get_blueprint_components_list
Lists components a Blueprint declares in its own Simple Construction Script with class, flags, mobility, collision, and mesh data; inherited and native components are excluded.
Instructions
List the components a Blueprint declares in its OWN Simple Construction Script, each with class, root flag, scene/primitive flags, mobility, physics and collision state, and static-mesh path + material count when it has one. WARNING: it shows ONLY this Blueprint's own SCS: components inherited from a parent Blueprint and native components from the C++ CDO are INVISIBLE here, so a short list is not proof the component is missing -- get_blueprint_scs_tree returns native + own SCS + inherited, source-classified, and is the right call whenever the answer matters. Use get_actor_components for a live actor instance instead of an asset.
Returns: { blueprint_name: string, blueprint_path: string, components: [object], components_count: int, max_results: int, results_truncated: bool, has_simple_construction_script: bool, blueprint_valid: bool, ambiguous_matches?: [string] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| max_results | No | Maximum components to return, 1..10000 (default 1000) | |
| blueprint_name | No | Blueprint asset short name (exact) or full package name; an ambiguous bare name resolves to the first hit and lists the rest in `ambiguous_matches` | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| include_inherited | No | IGNORED: accepted and parsed but never used. Inherited components are never included here whatever you pass -- call get_blueprint_scs_tree for those. |