set_properties
Batch-write multiple properties on one Unreal Engine editor-world object in one call, returning per-property set and failed results for verification.
Instructions
Batch-write several properties on ONE object instance in a single call, reporting set[] and failed[{property,error}] per name instead of one opaque flag; each write goes through the same CPF_Edit/!EditConst gate and Modify/PreEditChange/PostEditChange notification as set_property_value. WARNING: EDITOR-WORLD ONLY (no world parameter) and success only means the import did not error — re-read the values (get_properties / list_instance_overrides) before believing it, especially for FGameplayTag on a placed actor, which reports success and leaves the tag empty.
Returns: { object_path: string, set: [string], failed: [{property, error}], success: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| properties | No | Dict of {property_name: value}; values can be scalar, nested object, or array (UE-format text like "(X=1,Y=2,Z=3)" is also accepted for structs) | |
| object_path | Yes | Path or name of the object instance, resolved 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. |