copy_static_mesh_to_dynamic_mesh
Copy a UStaticMesh asset's geometry into a DynamicMeshActor's live dynamic mesh, replacing its current mesh; specify source path, actor name, and optional LOD.
Instructions
Copy the geometry of a UStaticMesh asset INTO the live dynamic mesh of a DynamicMeshActor via UGeometryScriptLibrary_StaticMeshFunctions::CopyMeshFromStaticMesh (engine-default options: build settings applied, tangents on). Destructive replace of the actor's current mesh. Idempotent-ish: re-running re-extracts the same source geometry (result depends only on the source asset + LOD). Reads the MaxAvailable LOD (LODIndex clamped to the asset's available LODs) so it is robust across meshes with fewer LODs.
Returns: { source_static_mesh_path, actor_name, lod_index, outcome_success: bool, triangle_count, vertex_count, copied: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| lod_index | No | Optional source LOD index (default 0). LODType is MaxAvailable, so the index is silently clamped to the asset's LOD count. | |
| actor_name | Yes | Label or name of the target DynamicMeshActor whose GetDynamicMesh() receives the geometry. | |
| source_static_mesh_path | Yes | Content path of the source UStaticMesh (e.g. "/Engine/BasicShapes/Cube"). |