rerun_construction_scripts
Rebuild an actor's components by rerunning its construction scripts to verify property edits or reapply Blueprint logic.
Instructions
Run AActor::RerunConstructionScripts() on a level actor: destroys every construction-script-generated component and rebuilds it, exactly as dragging the actor in the editor would. This is the ONLY way to reach that function from MCP -- it is ENGINE_API and public but NOT a UFUNCTION, so reflection, call_function and execute_python cannot see it. Use it to find out what a property edit really survives, or to re-apply a Blueprint's construction logic after editing the instance. Reports the before/after component sets instead of a bare success.
Returns: { actor_name: string, resolved_actor_name: string, actor_label: string, actor_class: string, world: string, has_non_trivial_user_construction_script: bool, actor_survived: bool, components_before: int, components_after: int, component_names_before: [string], component_names_after: [string], destroyed_component_names: [string], created_component_names: [string], verification: object, verification_checks: [object], 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) reconstructs the actor in the editor world; 'server' | 'client' | 'pie:N' | 'pie' (ambiguous) target the LIVE Play-In-Editor actor instead; 'game' is an alias of 'pie'. There is no other side effect. | |
| actor_name | Yes | Object name (or editor label) of the actor to reconstruct |