get_property_value
Read one typed property value from a named Unreal object, asset, CDO, or dotted actor path. Optionally read it on the server or client world for PIE comparisons.
Instructions
Read ONE property off ONE object you can already name (full object path, on-disk asset, CDO/archetype, or a dotted "Actor[.Component[.Subobject]]"), typed rather than stringified. Cheapest of the property readers: use it for a single value, get_properties to batch several names off the same object, list_object_properties to dump every property with its editor metadata, and get_actor_properties_by_class when you do NOT have a path and want to find instances BY CLASS or LABEL instead. Accepts world, so the same property can be read on the server and on the client and the response stamps which world answered.
Returns: { object_path: string, property_name: string, property_type: string, value: any (typed: bool/number/string natively, struct/map as object, array/set as array, object-ref as path 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. | |
| object_path | Yes | Path or name of the object instance. In the editor world: full object path, asset path, CDO/archetype, or a dotted "Actor[.Component[.Subobject]]" where the first segment is the actor's INTERNAL name (editor labels are not matched here — get_actor_properties_by_class's actor_label is). In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR label). | |
| property_name | Yes | Name of the property to read |