get_object_class
Resolve an object or actor path to its class name, class path, native flag, and super class — a quick 'what is this?' check in the editor or a live PIE world before deeper inspection.
Instructions
Resolve an object instance and report just its type: class name, class path, is_native and immediate super class. The one-line "what IS this thing?" probe before spending a call on inspect_object or list_object_properties; get_class_hierarchy expands the same answer into the whole ancestor chain. Accepts world, so the same name can be typed in the editor world or in a LIVE PIE world (server vs client) — useful when a class is swapped at runtime — and the response stamps which world answered.
Returns: { object_path: string, class_name: string, class_path: string, is_native: bool, super_class: 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: the editor/asset instance) | 'pie' (ambiguous: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'). Anything other than absent/'editor' resolves the object in that live world; an UNRECOGNIZED value is an error naming the worlds that exist, never a silent fallback to another world. | |
| object_path | Yes | Path or name of the object to inspect. In the editor world: full object path, asset path, CDO/archetype, or a dotted "Actor[.Component[.Subobject]]" whose first segment is the actor's INTERNAL name. In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR editor label). |