create_procedural_mesh_component
Spawn a bare editor actor and attach a UProceduralMeshComponent as its root, reusing an existing component if present.
Instructions
Spawn a bare AActor in the editor world and attach a fresh UProceduralMeshComponent as its root. Idempotent: reuses the actor's existing PMC if found.
Returns: { actor_label: string, actor_name: string, component_index: int, section_count: int, reused: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| location | No | Optional [x, y, z] world location; defaults to (0,0,0) | |
| actor_label | Yes | Editor label for the new actor |