get_actor_references
Lists the actor's own components (type, name, class), not external referencers; supports world selection to include components added at runtime.
Instructions
Despite the name this does NOT find who references the actor: it lists that actor's own COMPONENTS (type/name/class), i.e. a thinner get_actor_components with no mesh/light detail. For real reference graphs use the Asset Registry tools (get_asset_referencers / get_asset_dependencies). World-aware: world='editor' (default) | 'pie' | 'server' | 'client' | 'pie:N', which also makes it see components ADDED AT RUNTIME (AddComponent in BeginPlay) that the editor world does not have; the reply stamps world_name/world_package/net_mode/pie_instance.
Returns: { actor_name: string, actor_class: string, world: string, references: [{ type: string, name: string, class: string }], references_count: number, 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. |