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DocsReferenceObject Properties

Object Properties

Every Object Properties command in CodeFizz Editor Agent, with parameters and examples.

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CodeFizz

A drop-in Unreal Engine 5 plugin that exposes the entire editor surface (Blueprints, Materials, Niagara, PCG, StateTree, Control Rig, Insights profiling, and more) over the Model Context Protocol. Connect Claude Code, Cursor, VS Code, or any MCP-compatible client and let your AI build inside the engine.

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3 commands. Each shows its parameters and an example, and has a copyable deep link, so you (or an AI agent) can jump straight to one.

describe_object

Introspect any object's properties (filtered, top-N, with types and enum values)

Reflection-based introspection for any target: a placed actor, a live component, a Blueprint CDO, a component template inside a Blueprint, or a plain asset. Returns property metadata (cpp_type, ue_type, category, flags, clamp ranges, enum valid_values, current value) anchored at an optional property_path. Pointing property_path at an instanced-object array (e.g. a MassEntityConfigAsset's Config.Traits) enumerates each element's concrete class and its own properties in one call. Use filter/category to narrow, max_results/cursor to paginate, and max_depth to control struct/element expansion. This is the 'what properties exist and what can I set' tool.

example
  cfa describe_object --blueprint-path "/Game/Blueprints/BP_Miner" --filter "mesh"
  cfa describe_object --actor "BP_Smelter_2" --component "OutputMesh" --property-path "BodyInstance"
  cfa describe_object --asset-path "/Game/Data/DA_Recipe" --category "production" --max-results 20
  cfa describe_object --blueprint-path "/Game/UI/WBP_Menu" --widget "PlayButton" --filter "style"
get_object_property

Read one property value at a dotted/indexed path

Reads the current value of a single property on any target and returns it as JSON. Supports nested struct and array paths like BodyInstance.bEnableGravity, Tags[0], or Settings.Bloom.Intensity. Resolve the target with actor, blueprint_path, or asset_path (plus optional component).

example
  cfa get_object_property --blueprint-path "/Game/Blueprints/BP_Miner" --property-path "ProductionRate"
  cfa get_object_property --actor "BP_Smelter_2" --component "Mesh" --property-path "BodyInstance.bEnableGravity"
set_object_property

Set, append, or remove properties and array elements at dotted/indexed paths

Writes property values on any target via reflection, no per-property hardcoding. Works on placed actors, live components, Blueprint CDOs, component templates, plain assets (data assets, MassEntityConfigAsset), and widgets inside a Widget Blueprint (--widget NAME, or --slot for its layout slot). This replaces the old set_widget_properties / set_slot_properties. Set: provide property_path + value, or a properties map of path -> value for batch edits. Supports every type, primitives, enums, object refs, nested structs, plain arrays, instanced object arrays, and FInstancedStruct arrays. Append: writing to index == array length grows the array by one (e.g. "Config.Traits[2]" on a 2-element array). For instanced arrays, pass {"_ClassName":"<class path>"...props} to construct the element, the same key works for instanced subobjects and FInstancedStruct elements. Remove: remove_path (single) or remove_paths (list) deletes array elements whose final path segment is an index (e.g. "Config.Traits[1]"). Removals run after sets. Blueprint-template edits propagate to non-overridden instances; asset edits mark the package dirty (call save_asset to persist). Returns applied, removed, and errors arrays.

example
  cfa set_object_property --blueprint-path "/Game/Blueprints/BP_Miner" --component "Mesh" --property-path "BodyInstance.bEnableGravity" --value true
  cfa set_object_property --asset-path "/Game/Mass/DA_Config" --property-path "Config.Traits[0]" --value '{"_ClassName":"/Script/MassMovement.MassMovementTrait"}'
  cfa set_object_property --asset-path "/Game/Mass/DA_Config" --property-path "Config.Traits[0].Movement.MaxSpeed" --value 600
  cfa set_object_property --asset-path "/Game/Mass/DA_Config" --remove-path "Config.Traits[1]"
  cfa set_object_property --blueprint-path "/Game/UI/WBP_Menu" --widget "Title" --property-path "Text" --value "JIGGI"
  cfa set_object_property --blueprint-path "/Game/UI/WBP_Menu" --widget "MenuBox" --slot --property-path "LayoutData.Offsets.Left" --value 120