update_ism_instance_transform
Update a single instanced static mesh instance's transform by index, moving, rotating, or scaling it in place. Avoid removing and re-adding to keep the instance index stable.
Instructions
Move, rotate or rescale ONE existing instance of an InstancedStaticMeshComponent in place, by index -- cheaper than remove + re-add and it keeps the index stable. Leave mark_render_state_dirty at its default true or the viewport keeps drawing the old transform.
Returns: { updated: bool, num_instances: int }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| scale | No | Optional [x, y, z] | |
| location | No | [x, y, z] new translation | |
| 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] | |
| teleport | No | Optional; default false | |
| actor_name | Yes | Display label or internal name of the actor carrying the ISM component (required) | |
| world_space | No | Optional; defaults true | |
| component_name | No | Optional ISM component name | |
| instance_index | Yes | Index of the instance to update (required, >=0) | |
| mark_render_state_dirty | No | Optional; default true (engine signature bMarkRenderStateDirty=true) |