Summon
The summon function creates a new Rig instance at the current execution position and rotation.
<blueprint_id>/summon It’s a macro function, so you always pass an args compound, even an empty one:
function my_pack:my_rig/summon {args: {}} Arguments
Every argument is optional.
function <blueprint_id>/summon {args: {
variant: "variant_name",
animation: "animation_name",
frame: 0,
start_animation: false
}} variantThe name of a Variant to apply right after summoning. Without it, the rig uses the Default Variant.
function my_pack:my_rig/summon {args: {variant: "angry"}}animationThe name of an animation to pose the rig in. The rig is set to
frameof that animation, but the animation doesn’t play unlessstart_animationistrue.frameThe frame of
animationto pose the rig in, starting from0. Defaults to0. Ignored withoutanimation.start_animationWhen
true,animationstarts playing fromframeright away. Defaults tofalse.
Position and Rotation
The rig is summoned at the execution position, facing the execution rotation. Use execute positioned, rotated, or at to control where it appears and which way it faces:
# At a specific spot, facing south
execute positioned 10 64 20 rotated 0 0 run function my_pack:my_rig/summon {args: {}}
# At the nearest player, facing the same way they are
execute at @p run function my_pack:my_rig/summon {args: {}} Examples
Summon with a Variant:
function my_pack:my_rig/summon {args: {variant: "blue"}} Summon and start playing walk:
function my_pack:my_rig/summon {args: {animation: "walk", start_animation: true}} Summon posed on frame 10 of idle, without playing it:
function my_pack:my_rig/summon {args: {animation: "idle", frame: 10}} What Happens When You Summon
- The root entity and every node entity are created, and the rig is set to its default pose.
- The
variantandanimationarguments are applied. - The On-Summon functions run: first each Locator’s, then each Interaction’s, then each display node’s, and finally the Blueprint’s own On-Summon Function.