set_river_spline_points
Set any water body's spline path from world points, then synchronize metadata and read back point count and closed-loop status to confirm it applied.
Instructions
Set ANY water body's spline path from world points, then synchronize the water spline metadata and RE-READ the spline (point count + closed-loop) to prove it landed.
Returns: { water_body_label: string, point_count: int (RE-READ), spline_point_count_actual: int (RE-READ, same value, unambiguously named), closed_loop_actual: bool (RE-READ), requested_point_count: int, applied: bool (DERIVED: read-back count == requested count) }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| points | Yes | Array of [X, Y, Z] WORLD points (>= 2) defining the spline. Entries that are not a >= 3-element numeric array are skipped silently; `requested_point_count` reports how many survived parsing. | |
| water_body_label | Yes | Label of the AWaterBody actor. DESPITE THE COMMAND NAME THIS IS NOT RIVER-ONLY: it works on any water body that has a UWaterSplineComponent -- lake, ocean, river, custom -- and it is the only way to give a LAKE its real shoreline, because the spline the actor factory creates is an arbitrary CLOSED triangle (3 points) that has nothing to do with the basin. `closed_loop` is a property of the spline and is NOT touched here: set 12 points on a factory-made lake and you get 12 points still closed. |