slice_procedural_mesh
Split a procedural mesh along a defined plane to cut geometry in place; optionally spawn the removed half as a new component on the same actor.
Instructions
Slice a procedural mesh in place with a plane, optionally spawning the other half as a new PMC on the same actor. NOT idempotent: mutates the mesh destructively; re-running slices the already-sliced result.
Returns: { actor_label, sliced, total_sections, other_half_created, other_half_component_name?, other_half_sections? }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| cap_option | No | Optional "NoCap" | "CreateNewSectionForCap" | "UseLastSectionForCap"; defaults to "NoCap" | |
| actor_label | Yes | Editor label of the actor carrying the PMC | |
| plane_normal | No | [x,y,z] slice plane normal (must be non-zero); geometry on the positive side is kept | |
| plane_position | No | [x,y,z] world-space point on the slice plane | |
| component_index | No | Optional 0-based PMC index on the actor; defaults to 0 | |
| cap_material_path | No | Optional /Game path to a UMaterialInterface for the cap | |
| create_other_half | No | Optional bool; if true, the sliced-off half is spawned as a new PMC on the same actor |