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rotate_dynamic_mesh

Destructive

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

TableJSON Schema
NameRequiredDescriptionDefault
rotationYesPREFERRED: 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_nameYesLabel or name of the target DynamicMeshActor

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed2 schema fields changedv1.2.2
    • changedInput schema / properties / rotation / description
      Previous value: -"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. Required (the call fails without it): [pitch, yaw, roll] Euler rotation in degrees, applied on top of the current mesh"New value: +"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"
    • changedInput schema / required
      Previous value: -[
      -  "actor_name"
      -]New value: +[
      +  "actor_name",
      +  "rotation"
      +]
  2. Changed1 schema field changedv1.2.0
    • changedInput schema / properties / rotation / description
      Previous value: -"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"New value: +"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. Required (the call fails without it): [pitch, yaw, roll] Euler rotation in degrees, applied on top of the current mesh"
  3. First observedv1.1.0

TDQS

A4.4/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Goes well beyond the annotations (destructive=true, idempotent=false) by explaining that the rotation is baked into geometry while the actor transform is untouched, that rotations accumulate across calls (explaining the non-idempotence), that it runs in an editor transaction and saves nothing, and that empty meshes error while zero rotations return applied=false with a note.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Purpose is front-loaded and the mutation semantics, edge cases, and alternatives follow in efficient sentences. The trailing Returns block is somewhat budget-heavy but justified because there is no output schema.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With no output schema, the description supplies the return shape itself plus error and no-op semantics, transaction behavior, and sibling routing. An agent has everything needed to invoke and interpret the call.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100% and the rotation parameter's schema text is unusually detailed (including the array-vs-object roll trap), so the schema already carries the meaning. The description adds only the incidental point that the rotation is applied on top of the current mesh, which is marginal beyond the schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a precise verb+resource (rotate every vertex of the live dynamic mesh of a DynamicMeshActor) and immediately scopes it against alternatives by noting the actor transform is not touched. An agent can distinguish it from transform_dynamic_mesh, set_actor_transform, and rotate_mesh_uvs without opening a schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Names three alternative tools and their distinct roles (transform_dynamic_mesh for combined move/rotate/scale, set_actor_transform for the actor itself, rotate_mesh_uvs for UVs), which clearly implies when this tool is the right pick. However, it never states the explicit selection condition ('use this when you want only a baked rotation'), leaving that inference to the reader.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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