inspect_object
Profile an Unreal object in one call: get identity, class metadata, every reflected property, and live actor components from editor or live PIE worlds.
Instructions
One-shot portrait of an object instance: identity (name, class, class path, is_valid), the class-level flags/metadata/implemented interfaces, EVERY reflected property as a { name: typed_value } map, and — when it is an actor — the list of its live components with their classes. The "I know nothing about this object yet" entry point; once you know what you want, get_property_value / get_properties are far cheaper, list_object_properties adds per-property editor metadata the map here omits, and get_actor_components lists components alone. Accepts world, so the portrait can be taken of the LIVE server instance or of the client one, and the response stamps which world answered.
Returns: { object_path: string, object_name: string, class_name: string, class_path: string, is_valid: bool, is_abstract, is_deprecated, is_placeable, is_native, config_name, implemented_interfaces: [{interface, implemented_by_k2}], class_group?, is_blueprintable?, is_blueprint_type?, display_name?, tooltip?, properties: {prop_name: typed_value}, components: [{name, class}], 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' portrays the LIVE instance in that 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). |