create_editable_skeletal_mesh
Duplicates a skeletal mesh into a project content path so you can edit it, creating the destination folder if needed.
Instructions
Duplicate a skeletal mesh (default /Engine/EngineMeshes/SkeletalCube) to package_path/skeletal_mesh_name in the project's content so it can be edited, creating the folder if needed. The copy keeps the source's skeleton (create_editable_skeleton makes a /Game skeleton) and is saved only when source control is enabled, otherwise follow with save_asset. Idempotent: a skeletal mesh already at that path is returned with created=false; any other asset there is an error. A source_mesh that is not a skeletal mesh is an error, and so is a destination that is engine content, under a read-only root or under no mounted root. duplicate_asset copies other asset types.
Returns: { asset_path: string, skeletal_mesh_name: string, source_mesh: string, created: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| source_mesh | No | Content path to source mesh to duplicate (default /Engine/EngineMeshes/SkeletalCube) | |
| package_path | Yes | Destination folder: a long package path used as given (/Game, /Game/MyGame or a project plugin mount), or a relative folder taken under /Game. | |
| skeletal_mesh_name | Yes | Name for the new skeletal mesh asset |