set_static_mesh_properties
Assign a static mesh and/or slot-0 material to a Blueprint mesh component template in one call, without compiling or saving.
Instructions
Assign a static mesh asset and/or a slot-0 material to a mesh component TEMPLATE of a Blueprint (an OWN SCS node, not a placed actor), in one call. Does NOT compile and does NOT save. Use apply_material_to_blueprint when only a material is changing or the slot is not 0, and get_blueprint_material_info to read the resulting slots back.
Returns: { component: string } -- name only, no verification: read the result with get_blueprint_material_info / get_blueprint_component_property.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| material | No | Optional asset path of the UMaterialInterface for slot 0 | |
| static_mesh | No | Optional asset path of the UStaticMesh to assign | |
| blueprint_name | No | Name of the blueprint | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| component_name | Yes | Name of an OWN SCS mesh component |