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
AnimSequenceto modify (directly - duplicate first for a non-destructive flow, e.g. withDuplicate Assetfrom 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):
- Get Selected Assets (Editor Utility Library) → For Each
- Cast to AnimSequence (skip failures)
- Duplicate Asset with a
_RMsuffix → Apply Root Motion (mode = Smoothed Root Motion) - Duplicate Asset with a
_InPlacesuffix → Apply Root Motion (mode = In Place) → Make Loopable - 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.