apply_mesh_boolean_actor_to_actor
Apply a CSG boolean (union, subtract, intersect) on a target DynamicMeshActor using another actor's live mesh as the tool, mutating the target in place; not idempotent.
Instructions
Apply a CSG boolean using a second DynamicMeshActor as the cutting tool. Unlike apply_mesh_boolean (which builds a transient primitive tool), the tool geometry is the live dynamic mesh of source_actor_name. The target mesh is mutated in place; the source mesh is left untouched. NOT idempotent: re-running keeps cutting/merging the same tool against the already-modified target. When the engine refuses the result (an empty one) the target is left unchanged, boolean_applied is false and the call fails.
Returns: { actor_name: string, source_actor_name: string, operation: string, triangle_count: int, triangle_count_before: int, vertex_count: int, boolean_applied: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| operation | No | Union, Subtract, or Intersect, default Subtract | |
| actor_name | Yes | Label or name of the target DynamicMeshActor (the receiver, mutated in place) | |
| fill_holes | No | Optional bool override for FGeometryScriptMeshBooleanOptions.bFillHoles (default true) | |
| simplify_output | No | Optional bool override for FGeometryScriptMeshBooleanOptions.bSimplifyOutput (default true) | |
| source_actor_name | Yes | Label or name of the DynamicMeshActor whose live dynamic mesh is used as the boolean tool | |
| use_world_transforms | No | Optional bool, default true. When true the tool is positioned by the relative world transform (source relative to target) so the boolean respects the actors' placement; when false the tool is applied at identity (co-located). |