classes, count, message.

anim.list_modifier_classes (risk 0, smoke)​

Available UAnimationModifier subclasses (native and blueprint).

ArgumentTypeDescription
nameContainsstringKeep only classes whose name contains this text.
includeStatesbooleanInclude UAnimNotifyState subclasses too. Default true.
limitintegerDefault 200.

Returns: classes, count, message.

anim.list_node_classes (risk 0, smoke)​

Lists the anim graph node classes available in this editor, with the short name accepted by anim.add_node.

ArgumentTypeDescription
nameContainsstringCase-insensitive substring filter on the class or short name.
limitintegerMaximum results; 0 = no limit. Default 0.

Returns: classes, count.

anim.list_notifies (risk 0, smoke)​

Notifies of a sequence with index, time, duration, track and class.

ArgumentTypeDescription
animstringrequired.
trackstringKeep only the notifies of this notify track.

Returns: anim, notifies, count, message.

anim.list_notify_classes (risk 0, smoke)​

Available notify (and notify state) classes, native and blueprint.

ArgumentTypeDescription
nameContainsstringKeep only classes whose name contains this text.
includeStatesbooleanInclude UAnimNotifyState subclasses too. Default true.
limitintegerDefault 200.

Returns: classes, count, message.

anim.list_notify_tracks (risk 0, smoke)​

Notify tracks of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, tracks, count, message.

anim.list_sync_markers (risk 0, smoke)​

Sync markers of a sequence with their time and track.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, markers, names, count, removed, message.

anim.make_source_sequence (risk 2, mutates, smoke)​

Creates a one-frame animation holding the reference pose of a skeletal mesh; the cheapest source clip for montages, composites and blend spaces.

ArgumentTypeDescription
folderstringrequired. Destination content folder.
namestringrequired. Asset name without a path.
meshstringrequired. Skeletal mesh whose reference pose and skeleton are used.

Returns: anim, skeleton, length, message.

anim.montage_add_branching_point (risk 2, mutates, smoke)​

Adds a branching point: a notify evaluated immediately instead of being queued.

ArgumentTypeDescription
montagestringrequired.
namestringrequired. Notify name (the anim blueprint event is AnimNotify_).
timenumberTrigger time in seconds. Default 0.f.
trackstringNotify track; created when it does not exist.
notifyClassstringUAnimNotify or UAnimNotifyState subclass to instantiate; empty creates a plain named notify.
durationnumberDuration in seconds; greater than zero makes it a notify state. Default 0.f.
branchingPointbooleanFire as a branching point (evaluated immediately instead of being queued). Default false.

Returns: montage, count, notifies, tracks, message.

anim.montage_add_notify (risk 2, mutates, smoke)​

Adds a notify (or notify state when duration is greater than zero) at a time on a track.

ArgumentTypeDescription
montagestringrequired.
namestringrequired. Notify name (the anim blueprint event is AnimNotify_).
timenumberTrigger time in seconds. Default 0.f.
trackstringNotify track; created when it does not exist.
notifyClassstringUAnimNotify or UAnimNotifyState subclass to instantiate; empty creates a plain named notify.
durationnumberDuration in seconds; greater than zero makes it a notify state. Default 0.f.
branchingPointbooleanFire as a branching point (evaluated immediately instead of being queued). Default false.

Returns: montage, count, notifies, tracks, message.

anim.montage_add_notify_track (risk 2, mutates, smoke)​

Adds a notify track (the lane notifies are drawn on).

ArgumentTypeDescription
montagestringrequired.
trackstringrequired. Notify track name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_add_section (risk 2, mutates, smoke)​

Adds a named section starting at a given time.

ArgumentTypeDescription
montagestringrequired.
namestringrequired. Section name, unique in the montage.
timenumberStart time in seconds (clamped to the montage length). Default 0.f.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_add_segment (risk 2, mutates, smoke)​

Appends an animation to a slot track (start, animation range, play rate and loop count).

ArgumentTypeDescription
montagestringrequired.
slotstringSlot to append to; empty uses the first slot.
animstringrequired.
startPosnumberStart on the montage timeline; negative appends after the last segment. Default -1.f.
animStartnumberFirst time used from the animation. Default 0.f.
animEndnumberLast time used from the animation; 0 or negative uses the full length. Default 0.f.
playRatenumberDefault 1.f.
loopCountintegerDefault 1.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_add_slot (risk 2, mutates, smoke)​

Adds an empty slot track to a montage.

ArgumentTypeDescription
montagestringrequired.
slotstringrequired. Slot name (the anim graph Slot node must use the same name).

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

Clears every next-section link of the montage.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_create (risk 2, mutates, smoke)​

Creates a montage, optionally with a first animation in a slot; the skeleton comes from anim, skeleton or mesh.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
animstringAnimation placed in the first slot; may be empty for an empty montage.
skeletonstringSkeleton of the montage; derived from anim or mesh when empty.
meshstringSkeletal mesh whose skeleton is used when skeleton and anim are empty.
slotstringSlot name of the first track; defaults to DefaultSlot.
blendInnumberBlend in time in seconds. Default 0.25f.
blendOutnumberBlend out time in seconds. Default 0.25f.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_create_from_sequence_list (risk 2, mutates, smoke)​

Builds a montage from a list of animations in one call: one segment per clip, one section per clip and the links between them.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
animsarray of stringrequired. Animations appended one after another, in order.
slotstringSlot of the track; defaults to DefaultSlot.
sectionsPerAnimbooleanCreate one section per animation (named or after the animation). Default true.
sectionPrefixstringPrefix of the generated section names; empty uses the animation names.
linkSectionsbooleanLink every section to the next one so the montage plays through. Default true.
blendInnumberDefault 0.25f.
blendOutnumberDefault 0.25f.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_delete (risk 3, mutates, destructive, smoke)​

Deletes a montage asset.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_duplicate (risk 2, mutates, smoke)​

Copies a montage into another asset.

ArgumentTypeDescription
montagestringrequired.
folderstringDestination folder; empty keeps the source folder.
namestringNew name; empty appends _Copy.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_get (risk 0, smoke)​

Slots, segments, sections, blend settings and notify count of a montage.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_get_length (risk 0, smoke)​

Total length of the montage in seconds, with its section and segment counts.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_get_section_timing (risk 0, smoke)​

Section timings and the chain of sections the montage plays through, following the links.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, length, sections, playOrder, loops, message.

anim.montage_jump_to_section (risk 1, requires PIE, requires world, smoke)​

Jumps the playing montage to a section (empty section = the first one); restarts the montage when it is no longer playing.

ArgumentTypeDescription
montagestringMontage to address (empty = the first active montage).
sectionstringSection name (empty = the first section of the montage).

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

Links one section to the next one ("to" empty stops the montage after "from").

ArgumentTypeDescription
montagestringrequired.
fromstringrequired. Section the link starts from.
tostringSection played next; empty unlinks (the montage stops after "from").

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_list (risk 0, smoke)​

Lists montages of a folder, optionally filtered by skeleton and name.

ArgumentTypeDescription
folderstringContent folder to search; empty searches /Game.
skeletonstringOnly montages using this skeleton.
nameContainsstring
limitintegerDefault 200.

Returns: montages, total.

anim.montage_list_notifies (risk 0, smoke)​

Notifies of a montage with their times, tracks and classes.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, count, notifies, tracks, message.

anim.montage_list_notify_tracks (risk 0, smoke)​

Notify tracks of a montage.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_list_sections (risk 0, smoke)​

Sections of a montage with their times, lengths and next-section links.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_list_segments (risk 0, smoke)​

Segments of a montage with their animations and timings.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_list_slots (risk 0, smoke)​

Slot names used by a montage.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_play (risk 1, requires PIE, requires world, smoke)​

Plays a montage on the anim instance of an actor, optionally starting at a section.

ArgumentTypeDescription
montagestringrequired.
playRatenumberDefault 1.0.
sectionstringSection to start from (empty = the first section).

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.montage_remove_all_notifies (risk 3, mutates, smoke)​

Removes every notify of the montage.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, count, notifies, tracks, message.

anim.montage_remove_notifies_by_name (risk 2, mutates, smoke)​

Removes every notify with a given name.

ArgumentTypeDescription
montagestringrequired.
namestringrequired.

Returns: montage, count, notifies, tracks, message.

anim.montage_remove_notify (risk 2, mutates, smoke)​

Removes one notify by index.

ArgumentTypeDescription
montagestringrequired.
indexintegerrequired. Index as reported by anim.montage_list_notifies.

Returns: montage, count, notifies, tracks, message.

anim.montage_remove_section (risk 2, mutates, smoke)​

Removes a section.

ArgumentTypeDescription
montagestringrequired.
namestringrequired.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_remove_segment (risk 2, mutates, smoke)​

Removes one segment from a slot track.

ArgumentTypeDescription
montagestringrequired.
slotstringSlot of the segment; empty uses the first slot.
indexintegerrequired.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_remove_slot (risk 3, mutates, smoke)​

Removes a slot track and every segment in it.

ArgumentTypeDescription
montagestringrequired.
slotstringrequired. Slot name (the anim graph Slot node must use the same name).

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_rename_section (risk 2, mutates, smoke)​

Renames a section and fixes the links pointing at it.

ArgumentTypeDescription
montagestringrequired.
namestringrequired.
newNamestringrequired.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_set_auto_blend_out (risk 2, mutates, smoke)​

Whether the montage blends out automatically when it reaches its end.

ArgumentTypeDescription
montagestringrequired.
enabledbooleanDefault true.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_set_blend (risk 2, mutates, smoke)​

Blend in/out times, their blend options and the blend out trigger time.

ArgumentTypeDescription
montagestringrequired.
blendInnumberBlend in time in seconds; negative keeps it. Default -1.f.
blendOutnumberBlend out time in seconds; negative keeps it. Default -1.f.
blendInCurvestringBlend in option: Linear, Cubic, HermiteCubic, Sinusoidal, QuadraticInOut, CircularIn...
blendOutCurvestringBlend out option, same values as blendInCurve.
blendOutTriggerTimenumberSeconds before the end at which the blend out starts; below -1 keeps the current value. Default -2.f.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_set_blend_profile (risk 2, mutates, UE 5.0+)​

Blend profile of the skeleton used to weight the montage blend per bone (UE 5.0+). SmokeSkip: needs a blend profile authored on the skeleton, which the sandbox has none of.

ArgumentTypeDescription
montagestringrequired.
sidestringWhich blend to change: in, out or both.
blendProfilestringBlend profile of the skeleton (by name or path); empty clears it.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_set_next_section (risk 1, requires PIE, requires world, smoke)​

Sets which section plays after another one; restarts the montage when it is no longer playing.

ArgumentTypeDescription
montagestring
sectionstringSection whose successor is being set (empty = the first section).
nextSectionstringSection played next (empty = the first section).

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.montage_set_root_motion (risk 2, mutates, smoke)​

Whether the montage drives root motion translation and rotation.

ArgumentTypeDescription
montagestringrequired.
translationbooleanLet the montage drive root motion translation. Default true.
rotationbooleanLet the montage drive root motion rotation. Default true.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_set_section_time (risk 2, mutates, smoke)​

Moves a section to another time.

ArgumentTypeDescription
montagestringrequired.
namestringrequired.
timenumberrequired. New start time in seconds.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_set_segment (risk 2, mutates, smoke)​

Changes one segment: animation, timeline position, animation range, play rate or loop count.

ArgumentTypeDescription
montagestringrequired.
slotstringSlot of the segment; empty uses the first slot.
indexintegerrequired.
animstringReplacement animation; empty keeps the current one.
startPosnumberNew start on the timeline; negative keeps it. Default -1.f.
animStartnumberNew animation start time; negative keeps it. Default -1.f.
animEndnumberNew animation end time; negative keeps it. Default -1.f.
playRatenumberNew play rate; 0 keeps it. Default 0.f.
loopCountintegerNew loop count; 0 keeps it. Default 0.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_set_sync_group (risk 2, mutates, smoke)​

Sync group and the slot index that drives it.

ArgumentTypeDescription
montagestringrequired.
groupstringSync group name; empty clears the group.
slotIndexintegerIndex of the slot track that drives the sync group. Default 0.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_set_time_stretch_curve (risk 2, mutates, smoke)​

Curve driving the montage time stretch, with its sampling settings.

ArgumentTypeDescription
montagestringrequired.
curveNamestringName of the float curve driving the stretch; empty disables it.
samplingRatenumberSampling rate of the baked curve; 0 keeps the current value. Default 0.f.
curveValueMinPrecisionnumberMinimum precision of the curve value; 0 keeps the current value. Default 0.f.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_sort_sections (risk 2, mutates, smoke)​

Sorts the sections by start time (the order the editor keeps them in).

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, skeleton, length, slots, segments, sections, notifyCount, notifyTracks, blendIn, blendOut, blendInCurve, blendOutCurve, blendOutTriggerTime, enableAutoBlendOut, syncGroup, syncSlotIndex, enableRootMotionTranslation, enableRootMotionRotation, timeStretchCurveName, message, notes.

anim.montage_stop (risk 1, requires PIE, requires world, smoke)​

Stops a montage (or every montage) on an actor with a blend out time.

ArgumentTypeDescription
blendOutnumberBlend out time in seconds. Default 0.25.
montagestringMontage to stop (empty = every montage).

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.montage_validate (risk 0, smoke)​

Checks a montage: empty slots, gaps between segments, sections out of range, broken links, missing animations.

ArgumentTypeDescription
montagestringrequired. Montage asset path or unique name.

Returns: montage, valid, issues, message.

anim.move_node (risk 2, mutates, smoke)​

Moves a node to a new position in its graph.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
xintegerrequired.
yintegerrequired.
graphstring

Returns: node, compileErrors, propertyErrors.

anim.move_notify (risk 2, mutates, smoke)​

Moves a notify to another time and (optionally) another track.

ArgumentTypeDescription
animstringrequired.
indexintegerrequired. Index in the list returned by anim.list_notifies.
timenumberNew trigger time in seconds (anim.move_notify). Default 0.0.
trackstringNew notify track (anim.move_notify); empty keeps the current one.
propertiesarray of UeaKeyValueProperties applied to the notify object (anim.set_notify_property).

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.play (risk 1, requires PIE, requires world, smoke)​

Plays an animation sequence on an actor in single-node mode.

ArgumentTypeDescription
animstringrequired. Animation sequence to play.
loopbooleanDefault true.
playRatenumberDefault 1.0.
positionnumberStart position in seconds. Default 0.0.

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.pose_add_from_animation (risk 2, mutates, smoke)​

Adds one pose captured from an animation at a given time (or the mesh reference pose when anim is omitted).

ArgumentTypeDescription
posestringrequired.
animstringAnimation sampled at "time"; empty captures the reference pose of the mesh.
timenumberTime in seconds sampled from the animation. Default 0.f.
namestringName of the new pose; empty keeps the generated unique name.
meshstringSkeletal mesh used to evaluate the pose; defaults to the preview mesh of the skeleton.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_create (risk 2, mutates, smoke)​

Creates a pose asset, baking one pose per frame of an animation (or an empty asset when anim is omitted).

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
animstringAnimation the poses are baked from (one pose per frame); empty creates an empty pose asset.
skeletonstringSkeleton of the asset; derived from anim or mesh when empty.
meshstringSkeletal mesh whose skeleton is used, and whose reference pose is captured when anim is empty.
poseNamesarray of stringNames given to the generated poses, in frame order.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_delete (risk 3, mutates, destructive, smoke)​

Deletes a pose asset.

ArgumentTypeDescription
posestringrequired. Pose asset path or unique name.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_duplicate (risk 2, mutates, smoke)​

Copies a pose asset into another asset.

ArgumentTypeDescription
posestringrequired.
folderstringDestination folder; empty keeps the source folder.
namestringNew name; empty appends _Copy.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_get (risk 0, smoke)​

Poses, curves, tracks and additive settings of a pose asset.

ArgumentTypeDescription
posestringrequired. Pose asset path or unique name.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_list (risk 0, smoke)​

Lists pose assets of a folder, optionally filtered by skeleton and name.

ArgumentTypeDescription
folderstringContent folder to search; empty searches /Game.
skeletonstringOnly pose assets using this skeleton.
nameContainsstring
limitintegerDefault 200.

Returns: poseAssets, total.

anim.pose_list_curves (risk 0, smoke)​

Curve names driven by the poses.

ArgumentTypeDescription
posestringrequired. Pose asset path or unique name.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_list_poses (risk 0, smoke)​

Pose names stored in the asset.

ArgumentTypeDescription
posestringrequired. Pose asset path or unique name.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_list_tracks (risk 0, smoke)​

Bone tracks the poses write to.

ArgumentTypeDescription
posestringrequired. Pose asset path or unique name.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_remove (risk 2, mutates, smoke)​

Removes poses by name.

ArgumentTypeDescription
posestringrequired.
namesarray of stringrequired. Pose names to delete.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_rename (risk 2, mutates, smoke)​

Renames one pose.

ArgumentTypeDescription
posestringrequired.
namestringrequired. Current pose name.
newNamestringrequired.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_set_additive (risk 2, mutates, smoke)​

Converts the poses to additive against a base pose (or back to full poses).

ArgumentTypeDescription
posestringrequired.
additivebooleanrequired. True stores the poses as additive, false converts them back to full poses.
basePosestringPose used as the additive base; empty uses the reference pose.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_update_from_animation (risk 2, mutates, smoke)​

Re-bakes the poses from an animation, keeping the pose names.

ArgumentTypeDescription
posestringrequired.
animstringrequired. Animation the poses are re-baked from.

Returns: pose, skeleton, poseCount, curveCount, trackCount, poses, curves, tracks, additive, basePose, sourceAnimation, message, notes.

anim.pose_validate (risk 0, smoke)​

Checks a pose asset: missing skeleton, no pose, no track, invalid additive base pose.

ArgumentTypeDescription
posestringrequired. Pose asset path or unique name.

Returns: pose, valid, issues, message.

anim.ps_add_animation (risk 2, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Adds an animation sequence (or composite / montage) to a database.

ArgumentTypeDescription
animstringrequired. Animation sequence, composite, montage or blend space to index.
samplingStartnumberStart of the sampled range, relative to the asset start (0 = whole asset). Default 0.0.
samplingEndnumberEnd of the sampled range, relative to the asset end (0 = whole asset). Default 0.0.
useSingleSamplebooleanIndex a single blend space sample instead of the whole grid. Default false.
blendParamXnumberBlend space coordinates used when useSingleSample is set. Default 0.0.
blendParamYnumberDefault 0.0.

Returns: database, name, schema, normalizationSet, count, anims, settings, message.

anim.ps_add_blend_space (risk 2, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Adds a blend space to a database, sampling its grid or a single point.

ArgumentTypeDescription
animstringrequired. Animation sequence, composite, montage or blend space to index.
samplingStartnumberStart of the sampled range, relative to the asset start (0 = whole asset). Default 0.0.
samplingEndnumberEnd of the sampled range, relative to the asset end (0 = whole asset). Default 0.0.
useSingleSamplebooleanIndex a single blend space sample instead of the whole grid. Default false.
blendParamXnumberBlend space coordinates used when useSingleSample is set. Default 0.0.
blendParamYnumberDefault 0.0.

Returns: database, name, schema, normalizationSet, count, anims, settings, message.

anim.ps_add_channel (risk 2, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Adds a feature channel to a schema (pose, trajectory, position, heading, velocity, phase, ...).

ArgumentTypeDescription
typestringrequired. Channel type: "pose", "trajectory", "position", "heading", "velocity", "phase", "curve" or a class path.
bonesarray of stringBones sampled by a "pose" channel.
weightnumberChannel weight. Default 1.0.
propertiesarray of UeaKeyValueExtra property assignments on the channel (dotted paths allowed, e.g. "Bone.BoneName").

Returns: schema, name, skeleton, mirrorDataTable, sampleRate, cardinality, channels, settings, message.

anim.ps_build (risk 2, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Builds (indexes) a database and waits for the derived data to be ready.

ArgumentTypeDescription
databasestringrequired. Pose search database asset.

Returns: database, result, message.

anim.ps_create_database (risk 2, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Creates a pose search (motion matching) database bound to a schema.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
schemastringrequired. Schema describing the features the database indexes.

Returns: database, name, schema, normalizationSet, count, anims, settings, message.

anim.ps_create_normalization_set (risk 2, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Creates a normalization set so several databases share one cost normalisation.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
databasesarray of stringDatabases normalised together.

Returns: database, name, schema, normalizationSet, count, anims, settings, message.

anim.ps_create_schema (risk 2, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Creates a pose search schema for a skeleton (add channels next with anim.ps_add_channel).

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
skeletonstringrequired. Skeleton the schema samples.
sampleRateintegerSampling rate in Hz. Default 30.
mirrorDataTablestringMirror data table (needed for mirrored matching).

Returns: schema, name, skeleton, mirrorDataTable, sampleRate, cardinality, channels, settings, message.

anim.ps_delete_database (risk 3, mutates, destructive, UE 5.7+, requires plugin PoseSearch)​

Deletes a pose search database asset.

ArgumentTypeDescription
databasestringrequired. Pose search database asset.

Returns: database, result, message.

anim.ps_delete_schema (risk 3, mutates, destructive, UE 5.7+, requires plugin PoseSearch)​

Deletes a pose search schema asset.

ArgumentTypeDescription
schemastringrequired. Pose search schema asset.

Returns: database, result, message.

anim.ps_get_database (risk 0, UE 5.7+, requires plugin PoseSearch, smoke)​

Database state: schema, normalization set, indexed animations and settings.

ArgumentTypeDescription
databasestringrequired. Pose search database asset.

Returns: database, name, schema, normalizationSet, count, anims, settings, message.

anim.ps_get_schema (risk 0, UE 5.7+, requires plugin PoseSearch, smoke)​

Schema state: skeleton, sample rate, channels and settings.

ArgumentTypeDescription
schemastringrequired. Pose search schema asset.

Returns: schema, name, skeleton, mirrorDataTable, sampleRate, cardinality, channels, settings, message.

anim.ps_list_animations (risk 0, UE 5.7+, requires plugin PoseSearch, smoke)​

Lists the animations indexed by a database.

ArgumentTypeDescription
databasestringrequired. Pose search database asset.

Returns: database, name, schema, normalizationSet, count, anims, settings, message.

anim.ps_remove_animation (risk 3, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Removes an indexed animation from a database by index.

ArgumentTypeDescription
indexintegerrequired. Index of the animation entry.

Returns: database, name, schema, normalizationSet, count, anims, settings, message.

anim.ps_remove_channel (risk 3, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Removes a feature channel from a schema by index.

ArgumentTypeDescription
indexintegerrequired. Index of the channel in the schema.

Returns: schema, name, skeleton, mirrorDataTable, sampleRate, cardinality, channels, settings, message.

anim.ps_set_database_settings (risk 2, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Reads or changes the database settings (cost biases, search mode, KD-tree, normalization set).

ArgumentTypeDescription
propertiesarray of UeaKeyValueProperty assignments on the database; empty lists the current values.
normalizationSetstringNormalization set asset (optional).

Returns: database, name, schema, normalizationSet, count, anims, settings, message.

anim.ps_set_schema_settings (risk 2, mutates, UE 5.7+, requires plugin PoseSearch, smoke)​

Reads or changes the schema settings (sample rate, permutations, padding, data preprocessor).

ArgumentTypeDescription
propertiesarray of UeaKeyValueProperty assignments on the schema; empty lists the current values.

Returns: schema, name, skeleton, mirrorDataTable, sampleRate, cardinality, channels, settings, message.

anim.record_from_actor (risk 2, mutates, requires PIE, requires world)​

Starts recording the pose of a PIE actor into a new sequence. Not smoke-tested: it needs a running PIE session.

ArgumentTypeDescription
actorstringrequired. Actor with a skeletal mesh component, in the running PIE world.
folderstringrequired. Destination content folder.
namestringrequired. Name of the recorded sequence.
durationnumberMaximum recording length in seconds. Default 5.0.
recordInWorldSpacebooleanRecord in world space instead of component space. Default false.
removeRootAnimationbooleanDrop the root bone animation. Default false.

Returns: actor, anim, recording, message.

anim.reimport (risk 3, mutates)​

Reimports a sequence from its source file (or from the file given). Not smoke-tested: the sandbox sequence has no source file.

ArgumentTypeDescription
animstringrequired.
filestringSource file; empty uses the stored one.

Returns: anim, name, message.

anim.remove_all_bone_tracks (risk 3, mutates, destructive, smoke)​

Removes every bone animation track of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, tracks, count, message.

anim.remove_all_curves (risk 3, mutates, destructive, smoke)​

Removes every curve of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, curves, count, message.

anim.remove_all_notifies (risk 3, mutates, destructive, smoke)​

Removes every notify of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.remove_all_sync_markers (risk 3, mutates, destructive, smoke)​

Removes every sync marker of a sequence.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, markers, names, count, removed, message.

anim.remove_bone_track (risk 3, mutates, smoke)​

Removes the animation track of a bone (and optionally of its children). 'bone' accepts a name or a track index.

ArgumentTypeDescription
animstringrequired.
bonestringrequired.
includeChildrenbooleanAlso remove the tracks of the child bones. Default true.

Returns: anim, tracks, count, message.

anim.remove_curve (risk 3, mutates, smoke)​

Removes a curve from a sequence.

ArgumentTypeDescription
animstringrequired.
curvestringrequired. Curve name.
typestringfloat (default), vector or transform.
metadatabooleanCreate the curve as a metadata curve (a constant value, no keys). Default false.

Returns: anim, curve, type, keys, exists, message.

anim.remove_frames (risk 3, mutates, smoke)​

Removes frames from a sequence.

ArgumentTypeDescription
animstringrequired.
startFrameintegerrequired. First frame of the change.
countintegerrequired. Number of frames inserted or removed.

Returns: anim, length, frames, frameRate, boneTracks, message.

anim.remove_metadata (risk 3, mutates)​

Removes the metadata objects of a class. Not smoke-tested: the engine ships no concrete UAnimMetaData subclass.

ArgumentTypeDescription
animstringrequired.
classstringrequired. UAnimMetaData subclass (short name or path).
propertiesarray of UeaKeyValueProperties applied to the created metadata object.

Returns: anim, metaData, count, message.

anim.remove_node (risk 3, mutates, destructive, smoke)​

Deletes one node from its anim graph (result nodes are refused).

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired. Node id, or a title/class name that is unique in the searched graphs.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: count, details, compileErrors.

anim.remove_nodes (risk 3, mutates, destructive, smoke)​

Deletes several nodes in one call (result nodes are skipped and reported).

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdsarray of stringrequired. Node ids (or unique titles) to delete.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: count, details, compileErrors.

anim.remove_notifies_by_name (risk 3, mutates, smoke)​

Removes every notify with a name.

ArgumentTypeDescription
animstringrequired.
namestringrequired. Notify name or notify track name, depending on the tool.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.remove_notifies_by_track (risk 3, mutates, smoke)​

Removes every notify of a notify track.

ArgumentTypeDescription
animstringrequired.
namestringrequired. Notify name or notify track name, depending on the tool.

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.remove_notify (risk 3, mutates, smoke)​

Removes the notify at an index.

ArgumentTypeDescription
animstringrequired.
indexintegerrequired. Index in the list returned by anim.list_notifies.
timenumberNew trigger time in seconds (anim.move_notify). Default 0.0.
trackstringNew notify track (anim.move_notify); empty keeps the current one.
propertiesarray of UeaKeyValueProperties applied to the notify object (anim.set_notify_property).

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.remove_notify_track (risk 3, mutates, smoke)​

Removes a notify track and the notifies on it.

ArgumentTypeDescription
animstringrequired.
trackstringrequired. Notify track name.
newNamestringNew track name (anim.rename_notify_track only).

Returns: anim, tracks, count, message.

anim.remove_sync_markers_by_name (risk 3, mutates, smoke)​

Removes every sync marker with a name.

ArgumentTypeDescription
animstringrequired.
namestringrequired. Notify name or notify track name, depending on the tool.

Returns: anim, markers, names, count, removed, message.

anim.remove_virtual_bones (risk 3, mutates)​

Removes virtual bones from the sequence's skeleton. Not smoke-tested: the engine fixture mesh has a minimal skeleton.

ArgumentTypeDescription
animstringrequired.
namesarray of stringVirtual bone names; empty removes every virtual bone of the skeleton.

Returns: anim, names, count, message.

anim.rename (risk 3, mutates, smoke)​

Renames (moves) an animation sequence.

ArgumentTypeDescription
animstringrequired.
folderstringDestination folder; empty keeps the source folder.
namestringrequired. Name of the new asset.

Returns: anim, name, message.

anim.rename_curve (risk 2, mutates, smoke)​

Renames a curve (the keys are copied to the new name).

ArgumentTypeDescription
animstringrequired.
curvestringrequired.
newNamestringrequired.
typestringfloat (default), vector or transform.

Returns: anim, curve, type, keys, exists, message.

anim.rename_notify_track (risk 2, mutates, smoke)​

Renames a notify track, keeping its notifies.

ArgumentTypeDescription
animstringrequired.
trackstringrequired. Notify track name.
newNamestringNew track name (anim.rename_notify_track only).

Returns: anim, tracks, count, message.

anim.resize (risk 2, mutates, UE 5.0+, smoke)​

Sets the play length of a sequence, resampling its keys (UE 5 only).

ArgumentTypeDescription
animstringrequired.
lengthnumberrequired. New play length in seconds.

Returns: anim, length, frames, frameRate, boneTracks, message.

anim.reverse (risk 2, mutates, UE 5.0+, smoke)​

Reverses the bone track keys of a sequence (UE 5 only).

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, length, frames, frameRate, boneTracks, message.

anim.revert_modifier (risk 3, mutates)​

Reverts an animation modifier applied to a sequence. Not smoke-tested: the engine ships no animation modifier asset.

ArgumentTypeDescription
animstringrequired.
modifierClassstringrequired. UAnimationModifier subclass (blueprint asset path or class name).
propertiesarray of UeaKeyValueProperties applied to the modifier before running it.

Returns: anim, name, message.

anim.rtg_add_pose (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Creates a retarget pose on the source or target side.

ArgumentTypeDescription
sidestringrequired. "source" or "target".
namestringrequired. Retarget pose name.

Returns: side, poses, current, count, message.

anim.rtg_auto_map_chains (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Maps target chains to source chains automatically ("exact", "fuzzy" or "clear").

ArgumentTypeDescription
modestring"exact", "fuzzy" or "clear". Default TEXT("exact").
forcebooleanRemap chains that already have a source chain. Default false.

Returns: retargeter, name, sourceRig, targetRig, sourceMesh, targetMesh, sourcePose, targetPose, chainMap, sourcePoses, targetPoses, opCount, message.

anim.rtg_create (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Creates an IK Retargeter from a source and a target IK Rig, with the default retarget ops.

ArgumentTypeDescription
folderstringrequired.
namestringrequired.
sourceRigstringrequired. IK rig of the animation being copied from.
targetRigstringrequired. IK rig of the character being animated.

Returns: retargeter, name, sourceRig, targetRig, sourceMesh, targetMesh, sourcePose, targetPose, chainMap, sourcePoses, targetPoses, opCount, message.

anim.rtg_delete (risk 3, mutates, destructive, UE 5.5+, requires plugin IKRig)​

Deletes an IK Retargeter asset.

ArgumentTypeDescription
retargeterstringrequired. IK retargeter asset.

Returns: deleted, message.

anim.rtg_get (risk 0, UE 5.5+, requires plugin IKRig, smoke)​

Full state of an IK Retargeter: rigs, preview meshes, chain mapping and retarget poses.

ArgumentTypeDescription
retargeterstringrequired. IK retargeter asset.

Returns: retargeter, name, sourceRig, targetRig, sourceMesh, targetMesh, sourcePose, targetPose, chainMap, sourcePoses, targetPoses, opCount, message.

anim.rtg_list_chain_map (risk 0, UE 5.5+, requires plugin IKRig, smoke)​

Lists the target-to-source chain mapping of a retargeter.

ArgumentTypeDescription
retargeterstringrequired. IK retargeter asset.

Returns: retargeter, name, sourceRig, targetRig, sourceMesh, targetMesh, sourcePose, targetPose, chainMap, sourcePoses, targetPoses, opCount, message.

anim.rtg_list_ops (risk 0, UE 5.6+, requires plugin IKRig, smoke)​

Lists the retarget ops of a retargeter and their settings (5.6+ op-based retargeting model).

ArgumentTypeDescription
retargeterstringrequired. IK retargeter asset.

Returns: settings, applied, errors, message.

anim.rtg_list_poses (risk 0, UE 5.5+, requires plugin IKRig, smoke)​

Lists the retarget poses of one side and the current one.

ArgumentTypeDescription
sidestringrequired.
posestringRetarget pose name (empty = the current pose of that side).

Returns: side, poses, current, count, message.

anim.rtg_map_chain (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Maps one target chain to a source chain (empty source chain unmaps it).

ArgumentTypeDescription
targetChainstringrequired. Chain of the target rig.
sourceChainstringChain of the source rig, or empty to unmap.

Returns: retargeter, name, sourceRig, targetRig, sourceMesh, targetMesh, sourcePose, targetPose, chainMap, sourcePoses, targetPoses, opCount, message.

anim.rtg_remove_pose (risk 3, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Removes a retarget pose.

ArgumentTypeDescription
sidestringrequired.
posestringrequired.

Returns: side, poses, current, count, message.

anim.rtg_rename_pose (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Renames a retarget pose.

ArgumentTypeDescription
newNamestringrequired.

Returns: side, poses, current, count, message.

anim.rtg_reset_pose (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Resets a retarget pose, or only the bones listed.

ArgumentTypeDescription
bonesarray of stringBones to reset; empty resets the whole pose.

Returns: side, poses, current, count, message.

anim.rtg_retarget_animations (risk 2, mutates, UE 5.8+, requires plugin IKRig)​

Duplicates and retargets a list of animation assets onto the target skeleton of a retargeter.

ArgumentTypeDescription
animsarray of stringrequired. Animation assets to retarget.
folderstringrequired. Destination folder for the new assets.
prefixstring
suffixstring
searchstringSubstring replaced in the asset name.
replacestring
includeReferencedAssetsbooleanAlso retarget the assets referenced by the ones listed. Default true.
overwriteExistingFilesbooleanOverwrite assets with the same name instead of creating unique names. Default false.

Returns: created, count, message.

anim.rtg_set_chain_settings (risk 2, mutates, UE 5.5+, UE ≤5.5, requires plugin IKRig, smoke)​

Reads or changes the FK / IK / speed-planting settings of one target chain.

ArgumentTypeDescription
targetChainstringrequired.
propertiesarray of UeaKeyValueProperty assignments on FTargetChainSettings (e.g. "FK.RotationAlpha" = "0.5"). Empty lists the current values.

Returns: settings, applied, errors, message.

anim.rtg_set_current_pose (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Makes a retarget pose the current one for that side.

ArgumentTypeDescription
sidestringrequired.
posestringrequired.

Returns: side, poses, current, count, message.

anim.rtg_set_global_settings (risk 2, mutates, UE 5.5+, UE ≤5.5, requires plugin IKRig, smoke)​

Reads or changes the global settings of a retargeter (enable FK / IK / root, warping, ...).

ArgumentTypeDescription
propertiesarray of UeaKeyValueProperty assignments; empty lists the current values.

Returns: settings, applied, errors, message.

anim.rtg_set_op_setting (risk 2, mutates, UE 5.6+, requires plugin IKRig)​

Sets a property on one retarget op, addressed as "." (5.6+).

ArgumentTypeDescription
propertiesarray of UeaKeyValueProperty assignments; empty lists the current values.

Returns: settings, applied, errors, message.

anim.rtg_set_pose_bone_rotation (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Sets the rotation offset of one bone inside a retarget pose (degrees).

ArgumentTypeDescription
bonestringrequired.
rotation{x,y,z}Rotation offset applied to the bone, in degrees (pitch, yaw, roll).

Returns: side, poses, current, count, message.

anim.rtg_set_pose_root_offset (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Sets the global translation offset of the pelvis inside a retarget pose.

ArgumentTypeDescription
offset{x,y,z}Global translation offset of the pelvis bone.

Returns: side, poses, current, count, message.

anim.rtg_set_preview_mesh (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Sets the preview skeletal mesh of the source or target side.

ArgumentTypeDescription
sidestringrequired. "source" or "target".
meshstringrequired.

Returns: retargeter, name, sourceRig, targetRig, sourceMesh, targetMesh, sourcePose, targetPose, chainMap, sourcePoses, targetPoses, opCount, message.

anim.rtg_set_rig (risk 2, mutates, UE 5.5+, requires plugin IKRig, smoke)​

Assigns the source or target IK Rig of a retargeter.

ArgumentTypeDescription
sidestringrequired. "source" or "target".
ikRigstringrequired.

Returns: retargeter, name, sourceRig, targetRig, sourceMesh, targetMesh, sourcePose, targetPose, chainMap, sourcePoses, targetPoses, opCount, message.

anim.rtg_set_root_settings (risk 2, mutates, UE 5.5+, UE ≤5.5, requires plugin IKRig, smoke)​

Reads or changes the retarget root (pelvis) settings of a retargeter.

ArgumentTypeDescription
propertiesarray of UeaKeyValueProperty assignments; empty lists the current values.

Returns: settings, applied, errors, message.

anim.rtg_validate (risk 0, UE 5.5+, requires plugin IKRig, smoke)​

Checks a retargeter for missing rigs, missing meshes and unmapped target chains.

ArgumentTypeDescription
retargeterstringrequired. IK retargeter asset.

Returns: valid, issues, mappedChains, unmappedChains, message.

anim.save (risk 2, mutates)​

Saves the package of an animation sequence to disk. Not smoke-tested: the self-test never writes files.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, name, message.

anim.set_additive (risk 2, mutates, smoke)​

Additive settings: additive type, base pose type, base pose animation and reference frame.

ArgumentTypeDescription
animstringrequired.
typestringrequired. none, localSpaceBase (local) or meshSpaceRotation (mesh).
basePoseTypestringnone, refPose, animScaled, animFrame or localAnimFrame.
basePoseAnimstringSequence used as the base pose when basePoseType is animScaled/animFrame.
refFrameIndexintegerFrame of the base pose animation when basePoseType is animFrame. Default 0.

Returns: anim, type, basePoseType, basePoseAnim, refFrameIndex, message.

anim.set_anim_blueprint (risk 2, mutates, requires world)​

Assigns (or clears) the anim blueprint of the skeletal mesh component of an actor. Works in the editor and in PIE.

ArgumentTypeDescription
animBlueprintstringAnim blueprint asset, or empty to clear it.

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.set_anim_mode (risk 1, requires PIE, requires world, smoke)​

Switches the animation mode of an actor between "blueprint", "singleNode" and "custom".

ArgumentTypeDescription
modestringrequired. "blueprint", "singleNode" or "custom".

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.set_bone_track_keys (risk 2, mutates, UE 5.0+)​

Replaces the keys of one bone track (UE 5 only). Not smoke-tested: it needs one key per frame of the target sequence.

ArgumentTypeDescription
animstringrequired.
bonestringrequired.
positionsarray of {x,y,z}One position per key.
rotationsarray of {x,y,z}One rotation (pitch/yaw/roll) per key.
scalesarray of {x,y,z}One scale per key; empty uses 1,1,1.

Returns: anim, length, frames, frameRate, boneTracks, message.

anim.set_compression (risk 2, mutates, smoke)​

Bone and curve compression settings assets of a sequence (empty arguments only report the current ones).

ArgumentTypeDescription
animstringrequired.
boneSettingsstringUAnimBoneCompressionSettings asset; empty leaves it unchanged.
curveSettingsstringUAnimCurveCompressionSettings asset; empty leaves it unchanged.

Returns: anim, boneSettings, curveSettings, compressedSizeBytes, message.

anim.set_curve_from_expression (risk 2, mutates, smoke)​

Fills a float curve from an expression sampled over the sequence: constant, linear, sine, cosine or pulse.

ArgumentTypeDescription
animstringrequired.
curvestringrequired.
expressionstringrequired. constant, linear, sine, cosine or pulse.
samplesintegerNumber of samples spread over the sequence. Default 10.
amplitudenumberPeak value (constant value for 'constant', end value for 'linear'). Default 1.0.
frequencynumberCycles over the whole sequence (sine/cosine/pulse). Default 1.0.
offsetnumberValue added to every sample. Default 0.0.

Returns: anim, curve, type, keys, exists, message.

anim.set_curve_keys (risk 2, mutates, smoke)​

Replaces every key of a float curve.

ArgumentTypeDescription
animstringrequired.
curvestringrequired.
timesarray of numberrequired. Key times in seconds.
valuesarray of numberrequired. One value per time.
createbooleanCreate the curve when it does not exist yet. Default true.

Returns: anim, curve, type, keys, exists, message.

anim.set_frame_rate (risk 2, mutates, UE 5.0+, smoke)​

Changes the sampling frame rate, resampling the keys (UE 5 only: 4.27 has no animation data controller).

ArgumentTypeDescription
animstringrequired.
frameRatenumberrequired. New sampling rate in frames per second.

Returns: anim, time, frame, length, frames, frameRate, valid, message.

anim.set_import_settings (risk 2, mutates, smoke)​

Changes the FBX import settings used by the next reimport (creates them when the sequence has none).

ArgumentTypeDescription
animstringrequired.
animationLengthstringexportedTime, animatedKey, setRange (FBX animation length import type); empty leaves it.
frameImportRangeMinintegerFirst frame imported when animationLength is setRange; -1 leaves it. Default -1.
frameImportRangeMaxintegerLast frame imported when animationLength is setRange; -1 leaves it. Default -1.
customSampleRateintegerSample rate used when useDefaultSampleRate is false; -1 leaves it. Default -1.
importCustomAttributestring"true"/"false"; empty leaves the current value.
importBoneTracksstring
useDefaultSampleRatestring
deleteExistingMorphTargetCurvesstring
doNotImportCurveWithZerostring
removeRedundantKeysstring
setMaterialDriveParameterOnCustomAttributestring
preserveLocalTransformstring
snapToClosestFrameBoundarystringUE 5 only.

Returns: anim, importDataClass, sourceFiles, settings, canReimport, message.

anim.set_interpolation (risk 2, mutates, smoke)​

Key interpolation of a sequence: linear or step.

ArgumentTypeDescription
animstringrequired.
typestringrequired. linear or step.

Returns: anim, name, message.

anim.set_node_comment (risk 2, mutates, smoke)​

Sets the comment bubble of a node.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
commentstring
graphstring

Returns: node, compileErrors, propertyErrors.

anim.set_node_functions (risk 2, mutates, UE 5.0+)​

Sets the anim node functions of a node (OnInitialize / OnBecomeRelevant / OnUpdate), UE 5.0+.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
onInitializestringFunction name called when the node is initialised.
onBecomeRelevantstringFunction name called when the node becomes relevant.
onUpdatestringFunction name called every update.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: node, compileErrors, propertyErrors.

anim.set_node_properties (risk 2, mutates, smoke)​

Sets several properties of an anim graph node in one call.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
propertiesarray of UeaKeyValuerequired.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: properties, count, errors, compileErrors.

anim.set_node_property (risk 2, mutates, smoke)​

Sets one property of an anim graph node (inside its FAnimNode_* struct or on the node itself); dotted paths reach nested struct members.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
propertystringrequired. Property name inside the FAnimNode_* struct, or on the node itself; dotted paths allowed.
valuestringValue as text; asset references are accepted for object properties.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: properties, count, errors, compileErrors.

anim.set_notify_property (risk 2, mutates, smoke)​

Applies properties to the notify object at an index (see anim.list_notifies).

ArgumentTypeDescription
animstringrequired.
indexintegerrequired. Index in the list returned by anim.list_notifies.
timenumberNew trigger time in seconds (anim.move_notify). Default 0.0.
trackstringNew notify track (anim.move_notify); empty keeps the current one.
propertiesarray of UeaKeyValueProperties applied to the notify object (anim.set_notify_property).

Returns: anim, index, name, class, time, duration, track, removed, notifies, message.

anim.set_play_rate (risk 1, requires PIE, requires world, smoke)​

Sets the play rate of the current single-node animation.

ArgumentTypeDescription
playRatenumberDefault 1.0.

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.set_position (risk 1, requires PIE, requires world, smoke)​

Scrubs the current single-node animation to a position in seconds.

ArgumentTypeDescription
timenumberPosition in seconds. Default 0.0.
fireNotifiesbooleanFire the notifies between the old and the new position. Default false.

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.set_rate_scale (risk 2, mutates, smoke)​

Playback speed multiplier stored on the asset.

ArgumentTypeDescription
animstringrequired.
rateScalenumberrequired. Playback multiplier stored on the asset (1 = authored speed).

Returns: anim, name, message.

anim.set_retarget_source (risk 2, mutates, smoke)​

Retarget source of a sequence (a name registered on the skeleton, or a skeletal mesh on UE 5).

ArgumentTypeDescription
animstringrequired.
sourcestringRetarget source name registered on the skeleton; empty clears it.
meshstringSkeletal mesh used as the retarget source (UE 5 only).

Returns: anim, name, message.

anim.set_root_motion (risk 2, mutates, smoke)​

Root motion settings: extraction, root lock type, forced lock and normalised scale.

ArgumentTypeDescription
animstringrequired.
enabledbooleanEnable root motion extraction. Default true.
lockTypestringrefPose / anim_first_frame / zero / animFirstFrame (empty leaves it unchanged).
forceRootLockbooleanForce the root lock even when root motion is disabled. Default false.
useNormalizedRootMotionScalebooleanNormalise the root motion scale with the mesh scale. Default true.

Returns: anim, enabled, lockType, forceRootLock, useNormalizedRootMotionScale, hasRootTrack, message.

anim.set_skeleton (risk 3, mutates, smoke)​

Binds a sequence to another skeleton; 'convertSpaces' remaps the tracks to the new hierarchy.

ArgumentTypeDescription
animstringrequired.
skeletonstringrequired. Skeleton asset path or unique name.
convertSpacesbooleanRemap the tracks to the new bone hierarchy instead of only rebinding. Default false.

Returns: anim, skeleton, skeletonName, boneCount, previewMesh, message.

anim.sm_add_alias (risk 2, mutates, UE 5.0+, smoke)​

Adds a state alias pointing at one or more states (shared transition source), UE 5.0+.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestringState machine name or node id; empty = the only one.
namestringrequired.
xintegerDefault 0.
yintegerDefault 0.
entrybooleanMake this state the entry state of the machine. Default false.
statesarray of stringStates the alias points at (anim.sm_add_alias only).
compilebooleanRecompile after the change (default true). Default true.

Returns: state, machine, compileErrors.

anim.sm_add_conduit (risk 2, mutates, smoke)​

Adds a conduit (a transition hub without a pose) to a state machine.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestringState machine name or node id; empty = the only one.
namestringrequired.
xintegerDefault 0.
yintegerDefault 0.
entrybooleanMake this state the entry state of the machine. Default false.
statesarray of stringStates the alias points at (anim.sm_add_alias only).
compilebooleanRecompile after the change (default true). Default true.

Returns: state, machine, compileErrors.

anim.sm_add_state (risk 2, mutates, smoke)​

Adds a state with its own anim graph to a state machine; Entry=true makes it the entry state.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestringState machine name or node id; empty = the only one.
namestringrequired.
xintegerDefault 0.
yintegerDefault 0.
entrybooleanMake this state the entry state of the machine. Default false.
statesarray of stringStates the alias points at (anim.sm_add_alias only).
compilebooleanRecompile after the change (default true). Default true.

Returns: state, machine, compileErrors.

anim.sm_add_state_blend_space (risk 2, mutates, smoke)​

Adds a blend space player inside a state, optionally driven by two Anim Blueprint float variables.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
statestringrequired.
blendSpacestringBlend space asset; may be empty to wire the asset later.
xVariablestringAnim Blueprint variable driving the X axis (a Get node is wired to the X pin).
yVariablestringAnim Blueprint variable driving the Y axis.
compilebooleanRecompile after the change (default true). Default true.

Returns: state, boundGraph, nodes, count, resultNodeId, nodeId, compileErrors.

anim.sm_add_state_node (risk 2, mutates, smoke)​

Adds an anim node of any class inside a state, optionally wiring it to the state result.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
statestringrequired.
nodeClassstringrequired. Node class short name ("BlendSpacePlayer", "Slot").
propertiesarray of UeaKeyValue
connectToResultbooleanWire the node's pose output to the state result (default true). Default true.
compilebooleanRecompile after the change (default true). Default true.

Returns: state, boundGraph, nodes, count, resultNodeId, nodeId, compileErrors.

anim.sm_add_state_sequence (risk 2, mutates, smoke)​

Adds a sequence player inside a state and wires it to the state result. Anim may be empty and set later.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
statestringrequired.
animstringAnimation sequence asset; may be empty to wire the asset later.
loopbooleanDefault true.
playRatenumberDefault 1.0f.
compilebooleanRecompile after the change (default true). Default true.

Returns: state, boundGraph, nodes, count, resultNodeId, nodeId, compileErrors.

anim.sm_add_transition (risk 2, mutates, smoke)​

Adds a transition between two states/conduits with a crossfade duration, priority and blend mode.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
fromstringrequired. Source state name or id.
tostringrequired. Target state name or id.
crossfadenumberCrossfade duration in seconds (default 0.2). Default 0.2f.
blendModestringAlpha blend option: Linear, Cubic, HermiteCubic, Sinusoidal, QuadraticInOut, ...
priorityintegerDefault 0.
bidirectionalbooleanAllow the transition in both directions. Default false.
automaticRulebooleanDrive the rule from the remaining time of the source state's asset player. Default false.
logicTypestringStandardBlend or Custom.
compilebooleanRecompile after the change (default true). Default true.

Returns: transition, machine, compileErrors.

anim.sm_create_locomotion (risk 2, mutates, smoke)​

Builds a complete locomotion state machine (Idle/Move plus optional jump states) with the speed and in-air rules wired, in one call.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestringName of the state machine to create (default "Locomotion").
idlestringIdle animation sequence; may be empty to build the skeleton of the machine and fill it later.
moveBlendSpacestringBlend space used for the moving state (preferred over WalkAnim/RunAnim).
moveAnimstringAnimation used for the moving state when no blend space is given.
jumpStartstringJump start animation (optional).
jumpLoopstringJump loop animation (optional).
jumpEndstringJump land animation (optional).
speedVariablestringFloat variable holding the speed; created when missing (default "Speed").
isInAirVariablestringBool variable holding the in-air state; created when missing (default "IsInAir").
moveThresholdnumberSpeed above which the character is considered moving (default 10). Default 10.0f.
connectToOutputbooleanConnect the state machine to the AnimGraph result (default true). Default true.
compilebooleanRecompile after the change (default true). Default true.

Returns: machine, nodeId, states, transitions, variables, compileErrors, warnings.

anim.sm_export (risk 0, smoke)​

Exports a state machine (states, transitions, rules) as JSON for anim.sm_import.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestringState machine name or node id; empty = the only one in the Anim Blueprint.

Returns: json, stateCount, transitionCount.

anim.sm_get (risk 0, smoke)​

Full description of a state machine: states (with their inner node count), transitions, rules and entry state.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestringState machine name or node id; empty = the only one in the Anim Blueprint.

Returns: machine, nodeId, graph, stateMachineGraph, entryState, states, transitions, compileErrors.

anim.sm_get_transition_rule (risk 0, smoke)​

Dumps the rule of a transition: its graph name, the node titles and a short description.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
transitionstringrequired. Transition node id or "From->To".
compilebooleanRecompile after the change (default true). Default true.

Returns: transition, ruleGraph, rule, automaticRule, nodes, compileErrors.

anim.sm_import (risk 2, mutates)​

Recreates states and transitions from the JSON produced by anim.sm_export (the machine is created when missing).

ArgumentTypeDescription
animBlueprintstringrequired.
jsonstringrequired. JSON in the shape produced by anim.sm_export.
machinestringState machine to fill; created when it does not exist.
graphstringTarget graph for a new state machine; empty = "AnimGraph".
compilebooleanRecompile after the change (default true). Default true.

Returns: machine, nodeId, graph, stateMachineGraph, entryState, states, transitions, compileErrors.

anim.sm_list (risk 0, smoke)​

Lists the state machines of an Anim Blueprint with their node ids and the graphs they live in.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestringState machine name or node id; empty = the only one in the Anim Blueprint.

Returns: machines, nodeIds, graphs, count.

anim.sm_list_state_nodes (risk 0, smoke)​

Lists the anim graph nodes inside a state and the id of its result node.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
statestringrequired. State name or node id.
compilebooleanRecompile after the change (default true). Default true.

Returns: state, boundGraph, nodes, count, resultNodeId, nodeId, compileErrors.

anim.sm_remove_state (risk 3, mutates, destructive, smoke)​

Deletes a state (or conduit/alias) and the transitions attached to it.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
statestringrequired. State name or node id.
compilebooleanRecompile after the change (default true). Default true.

Returns: machine, nodeId, graph, stateMachineGraph, entryState, states, transitions, compileErrors.

anim.sm_remove_transition (risk 3, mutates, destructive, smoke)​

Deletes a transition.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
transitionstringrequired. Transition node id or "From->To".
compilebooleanRecompile after the change (default true). Default true.

Returns: machine, nodeId, graph, stateMachineGraph, entryState, states, transitions, compileErrors.

anim.sm_rename_state (risk 2, mutates, smoke)​

Renames a state, conduit or alias (its inner graph is renamed too).

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
statestringrequired.
newNamestringrequired.
compilebooleanRecompile after the change (default true). Default true.

Returns: state, machine, compileErrors.

anim.sm_set_entry_state (risk 2, mutates, smoke)​

Makes a state the entry state of its machine (the previous entry link is replaced).

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
statestringrequired. State name or node id.
compilebooleanRecompile after the change (default true). Default true.

Returns: state, machine, compileErrors.

anim.sm_set_state_notifies (risk 2, mutates, smoke)​

Sets the entered / left / fully-blended notify names of a state.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
statestringrequired.
enteredstringNotify name fired when the state is entered.
leftstringNotify name fired when the state is left.
fullyBlendedstringNotify name fired when the state is fully blended in.
compilebooleanRecompile after the change (default true). Default true.

Returns: state, machine, compileErrors.

anim.sm_set_transition (risk 2, mutates, smoke)​

Edits a transition: crossfade, priority, blend mode, blend profile, bidirectional and automatic rule.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
transitionstringrequired. Transition node id or "From->To".
crossfadenumberCrossfade duration in seconds; negative = leave unchanged. Default -1.0f.
priorityintegerDefault -1.
blendModestringAlpha blend option name; empty = leave unchanged.
blendProfilestringBlend profile asset (4.27 only; 5.6+ replaced the member, reported as unsupported).
bidirectionalbooleanAllow the transition in both directions. Default false.
setBidirectionalbooleanApply the Bidirectional value (it is a bool, so it needs an explicit opt-in). Default false.
automaticRulebooleanDrive the rule from the remaining time of the source state's asset player. Default false.
setAutomaticRulebooleanApply the AutomaticRule value. Default false.
compilebooleanRecompile after the change (default true). Default true.

Returns: transition, machine, compileErrors.

anim.sm_set_transition_rule_compare (risk 2, mutates, smoke)​

Builds the transition rule as "variable value" using a float variable (created when missing).

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
transitionstringrequired.
variablestringrequired. Float or int member variable of the Anim Blueprint.
opstringrequired. Comparison operator: >, <, >=, <=, ==, !=.
valuenumberRight-hand constant. Default 0.0f.
compilebooleanRecompile after the change (default true). Default true.

Returns: transition, ruleGraph, rule, automaticRule, nodes, compileErrors.

anim.sm_set_transition_rule_time_remaining (risk 2, mutates, smoke)​

Switches the transition to the automatic rule based on the remaining time of the source state's asset player.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
transitionstringrequired.
crossfadenumberCrossfade duration used as the trigger window, in seconds (default: keep the current one). Default -1.0f.
compilebooleanRecompile after the change (default true). Default true.

Returns: transition, ruleGraph, rule, automaticRule, nodes, compileErrors.

anim.sm_set_transition_rule_variable (risk 2, mutates, smoke)​

Builds the transition rule from a bool variable of the Anim Blueprint (created when missing), optionally negated.

ArgumentTypeDescription
animBlueprintstringrequired.
machinestring
transitionstringrequired.
variablestringrequired. Bool member variable of the Anim Blueprint.
negatebooleanInvert the variable with a NOT node. Default false.
compilebooleanRecompile after the change (default true). Default true.

Returns: transition, ruleGraph, rule, automaticRule, nodes, compileErrors.

anim.snapshot_pose (risk 2, mutates, requires PIE, requires world, smoke)​

Saves the current pose of a running actor into a new pose asset.

ArgumentTypeDescription
folderstringrequired. Destination folder of the pose asset.
namestringrequired. Asset name of the pose asset.
poseNamestringName of the pose inside the asset (empty = generated).

Returns: poseAsset, poseName, poseCount, message.

anim.spawn_test_actor (risk 1, requires PIE, requires world, smoke)​

Spawns a skeletal mesh actor in the PIE world to test animations on, and returns its label.

ArgumentTypeDescription
meshstringSkeletal mesh of the spawned actor. Default TEXT("/Engine/EngineMeshes/SkeletalCube").
labelstringLabel given to the actor (also used to find it again). Default TEXT("AnimTestActor").
location{x,y,z}Spawn location in the PIE world.
animBlueprintstringAnim blueprint set on the spawned actor (optional).

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.stop (risk 1, requires PIE, requires world, smoke)​

Stops the single-node playback of an actor.

ArgumentTypeDescription
actorstringrequired. Actor label, name or class of the actor carrying the skeletal mesh.

Returns: actor, component, mesh, skeleton, mode, animBlueprint, animInstanceClass, currentAnim, position, length, playRate, playing, looping, montages, curves, message.

anim.stop_recording (risk 2, mutates, requires PIE, requires world)​

Stops an animation recording started by anim.record_from_actor. Not smoke-tested: it needs a running PIE session.

ArgumentTypeDescription
actorstringActor being recorded; empty stops every recording.

Returns: actor, anim, recording, message.

anim.unbind_property (risk 2, mutates, smoke)​

Removes a property binding from a node.

ArgumentTypeDescription
animBlueprintstringrequired.
nodeIdstringrequired.
propertystringrequired.
graphstring
compilebooleanRecompile after the change (default true). Default true.

Returns: bindings, count, compileErrors.

anim.validate (risk 0, smoke)​

Sanity check of a sequence: missing skeleton, zero length, notifies out of range, curves without keys, root motion without a root track.

ArgumentTypeDescription
animstringrequired. Animation sequence asset path or unique name.

Returns: anim, errors, warnings, valid, message.