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DocsReferenceObject Properties

Object Properties

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

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A drop-in Unreal Engine 5 plugin that exposes the entire editor surface (Blueprints, Materials, Niagara, PCG, StateTree, 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