I've been playing around with editable objects inside HDAs. Basically, I've got a control object down inside my character asset, and I've got a number of utility scripts (inteded to be used by the animator) as callback scripts for buttons. When the animator clicks a button I want to modify certain things down inside my network. In the simplest case, I want to match one control's transforms to another set of transforms.
Now, the script to do this, is really simple. The problem I have, however, is that as soon as my HDA is locked, my script will throw a permission error, because it's trying to modify a node inside the locked asset. So… I set my control object to be an “editable object” for the asset, and that relieved the error - but brought new problems. Now, if an animator grabs the control object, they're thrown down inside the asset (which I REALLY don't want to happen), as opposed to presented with the asset level parameters.
Is there any way that I can mess with things like the transforms of an object down inside a locked asset without throwing a permission error, but without specifying that object as an editable object? Is there no way that I can force changes inside a locked asset - I'm simply changing parameters (indirectly), after all, and those parameters are indeed promoted up to the asset level - so it's not like I'm actually changing anything inside the asset, not really, but I'm still presented with a permission error - most irritating!

For those who are interested, I'm trying to set both parameter values, and also call on a nodes .setWorldTransform() method. Both of these seem to throw permission errors from within a locked asset (even if the parameter I'm trying to set is promoted to the asset level).
Any help would be greatly appreciated,
Thanks!
Steve