get_class_hierarchy
Trace a class’s full inheritance chain to UObject, listing each ancestor’s path, native/Blueprint status, flags, and interfaces. Answer “is X a Y?” to find where native code ends and Blueprint begins.
Instructions
Walk the full inheritance chain of a class from itself up to UObject, one record per level with its path, is_native flag, class flags/metadata and implemented interfaces — the answer to "is X a Y?" and "where does the native code stop and the Blueprint chain start?". get_blueprint_parent returns only the IMMEDIATE parent of a Blueprint ASSET; this returns every ancestor of a compiled CLASS. get_blueprint_children goes the other direction (descendants).
Returns: { class_name: string, hierarchy: [{name, path, is_native, is_abstract, is_deprecated, is_placeable, config_name, implemented_interfaces: [{interface, implemented_by_k2}], class_group?, is_blueprintable?, is_blueprint_type?, display_name?, tooltip?}] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| class_name | Yes | UClass identifier, resolved with ResolveClass: bare FName ("Character"), /Script/Module.Class, a Blueprint asset path, or a generated class ("BP_MyActor_C"). WARNING: the REGISTERED FName can differ from the C++ type name and from the name the Python bindings expose — UMetaHumanCharacterInstance is registered as "MetaHumanInstance" — so a failure here is NOT evidence the class is absent; the error names the near misses instead. The response echoes what it resolved to in resolved_class_name / resolved_class_path. |