set_num_uv_channels
Set the UV channel count for a DynamicMeshActor's live dynamic mesh in the editor world, from 0 to 8, adding empty channels or discarding UV data.
Instructions
Set how many UV channels the live dynamic mesh of a DynamicMeshActor in the editor world has: added channels start without UVs, and channels from num_uv_channels upward are discarded with their UVs (note says so). The current count is a no-op (changed false). The engine allows at most 8, so a count above 8 is an error; num_uv_channels is the count read back after the call, and the call fails if it differs from the request. No undo entry, nothing saved; reply actor_name is the component name, not the actor label. Fill a channel with copy_mesh_uv_channel or generate_mesh_uvs; clear_uv_channel works on static mesh assets.
Returns: { actor_name: string, num_uv_channels: int, previous_num_uv_channels: int, changed: bool, note?: string } -- actor_name is the dynamic mesh component's name, not the actor label; num_uv_channels is read back; note when channels were removed, whose UV data is dropped.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name | Yes | DynamicMeshActor name (required) | |
| num_uv_channels | Yes | Desired count, 0 to 8 (required) |