get_actor_blueprint
Identify whether a placed actor originates from a Blueprint and return its generated class and source asset, including runtime-spawned actors in PIE, server, or client worlds.
Instructions
Tell whether a placed actor comes from a Blueprint and, if so, name its generated class and source asset. Cheap one-actor answer to "what BP is this thing?" -- for the reverse (all actors of a class) use get_actors_by_class. World-aware: world='editor' (default) | 'pie' | 'server' | 'client' | 'pie:N', so a RUNTIME-SPAWNED actor -- which never exists in the editor world, where it reads as a flat "Actor not found" -- can be identified too; the reply stamps world_name/world_package/net_mode/pie_instance.
Returns: { actor_name: string, actor_class: string, world: string, is_blueprint: bool, blueprint_class?: string, blueprint_asset?: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional world selector: absent/'editor' (default) | 'pie' (ambiguous: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'). An unrecognised value FAILS naming the worlds that exist; it never falls back to another world in silence. | |
| actor_name | Yes | Actor's internal name (GetName) or editor label (GetActorLabel); exact match. |