apply_adaptive_remesh
Adaptively remesh a DynamicMeshActor's mesh using a target edge length and optional weight map to control triangle density where needed.
Instructions
Adaptive-remesh a DynamicMeshActor's dynamic mesh using a target edge length and optional weight map
Returns: { actor_name: string, min_edge_length: number, max_edge_length: number, relative_density: number, weight_map_name: string, weight_map_resolved: bool, target_type: string, triangle_count: int, triangle_count_before: int, vertex_count: int, remeshed: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name | Yes | Label or name of the target DynamicMeshActor | |
| max_edge_length | Yes | Target edge length for adaptive remesh (sets TargetType=TargetEdgeLength + TargetEdgeLength). Required. | |
| min_edge_length | No | Soft floor for adaptive edge length (default 1.0). NOTE: FGeometryScriptAdaptiveRemeshOptions has no explicit min field — this is echoed back in the result for traceability but is NOT consulted by the engine call. | |
| weight_map_name | No | Optional name of an existing vertex weight map (resolved via UGeometryScriptLibrary_MeshQueryFunctions::GetWeightMapHandle). If omitted or the mesh does not have such a layer, the engine runs adaptive remesh without a weight map (its default invalid handle). | |
| relative_density | No | Density adjustment in [-2.0, 2.0] passed to FGeometryScriptAdaptiveRemeshOptions::RelativeDensity (default 0.0). |