set_skeletal_mesh_properties
Set a SkeletalMeshComponent's mesh and materials in a Blueprint. Provide a skeletal mesh asset and optional per-slot material overrides for character armor, clothing, or accessories.
Instructions
Assign a SkeletalMesh asset and/or materials to a SkeletalMeshComponent in a Blueprint.
Use this for character armor pieces, clothing, accessories — any SkeletalMeshComponent that needs a mesh assigned and materials applied (textures).
Args: blueprint_name: Blueprint containing the SkeletalMeshComponent component_name: SCS variable name of the SkeletalMeshComponent skeletal_mesh: Content path to USkeletalMesh asset (e.g. "/Game/Characters/Armor/SK_ChestPlate") material: Shorthand — assign a single material to slot 0 (e.g. "/Game/Materials/M_ArmorBlue") materials: Per-slot list: [{"slot": 0, "material": "/Game/M_Foo"}, {"slot": 1, "material": "/Game/M_Bar"}] Use this when the mesh has multiple material slots.
Returns: Dict with 'success', 'component'
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: set_skeletal_mesh_properties(blueprint_name="/Game/MCP_Test/BP_Example", component_name="ExampleComponent")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| material | No | ||
| materials | No | ||
| skeletal_mesh | No | ||
| blueprint_name | Yes | ||
| component_name | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |