geom_create_dynamic_mesh
Create an editable DynamicMesh actor in Unreal Editor seeded with a primitive. Configure dimensions, location, rotation, and steps for box, sphere, cylinder, plane, or empty.
Instructions
Create an editor DynamicMesh actor and seed it with a primitive mesh.
Args: actor_name: DynamicMesh actor label to create. primitive: One of "box", "sphere", "cylinder", "plane", or "empty". dimensions: Primitive dimensions in centimeters. Box/plane use X,Y,Z; sphere uses X as radius; cylinder uses X radius and Z height. location: Optional world location [x, y, z]. rotation: Optional world rotation [pitch, yaw, roll]. radial_steps: Segment count for sphere/cylinder primitives. height_steps: Vertical segments for cylinder and box-like primitives. overwrite: Delete an existing actor with the same label before creating.
Returns: Structured JSON with actor label, primitive, and mesh counts.
KB: see knowledge_base/22_GEOMETRY_SCRIPT_AND_MODELING.md#mcp-geometry-tools Example: geom_create_dynamic_mesh(actor_name="DM_CoverBlock", primitive="box", dimensions=[200, 80, 120])
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| location | No | ||
| rotation | No | ||
| overwrite | No | ||
| primitive | No | box | |
| actor_name | No | DM_GeneratedMesh | |
| dimensions | No | ||
| height_steps | No | ||
| radial_steps | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |