set_actor_transform
Move, rotate, or scale one Unreal actor, writing its transform and returning the re-read values. Supports editor/PIE worlds, undo, and reliable saving from Python.
Instructions
Move, rotate and/or scale ONE actor (omitted components are left as they are) and return the actor's re-read transform plus the identity of the world that was written. Undoable, and it calls Modify() first -- which matters, because moving an actor from Python does NOT dirty its OFPA package and then save_level reports success while writing nothing. Takes a world selector, so it also reaches a LIVE PIE pawn (an editor-only lookup would answer "Actor not found" for an actor that exists in another world). Use batch_set_actor_transform for many actors, place_actor_on_terrain to drop one onto the landscape.
Returns: { actor JSON via DescribeActorObject, transform RE-READ off the actor after the write }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Actor's internal name (GetName) or editor label (GetActorLabel), case-insensitive whole-string match. | |
| scale | No | Optional new WORLD scale, ARRAY form only: [x, y, z]. A malformed value silently becomes 0,0,0 and the actor disappears. | |
| world | No | Optional: "editor" (default) | "pie" | "server" | "client" | "pie:N". In co-op the authoritative pawn lives on the server, and a move written to the client world will be corrected by replication. | |
| location | No | Optional new WORLD location, ARRAY form only: [x, y, z]. Absolute, not a delta; an object or a shorter array is silently read as the origin, which teleports the actor to 0,0,0. | |
| rotation | No | Optional new WORLD rotation as the array [pitch, yaw, roll] -- note index 2 is ROLL, not yaw -- or, unambiguously, the object {"pitch":..,"yaw":..,"roll":..}, which is the recommended form. |