get_actors_by_class
List every actor of an exact class in a chosen UE5 world and get each name and location. Useful for locating Blueprint instances across editor, PIE, server, or client worlds.
Instructions
Census of one class in a chosen world: names + locations of every actor whose class name matches EXACTLY (no subclasses; a Blueprint needs its runtime name with the _C suffix, e.g. BP_Foo_C), capped at 1000. The co-op workhorse -- world='editor'|'pie'|'server'|'client'|'pie:N' ('server' = the PIE world with authority, 'client' = the other), and the reply stamps world_name/world_package/net_mode/pie_instance so actors_count:0 is readable as "not in THIS world" instead of "does not exist". Use find_actors_by_name for substring/label search, get_actors_in_radius for proximity. Two false zeros: with 2+ PIE clients a bare world='pie' resolves to only ONE of the two worlds; and after compile_blueprint the placed OFPA instances vanish from BOTH editor and PIE worlds in memory (git shows them intact on disk -- the fix is load_level of the same map, never re-placing them).
Returns: { class_name: string, world: string, actors: [{ name: string, class: string, location: { x: number, y: number, z: number } }], actors_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'). | |
| class_name | Yes | Whole UClass name, e.g. 'StaticMeshActor' or 'BP_MyTurret_C'. Compared case-insensitively but WHOLE-string: not a path, not a substring, and never matched against parent classes. |