rotate_dynamic_mesh
Rotate a DynamicMeshActor's live mesh vertices about its local origin in the editor world, baking rotation into the geometry while leaving the actor transform untouched.
Instructions
Rotate every vertex of the live dynamic mesh of a DynamicMeshActor in the editor world about the mesh-local origin, baking the rotation into the geometry; the actor transform is not touched. Rotations accumulate: each call turns the current mesh again. Runs in an editor transaction, nothing saved. An empty mesh is an error; a zero rotation succeeds with applied false and a note, leaving the mesh unchanged. Use transform_dynamic_mesh to move, rotate and scale in one call, set_actor_transform to turn the actor itself, rotate_mesh_uvs to rotate UVs.
Returns: { actor_name: string, rotation_pitch: number, rotation_yaw: number, rotation_roll: number, applied: bool, note?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| rotation | Yes | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. [pitch, yaw, roll] Euler rotation in degrees, applied on top of the current mesh | |
| actor_name | Yes | Label or name of the target DynamicMeshActor |