translate_mesh_uvs
Offset every UV in one channel of a DynamicMeshActor's live dynamic mesh by U and V values, shifting texture coordinates in the editor without affecting other channels.
Instructions
Offset all UVs of one channel on a DynamicMeshActor's live dynamic mesh in the editor world by (translate_u, translate_v); a zero offset changes nothing (translated false). No undo entry; reply actor_name is the component name, not the actor label.
Returns: { actor_name: string, uv_channel: int, translate_u: number, translate_v: number, translated: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name | Yes | Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world. | |
| uv_channel | Yes | 0-based UV channel index; a channel the mesh does not have fails the call. | |
| translate_u | Yes | Offset added to every U coordinate (1.0 shifts by one full tile). | |
| translate_v | Yes | Offset added to every V coordinate (1.0 shifts by one full tile). |