set_property_value
Write one editable property on a single editor-world object instance, with undo support and package dirtying. Re-read the value afterwards to confirm the change took effect.
Instructions
Write ONE property on ONE object instance (editor world only), through a CPF_Edit/!EditConst gate plus the full Modify/PreEditChange/PostEditChange editor notification so the change is undoable and dirties the package. Use set_properties to write several names at once, set_component_property for a component's own property (it validates gameplay tags, which this does not), and call_function/call_object_method when the value has to go through the object's own setter. WARNING: success:true only means the import raised no error: re-read the value with get_property_value / get_properties / list_instance_overrides before believing it — writing an FGameplayTag onto a PLACED ACTOR is measured to report success and leave the tag empty.
Returns: { success: bool, error: string, message: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| value | No | New value: string, number, boolean, JSON object (struct), JSON array (array/set/tag container), or a UE-format text string like "(X=1,Y=2,Z=3)" | |
| 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. | |
| property_name | Yes | Name of the property to set (must be CPF_Edit and not EditConst, or the call fails with a reason) |