recompute_mesh_normals
Rebuild the vertex normals of a DynamicMeshActor's live mesh to fix shading after geometry edits, preserving hard-edge splits and weighting by face area and corner angle.
Instructions
Recompute the normals of the live dynamic mesh of a DynamicMeshActor in the editor world, overwriting the values of its existing normal overlay while keeping its hard-edge splits; a mesh without normals first gets per-vertex normals. Face contributions are weighted by area and by corner angle (both on by default; both off gives a plain average). Idempotent, in an editor transaction, nothing saved. An empty mesh is an error, and recomputed is false (the call fails) when the engine reports an error. Use it when shading looks wrong after geometry edits; copy_dynamic_mesh_to_static_mesh persists the result.
Returns: { actor_name: string, angle_weighted: bool, area_weighted: bool, triangle_count: int, vertex_count: int, recomputed: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name | Yes | Label or name of the target DynamicMeshActor | |
| area_weighted | No | Weight contributing face normals by face area, default true | |
| angle_weighted | No | Weight contributing face normals by corner angle, default true |