Animation
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15 tools — 0 typed MCP · 15 via cu CLI.
- Animation — Assets — 4 tools
- Animation — Blueprint Graph — 6 tools
- Animation — Montage Editing — 3 tools
- Animation — Skeleton & Mesh — 2 tools
Animation — Assets
Section titled “Animation — Assets”create_animation_blueprint CLI
Section titled “create_animation_blueprint ”Create an Animation Blueprint for a Skeleton to drive character animation state machines.
@mcp.tool()@showcase( "Create an Animation Blueprint for a Skeleton to drive character animation state machines.", featured=True,)def create_animation_blueprint( ctx: Context, name: str, skeleton: str, path: str = "/Game/Animations") -> ToolResult: """[Anim] Create a new Animation Blueprint asset for a given Skeleton.
Anti-patterns: - Do not pass a ``skeleton`` path that isn't a ``USkeleton`` (e.g. a SkeletalMesh path, a Skeleton's owning AnimSequence) — handler rejects. - Do not pass a ``path`` outside ``/Game/`` — engine/plugin mounts are read-only. - Do not include ``.uasset`` in any path argument.
Args: ctx: The MCP context name: Name for the Animation Blueprint (e.g. "ABP_Character") skeleton: Asset path of the Skeleton to use (e.g. "/Game/Characters/Mannequin/Skeleton") path: Content path to create the asset in (default: /Game/Animations)
Returns: Dict with created Animation Blueprint name, path, and skeleton """ from claude_unreal_server import get_unreal_connection
try: unreal = get_unreal_connection() if not unreal: return err("Failed to connect to Unreal Engine")
params = {"name": name, "skeleton": skeleton} if path != "/Game/Animations": params["path"] = path
response = unreal.send_command("create_animation_blueprint", params) if not response: return err(f"Failed to create animation blueprint: no response from Unreal Engine") if response.get("status") == "error": return err(f"Failed to create animation blueprint", error=response.get("error", "Unknown error")) result = response.get("result", response) return ok(f"Created animation blueprint '{name}'", **result) except Exception as e: logger.error(f"Error in create_animation_blueprint: {e}") return err(f"Failed to create animation blueprint", error=str(e))