set_motion_warping_target_location
Update an existing motion warping target's location and rotation by FName. Use this to reposition an existing target instead of creating a new one.
Instructions
Update an existing FMotionWarpingTarget's location (and optionally rotation) by FName -- an idempotent replace-in-place. Choose this over add_warp_target_to_component when the target already exists and you only want to nudge where it points; add_warp_target_to_component is the one that CREATES a target.
Returns: { actor_name, warp_target_name, location_set, previous_count, new_count }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| location | No | [x, y, z] world location | |
| rotation | No | 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. Optional [pitch, yaw, roll] rotation; defaults to ZeroRotator | |
| actor_name | Yes | Engine name of the actor carrying the UMotionWarpingComponent | |
| warp_target_name | Yes | FName of the existing target |