set_triangle_uvs
Set the three UV corners of one mesh triangle in a target UV channel for granular UV edits without a full repack. Returns modified/saved status and engine validity.
Instructions
Set the 3 UV corners of a single triangle in one UV channel. Use this for granular UV edits without a full repack / regeneration. The triangle becomes an isolated UV island (the engine allocates fresh UV elements per call). Triangle IDs are 0-based into the mesh's triangle list. The bIsValidTriangle out-param surfaces the engine's validity verdict (false if TriangleID is out of range, the UV channel doesn't exist, or the resulting topology would be invalid).
Returns: { static_mesh_path, uv_channel, triangle_id, is_valid_triangle, modified, saved }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| uv0 | No | First triangle corner as a [u, v] pair. Read by the local ParseUV helper, which the extractor cannot follow, so this hint is what puts the param in the schema at all -- documenting the three on one line made all three unparseable and the tool had NO way to pass UVs. | |
| uv1 | No | Second corner as [u, v]. | |
| uv2 | No | Third corner as [u, v]. Alternatively pass the six flat numbers u0/v0/u1/v1/u2/v2 instead of the three arrays. | |
| uv_channel | No | UV channel index (default 0) | |
| triangle_id | No | Triangle ID to update (0-based; default 0) | |
| static_mesh_path | Yes | Asset path to the UStaticMesh |