list_object_properties
Dump every reflected property of an object instance with values and metadata to discover property names before using cheaper targeted getters.
Instructions
Dump EVERY reflected property of one object instance with its current value AND its full editor metadata (type, editable, edit_const, blueprint_visible, replicated, save_game, clamp, tooltip, enum entries...). The discovery tool of the property family: use it when you do not yet know the property NAMES, then switch to get_property_value (one name) or get_properties (several names) which are far cheaper. get_class_properties gives the same descriptors WITHOUT values for a class you cannot instantiate; get_actor_properties_by_class finds instances by class/label when you have no object path. Accepts world, so it can dump the live server instance or the client one.
Returns: { object_path: string, class_name: string, properties: [<typed descriptor (see get_class_properties) + typed value>], property_count: int, 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 (LIVE per-instance state). | |
| 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]]" whose first segment is the actor's INTERNAL name (not its editor label). In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR label). |