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Blueprint

All functions appear as nodes under the TakeForge category in editor Blueprints - the natural home for a custom tools palette with buttons your team can click.

Where the nodes work​

The library is editor-only, so the nodes are available in:

  • Editor Utility Blueprints (Blutilities) - right-click → Run on demand
  • Editor Utility Widgets - dockable custom UI panels with buttons/sliders
  • Asset Action Utilities - add your own entries to asset context menus

They are not available in gameplay Blueprints and never ship in packaged games.

Node anatomy​

Every mutating node has the same shape:

  • Sequence input - the AnimSequence to modify (directly - duplicate first for a non-destructive flow, e.g. with Duplicate Asset from the Editor Asset Library)
  • B Success (bool) - success
  • Out Error (string) - why it failed, when it did

Plus the per-action inputs: an ETakeForgeMode enum on Apply Root Motion, frame ints on Trim to Range, Name arrays for the bone-based actions (Isolate / Strip / Smooth Bones), and IntPoint arrays for Smooth Bones' frame ranges.

Example: a "Make Standard Set" button​

An Editor Utility Widget button that turns the selected takes into the standard trio (root motion, in-place, loop):

  1. Get Selected Assets (Editor Utility Library) → For Each
  2. Cast to AnimSequence (skip failures)
  3. Duplicate Asset with a _RM suffix → Apply Root Motion (mode = Smoothed Root Motion)
  4. Duplicate Asset with a _InPlace suffix → Apply Root Motion (mode = In Place) → Make Loopable
  5. Branch on each B Success; print Out Error on the false path

Settings (pelvis bone, smoothing, markers) come from Editor Preferences → Plugins → TakeForge at call time, exactly like the menu actions.