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actor kit

197 tools. Generated from the plugin source; do not edit by hand.

Guide​

Everything about actors placed in the editor world: finding them, spawning them from classes, Blueprints or asset paths, transforms, components added at edit time, attachment, outliner folders, groups, selection, mesh/decal/text/camera/sound specifics, bulk edits, JSON export/import, conversions and geometry queries.

Works on UE 4.27 through 5.8. Every tool is RequiresWorld: the core refuses the call with E_EDITOR_STATE when no level is loaded. The kit is split over six classes that all expose the actor. namespace:

ClassTheme
UUeaKit_Actorquery, spawn, duplicate, delete, clipboard, labels, tags, flags, reflection
UUeaKit_ActorTransformlocation/rotation/scale, alignment, distribution, snapping, mirroring
UUeaKit_ActorComponentsinstance components on level actors
UUeaKit_ActorHierarchyattachment, outliner folders, groups, selection
UUeaKit_ActorMeshstatic/skeletal/instanced meshes, decals, text, cameras, sounds
UUeaKit_ActorBulkbulk edits, export/import, stats, hygiene checks, traces, snapshots

Not in this kit: environment/volume/spline/post-process actors and layers (level kit), actors of a running PIE session (play.* in the edit kit), Blueprint construction-script components (bp kit).

Start here​

  1. actor.list {"limit": 20} — what is in the level (add classFilter, nameContains, tag, folder, includeBounds).
  2. actor.spawn_mesh {"mesh": "/Engine/BasicShapes/Cube", "name": "Crate", "location": {"z": 100}}.
  3. actor.get {"actor": "Crate", "includeComponents": true} — full state, components, bounds, GUID.

How actors are referenced​

Any actor argument accepts, in this order: the outliner label, the object name, a unique class name ("PlayerStart", "WorldSettings") or a unique label/name prefix. actors[] arguments accept the same forms plus the selectors class:Name, tag:Name, folder:Path, selected and all. Many *_many tools also accept an empty actors list plus a classFilter / nameContains / tag / folder filter instead.

Tools​

Query​

ToolPurpose
actor.listPaged listing with class/name/tag/folder/sublevel/hidden filters.
actor.get / actor.existsFull description (optionally components and properties) / existence check.
actor.count_by_class / actor.list_tagsHistograms of the level or of one folder.
actor.find_by_tag / actor.find_by_class / actor.find_by_labelBy tag, class (subclasses optional) or */? wildcard label.
actor.find_in_radius / actor.find_in_box / actor.get_nearest / actor.get_distanceSpatial queries.
actor.get_boundsCombined and per-actor bounding boxes.
actor.get_outliner_path / actor.get_guid / actor.get_by_guidOutliner path and persistent GUID.

Spawn, duplicate, delete​

ToolPurpose
actor.spawnFrom a class, a Blueprint or an asset path; applies label, folder, tags, properties.
actor.spawn_meshStaticMesh -> AStaticMeshActor, SkeletalMesh -> ASkeletalMeshActor, with material and mobility.
actor.spawn_many / actor.spawn_at_actorA list of specs in one transaction / at another actor's transform.
actor.spawn_grid / actor.spawn_circle / actor.spawn_random_in_boxProcedural placement (namePrefix, seed).
actor.spawn_player_start / actor.spawn_camera / actor.spawn_text / actor.spawn_decal / actor.spawn_sound / actor.spawn_emptyTyped spawners. cine: true gives a ACineCameraActor.
actor.duplicate / actor.duplicate_manyCopies with a cumulative offset.
actor.delete / actor.delete_many / actor.delete_by_filterdelete_by_filter is Risk 5 and honours dryRun.
actor.copy_to_clipboard / actor.paste_from_clipboardT3D text in and out of the editor clipboard.

Labels, tags, flags, reflection​

ToolPurpose
actor.set_label / actor.rename_many / actor.relabel_by_classrename_many uses {base}, {n} and {class}; relabel_by_class honours dryRun.
actor.set_tags / actor.add_tag / actor.remove_tag / actor.has_tagActor tags.
actor.set_hidden / actor.set_mobilityEditor and/or game visibility; mobility on every scene component.
actor.set_flagscanBeDamaged, replicates, netLoadOnClient, tickEnabled, lifeSpan, netDormancy, enableCollision, alwaysRelevant, autoDestroyWhenFinished — each guarded by a has* flag.
actor.get_property / set_property / get_properties / set_properties / list_properties / reset_propertyReflection over the actor and its components.
actor.call_functionCalls any UFUNCTION on the actor and returns its out/return parameters (Risk 3).

Transform​

actor.get_transform, set_location, set_rotation, set_scale, set_transform (space: world/local, sweep, teleport), move_by, rotate_by, scale_by, set_transform_many, look_at (axis, keepPitch), align_to_actor, align_to_grid, distribute, arrange_line, snap_to_floor (line trace + optional normal alignment), snap_to_actor, place_on_surface, mirror, set_pivot_offset, randomize_transform, get_relative_transform, match_transform, move_to_camera, focus_camera.

Delta tools (move_by, rotate_by, scale_by) and most *_many tools fall back to the current editor selection when actors is empty.

Components​

actor.list_components, get_component, add_component, remove_component, rename_component, get_component_property / set_component_property / set_component_properties / list_component_properties, set_component_transform (world: true for world space), attach_component, detach_component, set_component_mobility, set_component_visibility, set_component_hidden_in_game, set_component_collision, set_component_physics, set_component_material, get_component_materials, set_component_mesh, copy_components, get_component_bounds, set_component_tags, set_component_tick, list_sockets, get_socket_transform.

Component references resolve loosely too: exact name, case-insensitive name, unique class name ("StaticMeshComponent" finds StaticMeshComponent0) or unique name prefix. An empty component means the root component.

Hierarchy, folders, groups, selection​

  • Attachment: actor.attach, attach_many, detach, get_parent, get_children, get_root_component, set_root_component. rule is keepWorld (default), keepRelative or snapToTarget.
  • Folders: actor.list_folders, create_folder, rename_folder, delete_folder, set_folder, get_folder_actors, move_folder.
  • Groups: actor.group, ungroup, list_groups, get_group, add_to_group, remove_from_group, lock_group, unlock_group, set_grouping_active.
  • Selection: actor.select, deselect, select_none, get_selected, select_by_filter, select_children, select_parent, select_similar, select_in_box, invert_selection, select_component, get_selected_components, frame_selected.

Mesh actors​

  • Static: actor.set_static_mesh, get_static_mesh_info, set_materials, set_material_slot, list_material_slots, set_lod, set_cast_shadow, set_lightmap_resolution, set_collision_complexity, set_mesh_mobility, set_render_settings, set_nanite (5.0+), replace_mesh_many, apply_material_many.
  • Skeletal: actor.set_skeletal_mesh, set_animation_asset, set_anim_blueprint, get_skeletal_info.
  • Instanced: actor.create_instanced_mesh (hierarchical for HISM), add_instances, get_instances, set_instance_transform, remove_instances, clear_instances, instances_from_actors, instances_to_actors.
  • Others: actor.set_decal, set_text, set_camera, set_cine_camera, set_sound.

Bulk, export/import, analysis​

  • Bulk: actor.set_property_many, set_properties_many, set_tags_many, set_folder_many, set_hidden_many (all take a list or a filter; most honour dryRun).
  • Layout: actor.export, export_folder, import.
  • Conversion: actor.replace_with, convert_to_blueprint (harvest for several actors in one Blueprint), merge_static_meshes.
  • Analysis: actor.get_stats, find_missing_assets, find_overlapping, find_outside_bounds, find_at_origin, find_duplicates, find_unlabeled, validate, get_outliner_tree.
  • Geometry: actor.line_trace, sweep_box, overlap_box, overlap_sphere, raycast_from_camera.
  • Experiments: actor.snapshot_transforms / actor.restore_transforms (named in-memory snapshot, independent of the undo buffer).

Recipe: build a test arena​

  1. actor.spawn_grid {"mesh": "/Engine/BasicShapes/Cube", "rows": 5, "columns": 5, "spacing": 300, "namePrefix": "Floor", "folder": "Arena/Floor"}
  2. actor.spawn_player_start {"name": "Start", "location": {"z": 200}, "folder": "Arena"}
  3. actor.spawn_camera {"name": "Overview", "location": {"x": -1500, "z": 900}, "fov": 75, "folder": "Arena"}
  4. actor.look_at {"actor": "Overview", "target": "Floor_2_2"}
  5. actor.spawn_circle {"mesh": "/Engine/BasicShapes/Sphere", "count": 8, "radius": 600, "faceCenter": true, "namePrefix": "Pillar", "folder": "Arena/Props"}
  6. actor.snap_to_floor {"actors": ["folder:Arena/Props"]}
  7. actor.set_tags_many {"folder": "Arena", "tags": ["arena"], "add": true}
  8. actor.get_stats {} to check the triangle budget, then level.save (level kit).

Recipe: organise an imported level​

  1. actor.find_unlabeled {} then actor.relabel_by_class {"dryRun": true} to preview, then without dryRun.
  2. actor.select_by_filter {"classFilter": "StaticMeshActor"} and actor.set_folder_many {"classFilter": "StaticMeshActor", "path": "Geometry"}.
  3. actor.find_at_origin {} and actor.find_duplicates {} to spot mistakes.
  4. actor.validate {} for missing meshes/materials and degenerate scales.
  5. actor.get_outliner_tree {"limit": 20} for the final shape.

Recipe: instanced meshes for performance​

  1. actor.find_by_class {"class": "StaticMeshActor"} and group the ones sharing a mesh.
  2. actor.instances_from_actors {"actors": ["tag:foliage"], "deleteSource": true, "hierarchical": true, "name": "ISM_Foliage"}
  3. actor.get_instances {"actor": "ISM_Foliage", "limit": 20} / actor.add_instances to extend it.
  4. actor.instances_to_actors {"actor": "ISM_Foliage"} to go back to individual actors when editing.

Recipe: export a layout and re-import it elsewhere​

  1. actor.export_folder {"folder": "Arena", "properties": ["Tags"], "pretty": true} -> JSON string.
  2. Open the destination level (level kit).
  3. actor.import {"json": "<that JSON>", "offset": {"x": 5000}, "folder": "ArenaCopy"}.

Recipe: turn a prototype actor into a Blueprint​

  1. Build the actor with actor.spawn_empty + actor.add_component calls.
  2. actor.convert_to_blueprint {"actors": ["Prototype"], "folder": "/Game/Blueprints", "name": "BP_Prototype", "replaceInLevel": true}
  3. Continue in the bp kit (bp.add_variable, bp.add_function, bp.compile).

Gotchas​

  • Editor world only. These tools never touch a running PIE session; use play.* (edit kit) for that. Changes are recorded in the editor transaction, so edit.undo reverts them, but the level is only written to disk by the level kit's save tools.
  • Every spawned actor gets a scene root. A bare AActor has no root component, which would make it useless for transforms, attachment and actor.convert_to_blueprint, so the kit adds a movable DefaultSceneRoot (the same thing the editor's "Empty Actor" placement does). AInfo actors (GameMode, WorldSettings, …) are left transformless, as the engine intends.
  • Static mobility refuses transform edits. actor.spawn_mesh defaults to Static; pass mobility: "Movable" (or call actor.set_mobility) before moving a mesh actor at runtime.
  • properties[] values use Unreal text form: "42", "true", "(X=1,Y=2,Z=3)", an enum entry name ("Movable"), or an asset path. Paths may be Prop, Struct.Prop, Component.Prop and array elements with Prop[0].
  • Labels are not object names. actor.set_label changes only the outliner label; the object name stays as it was spawned. actor.get returns both.
  • Folders are plain path strings ("Props/Crates"). On 5.1+ they are mapped to FFolder internally. A folder with no actors disappears when the level is reloaded; actor.delete_folder simply moves its actors out.
  • Groups need grouping mode. If actor.group reports that no group was created, call actor.set_grouping_active {"active": true} first.
  • actor.add_component creates instance components. Native, Blueprint and root components cannot be removed from a level actor; use the bp kit for the Blueprint's construction script instead. actor.remove_component re-parents the component's children before destroying it.
  • A non-root scene component can never be parentless. actor.detach_component therefore re-parents to the actor's root rather than detaching to nothing, and is a no-op when the component already sits directly under the root. (actor.detach on whole actors does detach normally.)
  • actor.replace_with goes through the editor's actor conversion, which only carries the transform; the kit restores label, folder and tags afterwards. Some class pairs are refused by the editor and the reply says so instead of failing silently.
  • actor.merge_static_meshes writes an asset and runs a full bake; it is Risk 3 and can take a while on large selections.
  • actor.snapshot_transforms lives in memory for the editor session only and is not part of the undo buffer — it is meant for quick experiments you want to roll back without an undo.
  • Traces use the physics world of the editor level, so actors with no collision are invisible to line_trace, sweep_box and snap_to_floor.
  • actor.move_to_camera, actor.frame_selected and actor.raycast_from_camera need an interactive level viewport and fail with E_EDITOR_STATE in a headless editor.

Tools​

Legend. risk 0 = read-only, 1 = harmless editor op, 2 = modifies asset, 3 = deletes/replaces asset, 4 = project/config/build op, 5 = potentially destructive (calls above MaxAutoRisk need "_confirm": true). mutates = runs in a transaction (edit.undo reverts). requires PIE / requires world = refused without a PIE session / an open level. requires plugin = unavailable while the plugin is disabled. dryRun = honours the dryRun argument. smoke = covered by edit.self_test.

actor.add_component (risk 2, mutates, requires world, smoke)​

Adds an instance component to a level actor and attaches it to the root or to another component.

ArgumentTypeDescription
actorstringrequired.
classstringrequired. Component class ("StaticMeshComponent", "PointLightComponent", ...).
namestringName for the new component; a unique one is generated when empty.
parentstringExisting scene component to attach to; empty attaches to the root.
socketstringSocket on the parent component.
location{x,y,z}
rotation{x,y,z}
scale{x,y,z}
propertiesarray of UeaKeyValue

Returns: component, properties, message.

actor.add_instances (risk 2, mutates, requires world, smoke)​

Adds instances to an instanced static mesh actor.

ArgumentTypeDescription
actorstringrequired.
transformsarray of UeaActTransformSpecrequired.
worldSpacebooleanTreat the transforms as world-space (default) instead of component-relative. Default true.

Returns: instances, count, total, mesh, message.

actor.add_tag (risk 2, mutates, requires world, smoke)​

Adds a tag to one or more actors.

ArgumentTypeDescription
actorsarray of stringrequired.
tagstringrequired.

Returns: actors, count, total, message.

actor.add_to_group (risk 2, mutates, requires world, smoke)​

Adds actors to an existing group.

ArgumentTypeDescription
actorsarray of stringrequired.
groupstringrequired. Group actor label or name.

Returns: group, message.

actor.align_to_actor (risk 2, mutates, requires world, smoke)​

Copies location, rotation and/or scale of a target actor onto other actors.

ArgumentTypeDescription
actorsarray of stringrequired.
targetstringrequired. Actor whose transform is copied.
locationbooleanDefault true.
rotationbooleanDefault false.
scalebooleanDefault false.

Returns: actors, count, total, message.

actor.align_to_grid (risk 2, mutates, requires world, smoke)​

Rounds the location of actors to a grid step.

ArgumentTypeDescription
actorsarray of stringrequired.
gridSizenumberGrid step in centimetres. Default 10.0.

Returns: actors, count, total, message.

actor.apply_material_many (risk 2, mutates, requires world, dryRun, smoke)​

Applies one material to many actors, on one slot or on every slot.

ArgumentTypeDescription
actorsarray of stringExplicit actor list; when empty the class/name/tag/folder filter is used.
materialstringrequired.
slotintegerMaterial slot; -1 applies to every slot. Default -1.
dryRunbooleanDefault false.

Returns: message, count, items.

actor.arrange_line (risk 2, mutates, requires world, smoke)​

Places actors evenly on the segment between two world points.

ArgumentTypeDescription
actorsarray of stringrequired.
start{x,y,z}required.
end{x,y,z}required.

Returns: actors, count, total, message.

actor.attach (risk 2, mutates, requires world, smoke)​

Attaches an actor to a parent actor, optionally at a socket, with a keepWorld/keepRelative/snapToTarget rule.

ArgumentTypeDescription
actorstringrequired.
parentstringrequired.
socketstringSocket on the parent's root component.
rulestringkeepWorld (default), keepRelative or snapToTarget.

Returns: actor, message.

actor.attach_component (risk 2, mutates, requires world, smoke)​

Attaches a scene component to another component of the same actor, optionally at a socket.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
parentstringrequired. Scene component of the same actor to attach to.
socketstring
rulestringkeepWorld (default), keepRelative or snapToTarget.

Returns: component, properties, message.

actor.attach_many (risk 2, mutates, requires world, smoke)​

Attaches several actors to the same parent.

ArgumentTypeDescription
actorsarray of stringrequired.
parentstringrequired.
socketstring
rulestring

Returns: actors, count, total, message.

actor.call_function (risk 3, mutates, requires world, smoke)​

Calls a UFUNCTION on an actor of the editor world and returns its output parameters.

ArgumentTypeDescription
actorstringrequired.
functionstringrequired. UFUNCTION name on the actor.
argsarray of stringArguments in declaration order, in Unreal text form.

Returns: values, count, message.

actor.clear_instances (risk 3, mutates, destructive, requires world, smoke)​

Removes every instance of an instanced static mesh actor.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: instances, count, total, mesh, message.

actor.convert_to_blueprint (risk 3, mutates, requires world, smoke)​

Creates a Blueprint asset from one actor, or harvests the components of several actors into one Blueprint.

ArgumentTypeDescription
actorsarray of stringrequired.
folderstringrequired. Content folder for the new Blueprint asset.
namestringrequired.
replaceInLevelbooleanReplace the source actors with an instance of the new Blueprint. Default false.
harvestbooleanHarvest the components of every actor into a single Blueprint. Default false.

Returns: value, number, result, message.

actor.copy_components (risk 2, mutates, requires world, smoke)​

Copies instance components from one actor to another with the editor's component clipboard.

ArgumentTypeDescription
fromstringrequired. Actor to copy components from.
tostringrequired. Actor to paste them onto.
componentsarray of stringComponent names to copy; empty copies every non-native scene component.

Returns: components, count, message.

actor.copy_to_clipboard (risk 1, requires world, smoke)​

Copies actors to the editor clipboard and returns the T3D text so it can be pasted later.

ArgumentTypeDescription
actorsarray of stringrequired.

Returns: value, number, result, message.

actor.count_by_class (risk 0, requires world, smoke)​

Actor count per class in the level or in one outliner folder, highest first.

ArgumentTypeDescription
folderstringOutliner folder path; empty means the whole level.

Returns: values, count, message.

actor.create_folder (risk 1, mutates, requires world, smoke)​

Creates an outliner folder (and its missing parents).

ArgumentTypeDescription
pathstringrequired. Outliner folder path, e.g. "Props/Crates".

Returns: folders, count, message.

actor.create_instanced_mesh (risk 2, mutates, requires world, smoke)​

Spawns an actor carrying an (optionally hierarchical) instanced static mesh component.

ArgumentTypeDescription
meshstringrequired.
namestring
hierarchicalbooleanUse a HierarchicalInstancedStaticMeshComponent (LOD support) instead of a plain ISM. Default false.
location{x,y,z}
folderstring

Returns: actor, message.

actor.delete (risk 3, mutates, destructive, requires world, smoke)​

Deletes one actor from the level.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: message, count, items.

actor.delete_by_filter (risk 5, mutates, destructive, requires world, dryRun, smoke)​

Deletes every actor matching a class/name/tag/folder filter. Use dryRun first: this can empty a level.

ArgumentTypeDescription
dryRunbooleanOnly report what would be deleted. Default false.

Returns: message, count, items.

actor.delete_folder (risk 2, mutates, destructive, requires world, smoke)​

Deletes an outliner folder, moving its actors to the parent folder or to the root.

ArgumentTypeDescription
pathstringrequired.
moveActorsToParentbooleanMove the actors of the folder to its parent instead of to the root. Default true.

Returns: message, count, items.

actor.delete_many (risk 3, mutates, destructive, requires world, smoke)​

Deletes several actors in one transaction.

ArgumentTypeDescription
actorsarray of stringrequired.

Returns: message, count, items.

actor.deselect (risk 1, requires world, smoke)​

Removes actors from the editor selection.

ArgumentTypeDescription
actorsarray of stringrequired.
addbooleanAdd to the current selection instead of replacing it. Default false.
selectHiddenbooleanAllow selecting hidden actors. Default true.

Returns: actors, components, count, message.

actor.detach (risk 2, mutates, requires world, smoke)​

Detaches actors from their parent, keeping their world transform by default.

ArgumentTypeDescription
actorsarray of stringrequired.
keepWorldbooleanKeep the current world transform after detaching. Default true.

Returns: actors, count, total, message.

actor.detach_component (risk 2, mutates, requires world, smoke)​

Re-parents a scene component to the actor's root, keeping its world transform. A non-root scene component can never be parentless, so detaching one that already sits under the root is a no-op.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.

Returns: component, properties, message.

actor.distribute (risk 2, mutates, requires world, smoke)​

Spaces actors evenly along an axis, either with a fixed spacing or between the current extremes.

ArgumentTypeDescription
actorsarray of stringrequired.
axisstringrequired. "x", "y" or "z".
spacingnumberFixed distance between neighbours; 0 spreads them evenly between the outermost two. Default 0.0.
betweenbooleanSpread evenly between the current extremes (ignores spacing). Default false.

Returns: actors, count, total, message.

actor.duplicate (risk 2, mutates, requires world, smoke)​

Duplicates an actor one or more times with a cumulative offset.

ArgumentTypeDescription
actorstringrequired.
offset{x,y,z}World offset applied to each copy (cumulative when count > 1).
namestringLabel of the copy; only used when count is 1.
countintegerHow many copies to make. Default 1.

Returns: actors, count, total, message.

actor.duplicate_many (risk 2, mutates, requires world, smoke)​

Duplicates several actors at once with a shared offset.

ArgumentTypeDescription
actorsarray of stringrequired.
offset{x,y,z}

Returns: actors, count, total, message.

actor.exists (risk 0, requires world, smoke)​

Whether an actor reference resolves to exactly one actor of the editor world.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: value, number, result, message.

actor.export (risk 0, requires world, smoke)​

Exports actors as JSON (class, label, folder, tags, transform, mesh/materials and chosen properties).

ArgumentTypeDescription
actorsarray of stringActors to export; empty exports the whole level.
propertiesarray of stringExtra property paths to record for every actor.
prettybooleanPretty-print the JSON. Default false.

Returns: json, count, message.

actor.export_folder (risk 0, requires world, smoke)​

Exports every actor of an outliner folder as JSON.

ArgumentTypeDescription
folderstringrequired.
propertiesarray of string
prettybooleanDefault false.

Returns: json, count, message.

actor.find_at_origin (risk 0, requires world, smoke)​

Actors sitting at (or very near) the world origin, a common sign of a forgotten placement.

ArgumentTypeDescription
tolerancenumberDistance from the world origin below which an actor counts as "at origin". Default 1.0.
classFilterstring

Returns: actors, count, total, message.

actor.find_by_class (risk 0, requires world, smoke)​

Every actor of a class (subclasses included by default).

ArgumentTypeDescription
classstringrequired. Class name, class path or Blueprint asset path.
includeSubclassesbooleanAlso match subclasses. Default true.

Returns: actors, count, total, message.

actor.find_by_label (risk 0, requires world, smoke)​

Every actor whose label matches a wildcard pattern ("Smoke_*").

ArgumentTypeDescription
patternstringrequired. Label pattern; supports the wildcards * and ? (e.g. "Smoke_*").

Returns: actors, count, total, message.

actor.find_by_tag (risk 0, requires world, smoke)​

Every actor carrying the given tag.

ArgumentTypeDescription
tagstringrequired.

Returns: actors, count, total, message.

actor.find_duplicates (risk 0, requires world, smoke)​

Actors that share class, mesh and transform with another actor.

ArgumentTypeDescription
tolerancenumberDistance below which two locations count as identical, in centimetres. Default 1.0.
folderstring

Returns: actors, count, total, message.

actor.find_in_box (risk 0, requires world, smoke)​

Actors whose origin lies inside an axis-aligned box.

ArgumentTypeDescription
min{x,y,z}required. Minimum corner of the world-space box.
max{x,y,z}required. Maximum corner of the world-space box.
classFilterstringOptional class name/substring filter.

Returns: actors, count, total, message.

actor.find_in_radius (risk 0, requires world, smoke)​

Actors whose origin lies inside a sphere.

ArgumentTypeDescription
center{x,y,z}required. World-space centre of the sphere.
radiusnumberrequired. Radius in centimetres.
classFilterstringOptional class name/substring filter.

Returns: actors, count, total, message.

actor.find_missing_assets (risk 0, requires world, smoke)​

Actors whose mesh or material references are null.

ArgumentTypeDescription
folderstringOutliner folder path; empty means the whole level.

Returns: issues, errors, warnings, checked, message.

actor.find_outside_bounds (risk 0, requires world, smoke)​

Actors whose origin lies outside a world-space box.

ArgumentTypeDescription
min{x,y,z}required. Minimum corner of the world-space box.
max{x,y,z}required. Maximum corner of the world-space box.
classFilterstringOptional class name/substring filter.

Returns: actors, count, total, message.

actor.find_overlapping (risk 0, requires world, smoke)​

Pairs of actors whose bounding-box centres are closer than a threshold.

ArgumentTypeDescription
classFilterstring
thresholdnumberMaximum distance between bounding-box centres to count as overlapping, in centimetres. Default 10.0.
limitintegerDefault 100.

Returns: actors, count, total, message.

actor.find_unlabeled (risk 0, requires world, smoke)​

Actors that still carry an auto-generated label (class name plus a number).

ArgumentTypeDescription
folderstringOutliner folder path; empty means the whole level.

Returns: actors, count, total, message.

actor.focus_camera (risk 1, requires world, smoke)​

Moves the level viewport cameras so the given actors fill the view.

ArgumentTypeDescription
actorsarray of stringActors to act on; empty = the current selection.

Returns: message, count, items.

actor.frame_selected (risk 1, requires world)​

Frames the current selection in the level viewport. Not smoke-tested: it needs an interactive level viewport.

No arguments.

Returns: message, count, items.

actor.get (risk 0, requires world, smoke)​

Full description of one actor, optionally with its components and property values.

ArgumentTypeDescription
actorstringrequired.
includeComponentsbooleanAlso list the actor's components. Default false.
includePropertiesbooleanAlso list the actor's editable properties and their current values. Default false.

Returns: actor, components, properties, message.

actor.get_bounds (risk 0, requires world, smoke)​

Combined bounding box of a set of actors, plus the box of each one.

ArgumentTypeDescription
actorsarray of stringActors to measure; empty = every actor of the level.
onlyCollidingbooleanOnly take colliding components into account. Default false.

Returns: min, max, center, extent, actors, count, message.

actor.get_by_guid (risk 0, requires world)​

Finds an actor by its persistent GUID. Not smoke-tested: it needs a GUID obtained from actor.get_guid first.

ArgumentTypeDescription
guidstringrequired.

Returns: actor, message.

actor.get_children (risk 0, requires world, smoke)​

The actors attached to an actor, optionally recursively.

ArgumentTypeDescription
actorstringrequired.
recursivebooleanInclude grandchildren. Default false.

Returns: actors, count, total, message.

actor.get_component (risk 0, requires world, smoke)​

Details of one component, optionally with its property values.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
includePropertiesbooleanDefault false.

Returns: component, properties, message.

actor.get_component_bounds (risk 0, requires world, smoke)​

World bounding box of one component.

ArgumentTypeDescription
actorstringrequired.
componentstringComponent name; empty uses the root component.

Returns: min, max, center, extent, actors, count, message.

actor.get_component_materials (risk 0, requires world, smoke)​

Lists the material slots of a mesh component and the material currently used by each one.

ArgumentTypeDescription
actorstringrequired.
componentstringComponent name; empty uses the root component.

Returns: values, count, message.

actor.get_component_property (risk 0, requires world, smoke)​

Reads one property of a component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
propertystringrequired.

Returns: value, number, result, message.

actor.get_distance (risk 0, requires world, smoke)​

Distance in centimetres between the origins of two actors.

ArgumentTypeDescription
astringrequired.
bstringrequired.

Returns: value, number, result, message.

actor.get_folder_actors (risk 0, requires world, smoke)​

The actors of an outliner folder, optionally including subfolders.

ArgumentTypeDescription
pathstringrequired.
recursivebooleanInclude the actors of subfolders. Default true.

Returns: actors, count, total, message.

actor.get_group (risk 0, requires world, smoke)​

The group an actor belongs to, with its members.

ArgumentTypeDescription
groupstringrequired. Group actor label/name, or any actor belonging to the group.

Returns: group, message.

actor.get_guid (risk 0, requires world, smoke)​

Persistent GUID of an actor.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: value, number, result, message.

actor.get_instances (risk 0, requires world, smoke)​

Lists the instances of an instanced static mesh actor with their transforms.

ArgumentTypeDescription
actorstringrequired.
limitintegerDefault 100.
offsetintegerDefault 0.

Returns: instances, count, total, mesh, message.

actor.get_nearest (risk 0, requires world, smoke)​

The N actors nearest to an actor or to a world point, sorted by distance.

ArgumentTypeDescription
tostringReference actor; when empty the point in "point" is used.
point{x,y,z}Reference point used when "to" is empty.
classFilterstringOptional class name/substring filter.
countintegerHow many nearest actors to return. Default 1.

Returns: actors, count, total, message.

actor.get_outliner_path (risk 0, requires world, smoke)​

Outliner path of an actor ("Folder/Sub/Label").

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: value, number, result, message.

actor.get_outliner_tree (risk 0, requires world, smoke)​

The outliner as a folder tree with the actors of each folder.

ArgumentTypeDescription
folderstringRoot folder; empty starts at the outliner root.
depthintegerMaximum folder depth (0 = unlimited). Default 0.
limitintegerMaximum actors listed per folder. Default 50.

Returns: json, count, message.

actor.get_parent (risk 0, requires world, smoke)​

The attach parent of an actor, if any.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: actor, message.

actor.get_properties (risk 0, requires world, smoke)​

Reads several properties of an actor at once.

ArgumentTypeDescription
actorstringrequired.
propertiesarray of stringProperty paths to read.

Returns: values, count, message.

actor.get_property (risk 0, requires world, smoke)​

Reads one property of an actor or of one of its components ("Component.Prop").

ArgumentTypeDescription
actorstringrequired.
propertystringrequired. Property path: "Prop", "Struct.Prop", "ComponentName.Prop", arrays with "Prop[0]".

Returns: value, number, result, message.

actor.get_relative_transform (risk 0, requires world, smoke)​

Transform of one actor expressed in the space of another.

ArgumentTypeDescription
actorstringrequired.
tostringrequired. Actor the transform is expressed relative to.

Returns: location, rotation, scale, actor, message.

actor.get_root_component (risk 0, requires world, smoke)​

The root component of an actor.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: component, properties, message.

actor.get_selected (risk 0, requires world, smoke)​

The currently selected actors, optionally with their components.

ArgumentTypeDescription
includeComponentsbooleanAlso list the components of the selected actors. Default false.

Returns: actors, components, count, message.

actor.get_selected_components (risk 0, requires world, smoke)​

The components currently selected in the editor.

No arguments.

Returns: actors, components, count, message.

actor.get_skeletal_info (risk 0, requires world)​

Mesh, skeleton, bone count, morph targets and physics asset of a skeletal mesh actor. Not smoke-tested: it needs a skeletal mesh fixture.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: mesh, skeleton, bones, morphTargets, physicsAsset, animBlueprint, materials, message.

actor.get_socket_transform (risk 0, requires world, smoke)​

World transform of one socket of an actor.

ArgumentTypeDescription
actorstringrequired.
componentstring
socketstringrequired.

Returns: location, rotation, scale, actor, message.

actor.get_static_mesh_info (risk 0, requires world, smoke)​

Mesh, materials, LOD count, triangle/vertex count, collision and lightmap resolution of a static mesh actor.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: mesh, materials, lods, triangles, vertices, collision, lightmapResolution, boundsMin, boundsMax, message.

actor.get_stats (risk 0, requires world, smoke)​

Level statistics: actors per class, mesh actors, estimated triangles, lights, hidden actors, missing assets.

ArgumentTypeDescription
folderstringOutliner folder path; empty means the whole level.

Returns: totalActors, meshActors, lights, hidden, missingAssets, triangles, byClass, message.

actor.get_transform (risk 0, requires world, smoke)​

World and relative transform of an actor plus its bounding box.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: location, rotation, scale, actor, message.

actor.group (risk 2, mutates, requires world, smoke)​

Groups actors into a new AGroupActor so the editor moves them together.

ArgumentTypeDescription
actorsarray of stringrequired.
namestringLabel for the new group actor.

Returns: group, message.

actor.has_tag (risk 0, requires world, smoke)​

Whether an actor carries a tag.

ArgumentTypeDescription
actorstringrequired.
tagstringrequired.

Returns: value, number, result, message.

actor.import (risk 2, mutates, requires world)​

Spawns actors from JSON produced by actor.export, with an optional offset and folder override. Not smoke-tested: the JSON argument cannot be written in UHT metadata, which cannot carry double quotes.

ArgumentTypeDescription
jsonstringrequired. JSON produced by actor.export.
offset{x,y,z}World offset added to every imported actor.
folderstringOverride the outliner folder of every imported actor.

Returns: actors, count, total, message.

actor.instances_from_actors (risk 2, mutates, requires world, smoke)​

Converts static mesh actors that share one mesh into a single instanced static mesh actor.

ArgumentTypeDescription
actorsarray of stringrequired. Static mesh actors sharing one mesh.
deleteSourcebooleanDelete the source actors after the conversion. Default true.
namestring
hierarchicalbooleanDefault false.
folderstring

Returns: actor, message.

actor.instances_to_actors (risk 2, mutates, requires world, smoke)​

Explodes an instanced static mesh actor back into one static mesh actor per instance.

ArgumentTypeDescription
actorstringrequired. Actor carrying an instanced static mesh component.
deleteSourcebooleanDelete the instanced actor afterwards. Default false.
namePrefixstring
folderstring

Returns: actors, count, total, message.

actor.invert_selection (risk 1, requires world, smoke)​

Inverts the editor selection.

No arguments.

Returns: actors, components, count, message.

actor.line_trace (risk 0, requires world, smoke)​

Line trace against the editor world; returns the hit actor, component, location and normal.

ArgumentTypeDescription
start{x,y,z}required.
end{x,y,z}required.
channelstringTrace channel: Visibility (default), Camera, WorldStatic, WorldDynamic, Pawn, PhysicsBody.
ignorearray of stringActors to ignore.
multibooleanReturn every hit instead of the first one. Default false.

Returns: hit, hits, count, message.

actor.list (risk 0, requires world, smoke)​

Lists the actors of the editor world with optional class/name/tag/folder/sublevel filters and paging.

ArgumentTypeDescription
sublevelstringOnly actors of this sublevel (level object name).
hiddenOnlybooleanOnly actors currently hidden in the editor. Default false.
limitintegerMaximum actors returned (default 100, 0 = no limit). Default 100.
offsetintegerIndex of the first actor returned. Default 0.
includeBoundsbooleanAlso compute and return the bounding box of every actor (slower). Default false.

Returns: actors, count, total, message.

actor.list_component_properties (risk 0, requires world, smoke)​

Lists the editable properties of a component with their types and (optionally) values.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
nameContainsstring
includeValuesbooleanDefault true.
limitintegerDefault 200.

Returns: values, count, message.

actor.list_components (risk 0, requires world, smoke)​

Lists the components of an actor with class, parent, relative transform, mobility and creation method.

ArgumentTypeDescription
actorstringrequired.
sceneOnlybooleanOnly components deriving from USceneComponent. Default false.

Returns: components, count, message.

actor.list_folders (risk 0, requires world, smoke)​

The outliner folder tree of the level with per-folder actor counts.

No arguments.

Returns: folders, count, message.

actor.list_groups (risk 0, requires world, smoke)​

Every actor group of the level with its members.

No arguments.

Returns: groups, count, groupingActive, message.

actor.list_material_slots (risk 0, requires world, smoke)​

Lists the material slots of a mesh actor and the material used by each one.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: values, count, message.

actor.list_properties (risk 0, requires world, smoke)​

Lists the editable properties of an actor with their types and (optionally) values.

ArgumentTypeDescription
actorstringrequired.
nameContainsstringOnly properties whose name contains this substring.
includeValuesbooleanInclude the values as well as the names/types. Default true.
limitintegerMaximum properties returned (0 = all). Default 200.

Returns: values, count, message.

actor.list_sockets (risk 0, requires world, smoke)​

Lists the sockets of an actor's components (or of one component).

ArgumentTypeDescription
actorstringrequired.
componentstringComponent name; empty uses the root component.

Returns: values, count, message.

actor.list_tags (risk 0, requires world, smoke)​

Every tag used in the level with the number of actors carrying it.

No arguments.

Returns: values, count, message.

actor.lock_group (risk 1, mutates, requires world, smoke)​

Locks a group so its members are selected together.

ArgumentTypeDescription
groupstringrequired. Group actor label/name, or any actor belonging to the group.

Returns: group, message.

actor.look_at (risk 2, mutates, requires world, smoke)​

Rotates an actor so that one of its local axes points at a target actor or point.

ArgumentTypeDescription
actorstringrequired.
targetstringTarget actor; when empty the point in "point" is used.
point{x,y,z}
axisstringWhich local axis points at the target: "x" (default), "y", "z", "-x", "-y" or "-z".
keepPitchbooleanKeep the current pitch (rotate around yaw only). Default false.

Returns: location, rotation, scale, actor, message.

actor.match_transform (risk 2, mutates, requires world, smoke)​

Copies the whole world transform of one actor onto another.

ArgumentTypeDescription
actorstringrequired.
sourcestringrequired. Actor whose full transform is copied.

Returns: location, rotation, scale, actor, message.

actor.merge_static_meshes (risk 3, mutates, requires world)​

Merges the static meshes of several actors into one StaticMesh asset. Not smoke-tested: mesh merging writes assets and runs a long bake.

ArgumentTypeDescription
actorsarray of stringrequired.
folderstringrequired. Content folder for the merged static mesh.
namestringrequired.
replaceSourcebooleanDelete the source actors and spawn one actor with the merged mesh. Default false.
mergeMaterialsbooleanBake the materials into a single atlas material. Default false.
pivotAtOriginbooleanPut the merged mesh pivot at the world origin instead of the bounds centre. Default false.

Returns: value, number, result, message.

actor.mirror (risk 2, mutates, requires world, smoke)​

Mirrors actors across a world plane (their location and the matching scale component are negated).

ArgumentTypeDescription
actorsarray of stringrequired.
axisstringrequired. Mirror plane normal: "x", "y" or "z".
origin{x,y,z}Point the mirror plane passes through.

Returns: actors, count, total, message.

actor.move_by (risk 2, mutates, requires world, smoke)​

Translates actors by a delta (world or local space); empty actors uses the selection.

ArgumentTypeDescription
actorsarray of stringActors to move; empty = the current selection.
delta{x,y,z}required. The delta: offset in centimetres, rotation in degrees or scale multiplier depending on the tool.
spacestring"world" (default) or "local".

Returns: actors, count, total, message.

actor.move_folder (risk 1, mutates, requires world, smoke)​

Reparents an outliner folder under another folder.

ArgumentTypeDescription
pathstringrequired.
newParentstringNew parent folder; empty moves the folder to the root.

Returns: folders, count, message.

actor.move_to_camera (risk 2, mutates, requires world)​

Moves actors in front of the active level viewport camera. Not smoke-tested: it needs an interactive level viewport.

ArgumentTypeDescription
actorsarray of stringActors to act on; empty = the current selection.

Returns: actors, count, total, message.

actor.overlap_box (risk 0, requires world, smoke)​

Actors overlapping a world-space box.

ArgumentTypeDescription
center{x,y,z}required.
extent{x,y,z}required. Half-extent of the box in centimetres.
channelstring

Returns: actors, count, total, message.

actor.overlap_sphere (risk 0, requires world, smoke)​

Actors overlapping a world-space sphere.

ArgumentTypeDescription
center{x,y,z}required.
radiusnumberrequired.
channelstring

Returns: actors, count, total, message.

actor.paste_from_clipboard (risk 2, mutates, requires world)​

Pastes actors from T3D text or from the system clipboard. Not smoke-tested: it depends on clipboard state the run does not own.

ArgumentTypeDescription
textstringActor text produced by actor.copy_to_clipboard; empty pastes the system clipboard.
offsetbooleanOffset the pasted actors. Default false.

Returns: actors, count, total, message.

actor.place_on_surface (risk 2, mutates, requires world, smoke)​

Traces from a point in a direction and places an actor at the hit location.

ArgumentTypeDescription
actorstringrequired.
from{x,y,z}required. World point the trace starts from.
direction{x,y,z}Trace direction; (0,0,0) means straight down.
maxDistancenumberTrace length in centimetres. Default 100000.0.
alignbooleanAlign the actor to the hit normal. Default false.

Returns: location, rotation, scale, actor, message.

actor.randomize_transform (risk 2, mutates, requires world, smoke)​

Adds bounded random rotation, scale and displacement to actors from a seed.

ArgumentTypeDescription
actorsarray of stringrequired.
rotationRange{x,y,z}Maximum random rotation per axis in degrees (x=pitch, y=yaw, z=roll).
scaleRange{x,y,z}Uniform scale range as (min, max, unused); (0,0,0) leaves the scale alone.
locationJitter{x,y,z}Maximum random displacement per axis in centimetres.
seedintegerDefault 0.

Returns: actors, count, total, message.

actor.raycast_from_camera (risk 0, requires world)​

Traces forward from the active level viewport camera. Not smoke-tested: it needs an interactive level viewport.

ArgumentTypeDescription
maxDistancenumberTrace length in centimetres. Default 100000.0.
channelstring

Returns: hit, hits, count, message.

actor.relabel_by_class (risk 2, mutates, requires world, dryRun, smoke)​

Gives every actor of a folder a unique label derived from its class.

ArgumentTypeDescription
folderstring
dryRunbooleanDefault false.

Returns: message, count, items.

actor.remove_component (risk 3, mutates, destructive, requires world, smoke)​

Removes an instance component from a level actor; its children are re-parented first. Native, Blueprint and root components cannot be removed.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.

Returns: message, count, items.

actor.remove_from_group (risk 2, mutates, requires world, smoke)​

Removes actors from a group.

ArgumentTypeDescription
actorsarray of stringrequired.
groupstringrequired. Group actor label or name.

Returns: group, message.

actor.remove_instances (risk 3, mutates, destructive, requires world, smoke)​

Removes instances by index.

ArgumentTypeDescription
actorstringrequired.
indicesarray of integerrequired.

Returns: instances, count, total, mesh, message.

actor.remove_tag (risk 2, mutates, requires world, smoke)​

Removes a tag from one or more actors.

ArgumentTypeDescription
actorsarray of stringrequired.
tagstringrequired.

Returns: actors, count, total, message.

actor.rename_component (risk 2, mutates, requires world, smoke)​

Renames an instance component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
newNamestringrequired.

Returns: component, properties, message.

actor.rename_folder (risk 1, mutates, requires world, smoke)​

Renames or moves an outliner folder and every actor inside it.

ArgumentTypeDescription
pathstringrequired.
newPathstringrequired.

Returns: folders, count, message.

actor.rename_many (risk 2, mutates, requires world, smoke)​

Relabels several actors from a pattern using {base}, {n} and {class}.

ArgumentTypeDescription
actorsarray of stringrequired.
patternstringrequired. Label pattern; {base} = current label, {n} = index, {class} = class name.
startintegerFirst value of {n}. Default 1.

Returns: actors, count, total, message.

actor.replace_mesh_many (risk 2, mutates, requires world, dryRun, smoke)​

Swaps one static mesh for another on every matching actor of the level (or of a folder).

ArgumentTypeDescription
fromstringrequired. StaticMesh currently used.
tostringrequired. StaticMesh to switch to.
folderstringRestrict to this outliner folder.
dryRunbooleanDefault false.

Returns: message, count, items.

actor.replace_with (risk 3, mutates, destructive, requires world, smoke)​

Replaces actors with instances of another class or Blueprint, keeping their transform and label.

ArgumentTypeDescription
actorsarray of stringrequired.
classstringTarget class name or path.
blueprintstringTarget Blueprint asset path (alternative to class).
keepTransformbooleanDefault true.
keepLabelbooleanDefault true.

Returns: actors, count, total, message.

actor.reset_property (risk 2, mutates, requires world, smoke)​

Resets one property of an actor to its class default value.

ArgumentTypeDescription
actorstringrequired.
propertystringrequired. Property path: "Prop", "Struct.Prop", "ComponentName.Prop", arrays with "Prop[0]".

Returns: value, number, result, message.

actor.restore_transforms (risk 2, mutates, requires world, smoke)​

Restores the transforms recorded by actor.snapshot_transforms.

ArgumentTypeDescription
namestringrequired.
removebooleanForget the snapshot after restoring it. Default false.

Returns: actors, count, total, message.

actor.rotate_by (risk 2, mutates, requires world, smoke)​

Rotates actors by a delta in degrees (world or local space).

ArgumentTypeDescription
actorsarray of stringActors to move; empty = the current selection.
delta{x,y,z}required. The delta: offset in centimetres, rotation in degrees or scale multiplier depending on the tool.
spacestring"world" (default) or "local".

Returns: actors, count, total, message.

actor.scale_by (risk 2, mutates, requires world, smoke)​

Multiplies the scale of actors component-wise.

ArgumentTypeDescription
actorsarray of stringActors to move; empty = the current selection.
delta{x,y,z}required. The delta: offset in centimetres, rotation in degrees or scale multiplier depending on the tool.
spacestring"world" (default) or "local".

Returns: actors, count, total, message.

actor.select (risk 1, requires world, smoke)​

Selects actors in the editor, replacing or extending the current selection.

ArgumentTypeDescription
actorsarray of stringrequired.
addbooleanAdd to the current selection instead of replacing it. Default false.
selectHiddenbooleanAllow selecting hidden actors. Default true.

Returns: actors, components, count, message.

actor.select_by_filter (risk 1, requires world, smoke)​

Selects every actor matching a class/name/tag/folder filter.

ArgumentTypeDescription
addbooleanDefault false.

Returns: actors, components, count, message.

actor.select_children (risk 1, requires world, smoke)​

Selects the actors attached to the given actors (or to the current selection).

ArgumentTypeDescription
actorsarray of stringParent actors; empty uses the current selection.
recursivebooleanDefault false.
addbooleanDefault false.

Returns: actors, components, count, message.

actor.select_component (risk 1, requires world, smoke)​

Selects one component of an actor (component selection mode).

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.

Returns: actors, components, count, message.

actor.select_in_box (risk 1, requires world, smoke)​

Selects every actor whose origin lies inside a world-space box.

ArgumentTypeDescription
min{x,y,z}required.
max{x,y,z}required.
addbooleanDefault false.

Returns: actors, components, count, message.

actor.select_none (risk 1, requires world, smoke)​

Clears the editor selection.

No arguments.

Returns: actors, components, count, message.

actor.select_parent (risk 1, requires world, smoke)​

Selects the attach parents of the selected actors.

ArgumentTypeDescription
actorsarray of stringActors to act on; empty = the current selection.

Returns: actors, components, count, message.

actor.select_similar (risk 1, requires world, smoke)​

Selects every actor of the same class as the given one.

ArgumentTypeDescription
actorstringrequired. Actor label, object name, unique class name or unique name prefix.

Returns: actors, components, count, message.

actor.set_anim_blueprint (risk 2, mutates, requires world)​

Assigns an Animation Blueprint to a skeletal mesh actor. Not smoke-tested: it needs a skeletal mesh fixture.

ArgumentTypeDescription
actorstringrequired.
animBlueprintstringrequired. Animation Blueprint asset path.

Returns: actor, message.

actor.set_animation_asset (risk 2, mutates, requires world)​

Plays an animation asset on a skeletal mesh actor at edit time. Not smoke-tested: it needs a skeletal mesh fixture.

ArgumentTypeDescription
actorstringrequired.
assetstringrequired. AnimSequence or other UAnimationAsset path.
loopbooleanDefault true.
playingbooleanDefault true.

Returns: actor, message.

actor.set_camera (risk 2, mutates, requires world, smoke)​

Sets field of view, aspect ratio, projection mode and post-process blend of a camera actor.

ArgumentTypeDescription
actorstringrequired.
fovnumberHorizontal field of view in degrees; 0 leaves it unchanged. Default 0.0.
aspectnumberDefault 0.0.
constrainAspectbooleanDefault false.
hasConstrainAspectbooleanDefault false.
projectionModestringPerspective or Orthographic.
orthoWidthnumberWidth of the orthographic view in centimetres; 0 leaves it unchanged. Default 0.0.
postProcessBlendWeightnumber0..1; -1 leaves it unchanged. Default -1.0.

Returns: actor, message.

actor.set_cast_shadow (risk 2, mutates, requires world, smoke)​

Sets the shadow-casting flags of a mesh actor (any subset).

ArgumentTypeDescription
actorstringrequired.
castShadowbooleanDefault true.
hasCastShadowbooleanDefault false.
castDynamicbooleanDefault true.
hasCastDynamicbooleanDefault false.
castStaticbooleanDefault true.
hasCastStaticbooleanDefault false.
castHiddenShadowbooleanDefault false.
hasCastHiddenShadowbooleanDefault false.
castInsetShadowbooleanDefault false.
hasCastInsetShadowbooleanDefault false.

Returns: values, count, message.

actor.set_cine_camera (risk 2, mutates, requires world)​

Sets focal length, aperture, focus distance, sensor size and lens preset of a CineCameraActor. Not smoke-tested: the smoke fixture is a plain CameraActor.

ArgumentTypeDescription
actorstringrequired.
focalLengthnumberFocal length in millimetres; 0 leaves it unchanged. Default 0.0.
aperturenumberF-stop; 0 leaves it unchanged. Default 0.0.
focusDistancenumberManual focus distance in centimetres; 0 leaves it unchanged. Default 0.0.
sensorWidthnumberSensor width in millimetres; 0 leaves it unchanged. Default 0.0.
sensorHeightnumberDefault 0.0.
lensPresetstringNamed lens preset from the project's cine camera settings.

Returns: actor, message.

actor.set_collision_complexity (risk 2, mutates, requires world, smoke)​

Sets how the collision of a static mesh actor is derived from the mesh (complex/simple).

ArgumentTypeDescription
actorstringrequired.
useComplexAsSimplebooleanUse the render mesh for collision. Default false.
useSimpleAsComplexbooleanUse the simple collision primitives for complex queries. Default false.

Returns: actor, message.

actor.set_component_collision (risk 2, mutates, requires world, smoke)​

Sets collision enablement, profile, object type and per-channel responses of a primitive component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
enabledstringNoCollision, QueryOnly, PhysicsOnly or QueryAndPhysics.
profilestringCollision profile name ("BlockAll", "OverlapAll", ...).
objectTypestringObject type channel ("WorldStatic", "WorldDynamic", ...).
responsesarray of UeaActChannelResponse
generateOverlapEventsbooleanDefault false.
hasGenerateOverlapEventsbooleanDefault false.

Returns: component, properties, message.

actor.set_component_hidden_in_game (risk 2, mutates, requires world, smoke)​

Sets bHiddenInGame on a scene component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
valuebooleanrequired.
propagatebooleanApply to child components as well. Default false.

Returns: component, properties, message.

actor.set_component_material (risk 2, mutates, requires world, smoke)​

Overrides the material of one slot of a mesh component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
slotintegerMaterial slot index. Default 0.
materialstringMaterial asset path; empty clears the override.

Returns: component, properties, message.

actor.set_component_mesh (risk 2, mutates, requires world, smoke)​

Assigns a static or skeletal mesh asset to a mesh component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
meshstringrequired. StaticMesh or SkeletalMesh asset path.

Returns: component, properties, message.

actor.set_component_mobility (risk 2, mutates, requires world, smoke)​

Sets the mobility of a scene component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
mobilitystringrequired. Static, Stationary or Movable.

Returns: component, properties, message.

actor.set_component_physics (risk 2, mutates, requires world, smoke)​

Sets physics simulation, mass override, gravity and damping of a primitive component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
simulatebooleanDefault false.
hasSimulatebooleanDefault false.
massnumberMass override in kilograms; 0 removes the override. Default 0.0.
gravitybooleanDefault true.
hasGravitybooleanDefault false.
linearDampingnumberDefault -1.0.
angularDampingnumberDefault -1.0.

Returns: component, properties, message.

actor.set_component_properties (risk 2, mutates, requires world, smoke)​

Writes several properties of a component in one transaction.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
propertiesarray of UeaKeyValuerequired.

Returns: values, count, message.

actor.set_component_property (risk 2, mutates, requires world, smoke)​

Writes one property of a component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
propertystringrequired.
valuestringrequired.

Returns: value, number, result, message.

actor.set_component_tags (risk 2, mutates, requires world, smoke)​

Replaces the component tags of a component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
tagsarray of string

Returns: component, properties, message.

actor.set_component_tick (risk 2, mutates, requires world, smoke)​

Enables or disables component ticking and sets the tick interval.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
enabledbooleanDefault true.
intervalnumberSeconds between ticks; 0 = every frame. Default 0.0.

Returns: component, properties, message.

actor.set_component_transform (risk 2, mutates, requires world, smoke)​

Sets the relative (default) or world transform of a scene component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
location{x,y,z}
hasLocationbooleanDefault false.
rotation{x,y,z}
hasRotationbooleanDefault false.
scale{x,y,z}
hasScalebooleanDefault false.
worldbooleanInterpret the values as world-space instead of relative to the parent. Default false.

Returns: location, rotation, scale, actor, message.

actor.set_component_visibility (risk 2, mutates, requires world, smoke)​

Shows or hides a scene component in the editor, optionally propagating to its children.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired.
valuebooleanrequired.
propagatebooleanApply to child components as well. Default false.

Returns: component, properties, message.

actor.set_decal (risk 2, mutates, requires world, smoke)​

Sets the material, size, sort order and fade screen size of a DecalActor.

ArgumentTypeDescription
actorstringrequired.
materialstring
size{x,y,z}Decal box extent; (0,0,0) leaves it unchanged.
sortOrderintegerDefault 0.
hasSortOrderbooleanDefault false.
fadeScreenSizenumberDefault -1.0.

Returns: actor, message.

actor.set_flags (risk 2, mutates, requires world, smoke)​

Sets any subset of the common actor flags (damage, replication, tick, life span, collision, relevancy).

ArgumentTypeDescription
actorstringrequired.
canBeDamagedbooleanSet only the flags you pass; the others are left alone (use the has* flags below). Default true.
hasCanBeDamagedbooleanDefault false.
replicatesbooleanDefault false.
hasReplicatesbooleanDefault false.
netLoadOnClientbooleanDefault true.
hasNetLoadOnClientbooleanDefault false.
tickEnabledbooleanDefault true.
hasTickEnabledbooleanDefault false.
lifeSpannumberSeconds before the actor destroys itself in game; 0 = never. Default 0.0.
hasLifeSpanbooleanDefault false.
netDormancystringNever, Awake, Initial, DormantAll or DormantPartial.
enableCollisionbooleanDefault true.
hasEnableCollisionbooleanDefault false.
alwaysRelevantbooleanDefault false.
hasAlwaysRelevantbooleanDefault false.
autoDestroyWhenFinishedbooleanDefault false.
hasAutoDestroyWhenFinishedbooleanDefault false.

Returns: values, count, message.

actor.set_folder (risk 2, mutates, requires world, smoke)​

Moves actors into an outliner folder (empty path = outliner root).

ArgumentTypeDescription
actorsarray of stringrequired.
pathstringDestination folder; empty moves the actors to the outliner root.

Returns: actors, count, total, message.

actor.set_folder_many (risk 2, mutates, requires world, smoke)​

Moves every actor of a list or of a filter into an outliner folder.

ArgumentTypeDescription
actorsarray of string
pathstringDestination folder; empty moves to the outliner root.

Returns: message, count, items.

actor.set_grouping_active (risk 1, requires world, smoke)​

Turns the editor's actor grouping mode on or off.

ArgumentTypeDescription
activebooleanrequired.

Returns: groups, count, groupingActive, message.

actor.set_hidden (risk 2, mutates, requires world, smoke)​

Hides or shows actors in the editor viewport and/or in game.

ArgumentTypeDescription
actorsarray of stringrequired.
hiddenbooleanrequired.
inEditorbooleanApply to the editor viewport (temporarily hidden). Default true.
inGamebooleanApply to the game (bHidden / SetActorHiddenInGame). Default false.

Returns: actors, count, total, message.

actor.set_hidden_many (risk 2, mutates, requires world, smoke)​

Hides or shows every actor of a list or of a filter.

ArgumentTypeDescription
actorsarray of string
hiddenbooleanrequired.
inEditorbooleanDefault true.
inGamebooleanDefault false.

Returns: message, count, items.

actor.set_instance_transform (risk 2, mutates, requires world, smoke)​

Sets the transform of one instance.

ArgumentTypeDescription
actorstringrequired.
indexintegerrequired.
location{x,y,z}
rotation{x,y,z}
scale{x,y,z}
worldSpacebooleanDefault true.

Returns: instances, count, total, mesh, message.

actor.set_label (risk 2, mutates, requires world, smoke)​

Renames an actor's outliner label, optionally making it unique in the level.

ArgumentTypeDescription
actorstringrequired.
labelstringrequired.
uniquebooleanMake the label unique in the level by appending a number when needed. Default true.

Returns: actor, message.

actor.set_lightmap_resolution (risk 2, mutates, requires world, smoke)​

Overrides the lightmap resolution of a static mesh component.

ArgumentTypeDescription
actorstringrequired.
resolutionintegerrequired. Lightmap resolution in texels (power of two, e.g. 64).
overridebooleanEnable the per-component override. Default true.

Returns: actor, message.

actor.set_location (risk 2, mutates, requires world, smoke)​

Moves an actor to a world or local location.

ArgumentTypeDescription
actorstringrequired.
location{x,y,z}required.
spacestring"world" (default) or "local" (relative to the attach parent).
sweepbooleanSweep to the target location instead of teleporting. Default false.
teleportbooleanTeleport physics state instead of interpolating. Default true.

Returns: location, rotation, scale, actor, message.

actor.set_lod (risk 2, mutates, requires world, smoke)​

Forces an LOD level and/or a minimum LOD on a static mesh actor.

ArgumentTypeDescription
actorstringrequired.
forcedLodintegerForce this LOD index; -1 restores automatic LOD selection. Default -1.
minLodintegerLowest LOD the component may use; -1 removes the override. Default -1.

Returns: actor, message.

actor.set_material_slot (risk 2, mutates, requires world, smoke)​

Sets the material override of one slot of a mesh actor.

ArgumentTypeDescription
actorstringrequired.
slotintegerrequired.
materialstringMaterial asset path; empty clears the override.

Returns: values, count, message.

actor.set_materials (risk 2, mutates, requires world, smoke)​

Sets the material overrides of every slot of a mesh actor, in order.

ArgumentTypeDescription
actorstringrequired.
materialsarray of stringrequired. Material asset paths, one per slot in order; an empty entry leaves that slot unchanged.

Returns: values, count, message.

actor.set_mesh_mobility (risk 2, mutates, requires world, smoke)​

Sets the mobility of the mesh component of an actor.

ArgumentTypeDescription
actorsarray of stringrequired.
mobilitystringrequired. Static, Stationary or Movable.

Returns: actors, count, total, message.

actor.set_mobility (risk 2, mutates, requires world, smoke)​

Sets the mobility (Static/Stationary/Movable) of the root and primitive components of actors.

ArgumentTypeDescription
actorsarray of stringrequired.
mobilitystringrequired. Static, Stationary or Movable.

Returns: actors, count, total, message.

actor.set_nanite (risk 2, mutates, UE 5.2+, requires world, smoke)​

Enables or disables Nanite rendering for a static mesh component (bForceDisableNanite).

ArgumentTypeDescription
actorstringrequired.
enabledbooleanFalse sets bForceDisableNanite on the component. Default true.

Returns: actor, message.

actor.set_pivot_offset (risk 2, mutates, requires world, smoke)​

Sets the editor pivot offset of an actor.

ArgumentTypeDescription
actorstringrequired.
offset{x,y,z}required. Pivot offset in local space.

Returns: location, rotation, scale, actor, message.

actor.set_properties (risk 2, mutates, requires world, smoke)​

Writes several properties of an actor in one transaction.

ArgumentTypeDescription
actorstringrequired.
propertiesarray of UeaKeyValuerequired. Property path / value pairs.

Returns: values, count, message.

actor.set_properties_many (risk 2, mutates, requires world, dryRun, smoke)​

Writes several properties on every actor of a list or of a filter.

ArgumentTypeDescription
actorsarray of string
propertiesarray of UeaKeyValuerequired.
dryRunbooleanDefault false.

Returns: message, count, items.

actor.set_property (risk 2, mutates, requires world, smoke)​

Writes one property of an actor or of one of its components.

ArgumentTypeDescription
actorstringrequired.
propertystringrequired.
valuestringrequired. Value in Unreal text form ("42", "true", "(X=1,Y=2,Z=3)", "/Game/Path/Asset.Asset").

Returns: value, number, result, message.

actor.set_property_many (risk 2, mutates, requires world, dryRun, smoke)​

Writes one property on every actor of a list or of a filter.

ArgumentTypeDescription
actorsarray of stringExplicit actor list; when empty the class/name/tag/folder filter is used.
propertystringrequired.
valuestringrequired.
dryRunbooleanDefault false.

Returns: message, count, items.

actor.set_render_settings (risk 2, mutates, requires world, smoke)​

Sets visibility, main-pass/custom-depth rendering, cull distance and translucency sort priority.

ArgumentTypeDescription
actorstringrequired.
visiblebooleanDefault true.
hasVisiblebooleanDefault false.
renderInMainPassbooleanDefault true.
hasRenderInMainPassbooleanDefault false.
renderCustomDepthbooleanDefault false.
hasRenderCustomDepthbooleanDefault false.
customDepthStencilintegerDefault -1.
cullDistancenumberMaximum draw distance in centimetres; -1 leaves it alone, 0 = unlimited. Default -1.0.
translucencySortPriorityintegerDefault 0.
hasTranslucencySortPrioritybooleanDefault false.

Returns: values, count, message.

actor.set_root_component (risk 2, mutates, requires world, smoke)​

Promotes an existing scene component of an actor to be its root component.

ArgumentTypeDescription
actorstringrequired.
componentstringrequired. Existing scene component of the actor to promote to root.

Returns: component, properties, message.

actor.set_rotation (risk 2, mutates, requires world, smoke)​

Sets the rotation of an actor (x=pitch, y=yaw, z=roll in degrees).

ArgumentTypeDescription
actorstringrequired.
rotation{x,y,z}required. x=pitch, y=yaw, z=roll in degrees.
spacestring
teleportbooleanDefault true.

Returns: location, rotation, scale, actor, message.

actor.set_scale (risk 2, mutates, requires world, smoke)​

Sets the scale of an actor.

ArgumentTypeDescription
actorstringrequired.
scale{x,y,z}required.
spacestring

Returns: location, rotation, scale, actor, message.

actor.set_skeletal_mesh (risk 2, mutates, requires world)​

Assigns a SkeletalMesh asset to a skeletal mesh actor. Not smoke-tested: no skeletal mesh ships in engine content on every supported engine.

ArgumentTypeDescription
actorstringrequired.
meshstringrequired.

Returns: actor, message.

actor.set_sound (risk 2, mutates, requires world, smoke)​

Sets the sound asset, volume, pitch, auto-activate flag and attenuation of an AmbientSound.

ArgumentTypeDescription
actorstringrequired.
soundstringSoundBase asset path.
volumenumberVolume multiplier; -1 leaves it unchanged. Default -1.0.
pitchnumberPitch multiplier; -1 leaves it unchanged. Default -1.0.
autoActivatebooleanDefault true.
hasAutoActivatebooleanDefault false.
attenuationstringSoundAttenuation asset path.

Returns: actor, message.

actor.set_static_mesh (risk 2, mutates, requires world, smoke)​

Assigns a StaticMesh asset to the static mesh component of an actor.

ArgumentTypeDescription
actorstringrequired.
meshstringrequired.

Returns: actor, message.

actor.set_tags (risk 2, mutates, requires world, smoke)​

Replaces the tag list of one or more actors.

ArgumentTypeDescription
actorsarray of stringrequired.
tagsarray of stringThe complete new tag list (replaces the existing tags).

Returns: actors, count, total, message.

actor.set_tags_many (risk 2, mutates, requires world, smoke)​

Replaces (or extends) the tags of every actor of a list or of a filter.

ArgumentTypeDescription
actorsarray of string
tagsarray of string
addbooleanAdd the tags instead of replacing the existing list. Default false.

Returns: message, count, items.

actor.set_text (risk 2, mutates, requires world, smoke)​

Sets the string, size, colour, alignment and material of a TextRenderActor.

ArgumentTypeDescription
actorstringrequired.
textstring
sizenumberWorld size of the glyphs; 0 leaves it unchanged. Default 0.0.
colorstring"R,G,B" or "R,G,B,A" with components in 0..1.
alignmentstringHorizontal alignment: left, center or right.
materialstringText material asset path.

Returns: actor, message.

actor.set_transform (risk 2, mutates, requires world, smoke)​

Sets any combination of location, rotation and scale in one call.

ArgumentTypeDescription
actorstringrequired.
location{x,y,z}
hasLocationbooleanDefault false.
rotation{x,y,z}
hasRotationbooleanDefault false.
scale{x,y,z}
hasScalebooleanDefault false.
spacestring
sweepbooleanDefault false.
teleportbooleanDefault true.

Returns: location, rotation, scale, actor, message.

actor.set_transform_many (risk 2, mutates, requires world, smoke)​

Applies the same location/rotation/scale to several actors at once.

ArgumentTypeDescription
actorsarray of stringrequired.
location{x,y,z}
hasLocationbooleanDefault false.
rotation{x,y,z}
hasRotationbooleanDefault false.
scale{x,y,z}
hasScalebooleanDefault false.
spacestring

Returns: actors, count, total, message.

actor.snap_to_actor (risk 2, mutates, requires world, smoke)​

Places an actor on top of another one, using their bounding boxes.

ArgumentTypeDescription
actorstringrequired.
targetstringrequired. Actor to sit on top of.
useBoundsbooleanDefault true.

Returns: location, rotation, scale, actor, message.

actor.snap_to_floor (risk 2, mutates, requires world, smoke)​

Drops actors straight down onto the first blocking surface (line trace, optionally aligning to the normal).

ArgumentTypeDescription
actorsarray of stringrequired.
alignbooleanAlso rotate the actor to the surface normal. Default false.
useBoundsbooleanRest the bottom of the bounding box on the surface instead of the pivot. Default true.
maxDistancenumberHow far down to trace, in centimetres. Default 100000.0.

Returns: actors, count, total, message.

actor.snapshot_transforms (risk 1, requires world, smoke)​

Records the transforms of actors in a named in-memory snapshot (not saved with the level).

ArgumentTypeDescription
namestringrequired. Snapshot name.
actorsarray of stringActors to record; empty records the whole level.

Returns: message, count, items.

actor.spawn (risk 2, mutates, requires world, smoke)​

Spawns an actor from a class, Blueprint or asset path and applies label, folder, tags and properties.

ArgumentTypeDescription
classstringrequired. Class name, class path, Blueprint path or asset path (StaticMesh, SkeletalMesh, Sound, ParticleSystem).
namestringLabel for the new actor (also used as the object name when free).
location{x,y,z}
rotation{x,y,z}x=pitch, y=yaw, z=roll in degrees.
scale{x,y,z}Scale; (0,0,0) is treated as (1,1,1).
folderstringOutliner folder to place the actor in.
tagsarray of string
propertiesarray of UeaKeyValueProperty assignments applied after spawning; keys may be "Prop", "Sub.Prop" or "Component.Prop".
selectbooleanSelect the new actor in the editor. Default false.

Returns: actor, message.

actor.spawn_at_actor (risk 2, mutates, requires world, smoke)​

Spawns an actor at the transform of another actor plus an offset.

ArgumentTypeDescription
classstringrequired. Class, Blueprint or asset path to spawn.
atstringrequired. Reference actor whose transform is used.
offset{x,y,z}World offset added to the reference location.
inheritRotationbooleanCopy the reference actor's rotation too. Default true.
namestring
folderstring

Returns: actor, message.

actor.spawn_camera (risk 2, mutates, requires world, smoke)​

Spawns a CameraActor or a CineCameraActor.

ArgumentTypeDescription
namestring
location{x,y,z}
rotation{x,y,z}
fovnumberHorizontal field of view in degrees (ignored for cine cameras). Default 90.0.
cinebooleanSpawn a CineCameraActor instead of a plain CameraActor. Default false.
aspectnumberConstrained aspect ratio; 0 leaves the default. Default 0.0.
folderstring

Returns: actor, message.

actor.spawn_circle (risk 2, mutates, requires world, smoke)​

Spawns actors evenly spaced on a horizontal circle.

ArgumentTypeDescription
classstring
meshstring
countintegerrequired. How many actors to place on the circle.
radiusnumberrequired. Circle radius in centimetres.
center{x,y,z}
faceCenterbooleanRotate every actor so that +X points at the centre. Default false.
namePrefixstring
folderstring

Returns: actors, count, total, message.

actor.spawn_decal (risk 2, mutates, requires world, smoke)​

Spawns a DecalActor; the material is optional so the decal can be configured later.

ArgumentTypeDescription
materialstringMaterial or material instance to project; optional, assign it later with actor.set_decal.
namestring
location{x,y,z}
rotation{x,y,z}
size{x,y,z}Decal box extent; (0,0,0) keeps the default.
sortOrderintegerDefault 0.
folderstring

Returns: actor, message.

actor.spawn_empty (risk 2, mutates, requires world, smoke)​

Spawns a bare AActor with a SceneComponent root, useful as an attachment pivot.

ArgumentTypeDescription
namestring
location{x,y,z}
rotation{x,y,z}
folderstring

Returns: actor, message.

actor.spawn_grid (risk 2, mutates, requires world, smoke)​

Spawns a rows x columns grid of actors or mesh actors with a fixed spacing.

ArgumentTypeDescription
classstringClass or Blueprint to spawn; leave empty and set "mesh" to spawn static mesh actors.
meshstringStaticMesh asset path; used when "class" is empty.
rowsintegerrequired.
columnsintegerrequired.
spacingnumberrequired. Distance between neighbours in centimetres.
origin{x,y,z}World location of the first element.
namePrefixstringLabel prefix; the index is appended ("Grid_0_0").
folderstring

Returns: actors, count, total, message.

actor.spawn_many (risk 2, mutates, requires world, smoke)​

Spawns many actors in one transaction from a list of specs.

ArgumentTypeDescription
specsarray of UeaActSpawnSpecrequired. One entry per actor to spawn.

Returns: actors, count, total, message.

actor.spawn_mesh (risk 2, mutates, requires world, smoke)​

Spawns a StaticMeshActor or SkeletalMeshActor for a mesh asset, optionally with a material and a mobility.

ArgumentTypeDescription
meshstringrequired. StaticMesh or SkeletalMesh asset path (e.g. "/Engine/BasicShapes/Cube").
namestring
location{x,y,z}
rotation{x,y,z}
scale{x,y,z}
folderstring
tagsarray of string
materialstringMaterial applied to every slot.
mobilitystringStatic, Stationary or Movable (default Static for static meshes).
selectbooleanDefault false.

Returns: actor, message.

actor.spawn_player_start (risk 2, mutates, requires world, smoke)​

Spawns a PlayerStart.

ArgumentTypeDescription
namestring
location{x,y,z}
rotation{x,y,z}
tagstringPlayer start tag ("Player0").
folderstring

Returns: actor, message.

actor.spawn_random_in_box (risk 2, mutates, requires world, smoke)​

Spawns actors at random positions inside a box, optionally with a random yaw.

ArgumentTypeDescription
classstring
meshstring
countintegerrequired.
min{x,y,z}required.
max{x,y,z}required.
randomYawbooleanGive every actor a random yaw. Default false.
seedintegerRandom seed; 0 picks a time-based seed. Default 0.
namePrefixstring
folderstring

Returns: actors, count, total, message.

actor.spawn_sound (risk 2, mutates, requires world, smoke)​

Spawns an AmbientSound; the sound asset is optional so it can be assigned later.

ArgumentTypeDescription
soundstringSoundBase asset (SoundCue, SoundWave, MetaSound); optional, assign it later with actor.set_sound.
namestring
location{x,y,z}
autoActivatebooleanDefault true.
volumenumberVolume multiplier (1 = unchanged). Default 1.0.
folderstring

Returns: actor, message.

actor.spawn_text (risk 2, mutates, requires world, smoke)​

Spawns a TextRenderActor showing a string.

ArgumentTypeDescription
textstringrequired.
namestring
location{x,y,z}
rotation{x,y,z}
sizenumberWorld size of the glyphs (default 26). Default 26.0.
colorstringColour as "R,G,B" or "R,G,B,A" with components in 0..1.
folderstring

Returns: actor, message.

actor.sweep_box (risk 0, requires world, smoke)​

Box sweep against the editor world.

ArgumentTypeDescription
start{x,y,z}required.
end{x,y,z}required.
extent{x,y,z}required. Half-extent of the swept box in centimetres.
channelstring
ignorearray of string

Returns: hit, hits, count, message.

actor.ungroup (risk 2, mutates, requires world, smoke)​

Removes actors from their group, deleting the group when it becomes empty.

ArgumentTypeDescription
actorsarray of stringrequired.

Returns: message, count, items.

actor.unlock_group (risk 1, mutates, requires world, smoke)​

Unlocks a group so its members can be selected individually.

ArgumentTypeDescription
groupstringrequired. Group actor label/name, or any actor belonging to the group.

Returns: group, message.

actor.validate (risk 0, requires world, smoke)​

Reports missing assets, degenerate scales and other per-actor problems of the level.

ArgumentTypeDescription
actorsarray of stringActors to validate; empty validates the whole level.

Returns: issues, errors, warnings, checked, message.