create_editable_static_mesh
Creates an editable static mesh copy at a target path and saves it, letting read-only engine meshes be modified without altering the source.
Instructions
Copy a UStaticMesh (default /Engine/BasicShapes/Cube) into a new asset at package_path/static_mesh_name with StaticDuplicateObject, creating the folder if needed, and save it, so an engine or other read-only mesh can be edited as a copy; the source is not modified and there is no undo. Idempotent: a static mesh already at that path is returned untouched with created=false, whatever its source. A source that does not load, a name taken by another asset class or a failed save is an error. duplicate_asset copies any asset type inside its own folder.
Returns: { asset_path, static_mesh_name, source_mesh, created }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| source_mesh | No | Source mesh to duplicate (defaults to engine Cube) | |
| package_path | Yes | Target folder path (e.g. "/Game/MyMeshes"). | |
| static_mesh_name | Yes | Name for the new mesh asset. |