add_impulse_to_actor
Kick an actor's physics body by applying an impulse or mass-independent velocity change to its primitive component, optionally at a world location or named bone in Unreal Engine.
Instructions
Kick a physics body: apply an impulse (or, with vel_change, a mass-independent velocity change) to an actor's primitive component, optionally at a world location for torque via AddImpulseAtLocation, or on a named skeletal bone. Acts on the EDITOR world, where nothing is simulating unless the component has simulate_physics on -- so on a resting editor actor this is a no-op that still reports applied:true; verify with a transform re-read, and for gameplay-time forces drive it in PIE.
Returns: { actor_name: string, component_name: string, applied: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| impulse | No | [x, y, z] impulse vector in world units (required) | |
| location | No | Optional [x, y, z] world location for AddImpulseAtLocation (omit to use AddImpulse) | |
| bone_name | No | Optional skeletal bone name to apply the impulse to | |
| actor_name | Yes | Display label or internal name of the target editor-world actor (required) | |
| vel_change | No | Optional; if true, impulse is treated as a velocity change (mass-independent) | |
| component_name | No | Optional primitive component name (defaults to the actor's RootComponent) |