transform_dynamic_mesh
Apply translation, rotation, and scale to a DynamicMeshActor's live mesh in Unreal Editor, updating its transform in one editor transaction.
Instructions
Apply a full FTransform (translation + rotation + scale) to the live dynamic mesh of a DynamicMeshActor via UGeometryScriptLibrary_MeshTransformFunctions::TransformMesh, in an editor transaction. A location or scale that is not three numbers, or an empty mesh, is an error. An identity transform succeeds with applied false and a note, leaving the mesh unchanged.
Returns: { actor_name: string, location_x: number, location_y: number, location_z: number, rotation_pitch: number, rotation_yaw: number, rotation_roll: number, scale_x: number, scale_y: number, scale_z: number, applied: bool, note?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| scale | No | Optional [x, y, z] scale; default (1,1,1) | |
| location | No | Optional [x, y, z] translation; default (0,0,0) | |
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] rotation; default (0,0,0) | |
| actor_name | Yes | Label or name of the target DynamicMeshActor |