get_component_properties
Read all editable or Blueprint-visible properties of one component, including current values and active/registered state, without modifying anything—the read-back for set_component_property.
Instructions
Read every editable or Blueprint-visible property of one component, with its current value as text, plus whether it is active and registered, without changing anything: the read-back for set_component_property. Pass actor_name for a placed actor (world picks the editor instance or a live PIE world) or blueprint_name for a Blueprint component template.
Returns: { actor_name: string, component_name: string, component_class: string, properties: [{...}], properties_count: int, editable_properties_count: int, blueprint_visible_properties_count: int, public_properties_count: int, component_owner: string, component_is_active: bool, component_is_registered: bool, component_creation_method: string, world: 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) reads the frozen editor archetype/CDO (pre-BeginPlay defaults); 'server' (the PIE world with authority -- what you want for replicated state in co-op) | 'client' | 'pie:N' | 'pie' (ambiguous) resolve the LIVE running PIE actor+component so runtime-mutated values (e.g. Health after BeginPlay) are returned; 'game' is an alias of 'pie'. Only affects the actor_name path; ignored for blueprint_name. | |
| actor_name | No | Object name, else editor label, of the placed actor that owns the component; ignored when blueprint_name is given. | |
| blueprint_name | No | Blueprint whose component template to read, by short name (searched under /Game/Blueprints, then the whole project) or asset path such as "/Game/Characters/BP_Hero"; it wins over actor_name, and world is ignored. | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| component_name | Yes | Name of the component: its object name on a placed actor, or its SCS variable or native subobject name in a Blueprint. |