list_instance_overrides
Audit a placed actor against its archetype to list per-instance property overrides, confirming whether edits actually landed on the instance.
Instructions
Audit a PLACED ACTOR (and every one of its components) against its ARCHETYPE and list the property values that were authored as per-instance overrides in the level, each with its archetype baseline, plus the physical package that carries them (the rotating-hash OFPA .uasset for a World Partition actor) and whether that package is dirty. The tool that answers "did my write actually land on this instance, or only look like it?" — it catches set_property_value reporting success on an FGameplayTag while storing an empty "()" override. Component baselines are the SCS TEMPLATE, not the Blueprint CDO (a CDO carries no SCS components at all). Resolves in the EDITOR world by design: an instance override is an on-disk concept, not a runtime one.
Returns: { actor_path, actor_name, actor_label, actor_class, archetype_path, archetype_class, archetype_is_cdo, is_package_external, package_name, package_file, package_file_exists, package_dirty, overrides: [{property, kind, value, archetype_value, declaring_class, property_type, note, ...}], override_count, components: [{component, component_class, creation_method, archetype_path, archetype_is_cdo, overrides, override_count, noise?}], components_examined, component_override_count, total_override_count, properties_examined, skipped: {transient, not_edit, no_baseline}, noise_counts: object, noise_count: int, noise?: [...], caveat: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor | Yes | Actor to audit: internal object name, editor label, or full object path. Resolved in the EDITOR world — a per-instance override is an editor/on-disk concept, not a runtime one. | |
| require_edit | No | Optional (default true). Only consider properties flagged CPF_Edit, i.e. what a human could actually have authored in the details panel. false widens to every reflected property. | |
| include_noise | No | Optional (default false). Also list, under `noise[]`, the properties the engine considers EQUAL but whose exported text differs (FText localization identity, object outer). They are ALWAYS counted in `noise_counts` regardless. | |
| include_transient | No | Optional (default false). Include CPF_Transient / DuplicateTransient / NonPIEDuplicateTransient / Deprecated properties. They are never saved, so they are noise in an override audit. | |
| include_components | No | Optional (default true). Also diff every UActorComponent of the actor against C->GetArchetype() — the SCS template, NOT the Blueprint CDO (a BP CDO does not carry the SCS components at all, which is why a snapshot_object workaround yields an unusable component half). |