list_orphaned_ofpa_actors
Find ExternalActors packages missing World Partition descriptors, leaving actors invisible to class or partition queries. Read-only scan of the specified level's map_path.
Instructions
Finds ExternalActors (OFPA) packages with no registered World Partition descriptor -- actors invisible to get_actors_by_class/list_world_partition_actors because their package fell out of sync with the level's registered actor set (e.g. after a bad delete+save). Three enumeration layers, most-to-least authoritative: (1) raw filesystem scan of the level's external-actors folder (catches AssetRegistry blind spots); (2) AssetRegistry GetAssetsByPath (bIncludeOnlyOnDiskAssets=true, zero-load class info via AssetClassPath); (3) IF map_path is the CURRENTLY OPEN editor world with an initialized World Partition, a live cross-check against the real descriptor set. When map_path is a DIFFERENT map (the recommended procedure: clean up orphans with the editor on another map), layer 3 is skipped and disk-and-registry-both-present candidates are reported as candidate_unconfirmed rather than a false-confident confirmed_orphan. Read-only: never loads a package, never opens/swaps to map_path.
Returns: { map_path, external_actors_path, disk_count, asset_registry_count, live_registered_count (nullable), live_cross_check_available, confirmed_orphan_count, candidate_unconfirmed_count, candidates: [{ path, generated_class_name, is_loaded, on_disk, in_asset_registry, classification }], note }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| map_path | Yes | Long package name of the level to inspect (e.g. /Game/MyGame/Maps/MainMap); does NOT need to be the open editor world (that only enables the stronger layer-3 cross-check). | |
| filter_generated_class | No | Optional substring (case-insensitive) matched against each candidate's generated_class_name (the AssetClassPath, resolved with zero loading); also tried as a UClass IsChildOf when the string resolves to a real class. |