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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, 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. The anchor takes the same path grammar as set_object_property, so it can point at one array element, TMap row or TSet element (Tags[0], Styles[Marker.Gate]); anchoring at the container itself reports its key and value types. 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 property path

Reads the current value of a single property on any target and returns it as JSON. Takes the same path grammar as set_object_property, so nested structs, array elements, TMap rows by key and TSet elements all read the way they write: BodyInstance.bEnableGravity, Tags[0], Settings.Bloom.Intensity, Styles[Marker.Gate]. 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"
  cfa get_object_property --asset-path "/Game/Data/DA_Styles" --property-path "Styles[Marker.Gate]"
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, FInstancedStruct arrays, TMaps and TSets. Paths: one grammar, used by every command that takes a property_path, a properties map or a remove_path, and by the reads (get_object_property, describe_object). Settings.Bloom.Intensity a nested struct member Tags[0] array element by index Tags[3], 3 == length append Tags[-] append without knowing the current length Styles[Marker.Gate] a TMap row by key; a key that is absent ADDS that row Styles["Marker.Gate Blue"] quote a key holding a dot, a space or a bracket Flags[0] / Flags[-] TSet element by position / add an element LensFlareTints[2] fixed C array element Map keys go through the key property's own ImportText, so any key type works: int, FName, FString, enum name, FGameplayTag, asset path, struct literal. For instanced arrays, pass {"_ClassName":"<class path>"...props} to construct the element, the same key works for instanced subobjects and FInstancedStruct elements. A map subscript is additive: it adds or edits that one row and leaves the others alone. Writing the WHOLE map as a JSON object REPLACES every row, so prefer the subscript form to add or edit one row. A whole set or map write is all or nothing: one bad key, value or element refuses it, the error names the entry, and the container keeps what it had. Only the final segment may grow a container, a non-leaf segment never creates anything, and a container that grew is rolled back if the value is rejected. Remove: remove_path (single) or remove_paths (list) deletes an array element, a map row by key, or a set element by position (e.g. "Config.Traits[1]", "Styles[Marker.Gate]", "Flags[0]"). Removals run after sets. Blueprint-template edits propagate to non-overridden instances; asset edits mark the package dirty (call save_asset to persist). Returns the applied and removed arrays. The call is all or nothing: if any path or removal is refused, it errors naming every refused path and the paths that did apply are undone.

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" --property-path "Config.Traits[-]" --value '{"_ClassName":"/Script/MassMovement.MassMovementTrait"}'
  cfa set_object_property --asset-path "/Game/Data/DA_Styles" --property-path "Styles[Marker.Gate]" --value '{"Tint":{"R":1,"G":0,"B":0,"A":1}}'
  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