list_level_widget_components
List all UWidgetComponents on actors in the current editor level to discover valid widget_name values for widget property, visibility, and hierarchy tools.
Instructions
CALL THIS FIRST to discover valid widget_name values instead of guessing: it enumerates ALL UWidgetComponents on ALL actors of the current EDITOR level, which is the EXACT population that get_widget_properties / set_widget_visibility / get_widget_hierarchy search by widget_name (remove_widget searches it too). It reads GEditor's world and never a running PIE session (use read_pie_widgets for that), and it lists every widget component on an actor, not just the first. WARNING: THIS POPULATION IS NOT WIDGET BLUEPRINTS, and that is the trap the name does not warn you about: these are world-space UWidgetComponents hosted on actors. To author the CONTENT of a Widget Blueprint asset -- its tree, styles or layout -- you want get_widget_blueprint_tree / set_widget_property / set_widget_slot_properties instead. In particular ANCHORS live on a UCanvasPanelSlot inside a Widget Blueprint's tree and have no meaning at all on a level UWidgetComponent: set them with set_widget_slot_properties(widget_bp_path, widget_name, anchors=[min_x,min_y,max_x,max_y]).
Returns: { components: [{ actor_name: string, widget_component_name: string, widget_name: string|null, widget_class: string|null }], component_count: number, actor_name_filter: string|null }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_name_filter | No | Optional substring filter on the owning actor's name (Contains match) |