set_actor_property
Set any nested property on a placed actor instance in the level, preserving editor overrides and marking the level dirty.
Instructions
Set a property at any nested path on a placed level actor instance.
Writes to the actual placed actor (not its CDO/Blueprint defaults), so editor overrides are preserved. Walks struct fields and array indices, fires PostEditChangeProperty on the top-level property, and marks the level dirty.
Args: actor_label: Actor's display label in the Outliner (or its UObject name). property_path: Dot-separated property path. Examples: "Settings.BloomIntensity" "Settings.ColorGradingHighlights.Gain" "Tags[0]" "Settings.bOverride_BloomIntensity" property_value: The value to write. Accepts: - Numbers, bools, strings for primitives and enums - JSON object for structs ({"R":1.0,"G":0.5,"B":0.0,"A":1.0} for FLinearColor) - UE text format string for structs ("(R=1.0,G=0.5,B=0.0,A=1.0)") - Asset path string for object/class references component_name: Optional. If set, the path is resolved starting from a component on the actor instead of the actor itself.
Returns: actor identification + the resolved top-level FProperty name.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| actor_label | Yes | ||
| property_path | Yes | ||
| component_name | No | ||
| property_value | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |