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component kit

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

Guide​

Typed, per-class configuration of components wherever they live: on a Blueprint's construction script (the SCS template) or on a level actor instance. The bp kit adds/removes/attaches components on a Blueprint, the actor kit does the same on a level actor; this kit knows each component class — the right setters, units, enums and presets — plus copy/sync between the two worlds.

Works on UE 4.27 through 5.8 with the same 121 tools on every version. The kit is split over five classes (UUeaKit_Component, UUeaKit_ComponentShapes, UUeaKit_ComponentMovement, UUeaKit_ComponentRendering, UUeaKit_ComponentGameplay) that all expose the component. namespace.

Targets: template vs instance​

Every tool that touches one component takes the same three arguments:

ArgumentMeaning
blueprintBlueprint asset path or unique name — edits the construction-script template, i.e. the default for every actor of that class.
actorLevel actor label or object name — edits that one instance in the level.
componentComponent name (case-insensitive; a unique class name such as SpringArmComponent or a unique name prefix also works).

Give exactly one of blueprint or actor. A few tools use a different shape:

  • component.diff, component.copy_settings take component references as text: blueprint:/Game/BP_Hero/SpringArm or actor:BP_Hero_2/SpringArm.
  • component.sync_instance_to_template / component.reset_instance_to_template take actor + component and find the Blueprint themselves.
  • component.apply_camera_preset takes springArm + camera instead of component.
  • component.set_tick_settings_many / set_activation_many / set_replication_many take components[] (empty = all) plus an optional classFilter.

Argument conventions​

  • Every optional scalar is text and an empty value means "leave unchanged": 'maxWalkSpeed':'600', 'castShadow':'true', 'location':'0,0,90', 'color':'1,0.5,0,1', 'movementMode':'walking'. Sending a JSON number or boolean also works — the server converts it to text.
  • Vectors/rotators are "x,y,z" (rotators are pitch,yaw,roll); colours are "r,g,b[,a]" in 0..1 or #RRGGBB; a single number broadcasts to all axes.
  • Enums are lowercase words without the engine prefix: walking, movable, final_color_ldr, overlap, world.
  • Object properties take an asset path or a unique asset name.
  • Every set_* tool also accepts properties: [{key, value}] for anything not covered by a typed field. Paths support Struct.Field and Array[0] (BodyInstance.bSimulatePhysics, OverrideMaterials[0]).
  • Replies always carry component, class, template (true for SCS templates), owner, applied[] (what was written) and warnings[] (assignments that were skipped, with the reason — typically a property that does not exist on the running engine). A warning never fails the call.

Tools​

Discovery, generic access, presets (UUeaKit_Component)​

ToolPurpose
component.create_test_rigCreates a playground: BP_CompRig (Character) with ~55 component types, BP_CompRig_Proj (movement components) and the level actors CompRig_Actor / CompRig_BPActor.
component.list_classesComponent classes of the Add Component palette: class, parent, module, category, scene/primitive/spawnable flags.
component.get_class_info / component.search_propertiesHierarchy, metadata and editable properties (type, category, tooltip, CDO default) of a component class.
component.list_on_blueprint / component.list_on_actorComponents of a Blueprint (templates + inherited native ones) or of an actor.
component.find_by_classWhere a component class is used, in a Blueprint folder and/or in the level.
component.getClass, owner, transform, visibility, collision summary; includeProperties adds every editable property.
component.get_property / component.set_property / component.set_properties / component.reset_propertyGeneric property access, including struct and array paths; reset restores the archetype/CDO value.
component.diffEditable properties that differ between two components (template vs instance included).
component.copy_settingsCopies property values from one component to another, across templates and instances.
component.sync_instance_to_template (risk 3) / component.reset_instance_to_templatePush a tuned level instance back into its Blueprint, or discard the instance overrides.
component.list_presets / component.apply_presetcharacter_capsule, third_person_camera, top_down_camera, fps_camera, pickup_sphere, trigger_box, projectile, rotating_prop, floating_pawn, physics_prop, static_prop, ui_widget_3d, ambient_sound_3d, security_camera_capture. list_presets shows the exact values each one writes.
component.set_commonactive, autoActivate, tick (enabled/interval/group), replicated, editableWhenInherited, tags, editorOnly.
component.set_transformRelative location/rotation/scale plus the absolute-location/rotation/scale flags.
component.set_visibility / component.set_mobilityvisible, hiddenInGame, detailMode, propagation; static/stationary/movable.
component.set_collision / component.get_collisionEnabled state, profile, object type, per-channel responses, overlap events, navigation and occluder flags.
component.set_physicssimulate, mass override, gravity, damping, physical material, per-axis position/rotation locks, max angular velocity.
component.set_renderingShadow flags, custom depth + stencil, cull distance, translucency sort priority, lighting channels, ray tracing visibility, bounds scale, main/depth pass.
component.list_material_slots / component.set_materials / component.set_material_parametersSlots with their current material; assign by order, slotName=path or index=path; scalar/vector parameters on a level instance (creates MIDs).
component.validateClass-specific sanity check (mesh without asset, audio without sound, camera without spring arm, ISM without instances, overlap events with collision off, zero scale, ...).

Shapes, constraints, forces (UUeaKit_ComponentShapes)​

ToolPurpose
component.set_capsule / component.get_capsule / component.set_box / component.set_sphereSize and editor draw options of the collision shapes.
component.fit_shape_to_meshSizes a box/sphere/capsule to the bounds of a mesh component of the same owner (padding in cm) and centres it.
component.set_shape_from_presetsmall_character, medium_character, large_character, crouched_character, pickup, door_trigger, room_trigger.
component.set_physics_constraint / component.get_physics_constraintConstrained components (by name, so it survives on a template), linear/angular motion + limits, breaking, projection, linear and angular drives.
component.set_radial_forceRadius, impulse/force strength, falloff, affected object types, auto-activate.
component.set_physics_handle / component.set_physics_thruster / component.set_windGrab damping/stiffness, thrust strength, wind speed/strength/gusts.
component.list_collision_profiles / component.list_collision_channelsProject collision setup, to feed component.set_collision.

Movement, spring arm, camera (UUeaKit_ComponentMovement)​

ToolPurpose
component.get_character_movement / component.set_character_movementWalk/fly/swim speeds, jump, air control, gravity, acceleration, braking, friction, rotation, crouch, step height, walkable floor angle, movement mode, nav agent size.
component.apply_movement_presetplatformer, realistic, floaty, fast_arcade, heavy.
component.set_projectile_movement / component.get_projectile_movementInitial/max speed, rotation follows velocity, bouncing, friction, gravity scale, homing.
component.set_rotating_movement / component.set_floating_pawn_movement / component.set_interp_movementRotation rate and pivot; max speed/acceleration/deceleration; duration, behaviour and control points of a moving platform.
component.set_spring_arm / component.get_spring_armArm length, socket/target offsets, inherit flags, translation and rotation lag, collision probe.
component.set_camera / component.get_cameraFOV, aspect ratio, projection mode, ortho width, pawn control rotation, HMD lock, post-process blend weight and post-process overrides.
component.set_cine_cameraFocal length, aperture, focus method/distance, sensor size, lens and filmback presets (CinematicCamera is a plugin on 4.27).
component.apply_camera_presetConfigures a spring arm + camera pair: third_person, first_person, top_down, side_scroller, isometric.
component.set_nav_movement / component.set_pawn_movement_commonNav agent flags and size on any movement component; updated component and max speed.

Rendering, effects, audio, lights (UUeaKit_ComponentRendering)​

ToolPurpose
component.set_static_mesh / component.get_static_meshMesh, materials, forced LOD, min LOD, lightmap resolution, reverse culling, default collision, distance field bias.
component.set_skeletal_mesh / component.get_skeletal_meshMesh, animation mode, anim class/asset, loop/play, physics asset, leader (master) pose component, cloth.
component.set_instanced_mesh, add_instances, get_instances, set_instance_transform, set_instance_custom_data, remove_instances, clear_instancesFull instanced/hierarchical mesh workflow; transforms are "x,y,z", "x,y,z|pitch,yaw,roll" or "x,y,z|pitch,yaw,roll|sx,sy,sz".
component.set_spline_meshMesh, start/end positions and tangents, forward axis, scales, roll, material.
component.set_decal / component.set_text_render / component.set_billboard / component.set_arrowDecal material/size/fade; text, colour, world size, alignment, font; sprite and screen size; arrow colour/size/length.
component.set_widget / component.get_widget3D widget class, draw size, world/screen space, pivot, two-sided, focusable.
component.set_scene_capture / component.set_scene_capture_cube / component.capture_scene_nowRender target, capture source, FOV, capture triggers, hidden/show-only actor lists, show flags, post process; render one frame on demand (level actors only).
component.set_particle_system / component.set_niagara / component.get_niagara_parametersCascade template; Niagara asset, activation and user parameters ("vec3:MyVar", "color:Tint", "bool:Flag", "int:Count").
component.set_audio / component.get_audioSound, volume, pitch, auto-activate, attenuation asset or inline overrides (inner radius, falloff distance, shape, spatialize), concurrency, sound class, start time.
component.set_poseable_boneMoves one bone of a poseable mesh component.
component.set_light / component.get_lightIntensity + units, colour, temperature, attenuation and source sizes, cone angles, rect source, shadows, volumetric scattering, indirect intensity, light function, IES profile, lighting channels, mobility.
component.set_sky_light / component.set_fog / component.set_sky_atmosphere / component.set_volumetric_cloudEnvironment components.
component.set_reflection_capture / component.set_planar_reflection / component.set_post_processReflections and post-process volume settings (settings[] sets the value and its bOverride_ flag).
component.set_material_slot / component.create_dynamic_materialOne slot; a dynamic material instance with parameters (level actors only).
component.set_lightmap_resolution / component.set_cull_distancesStatic mesh lightmap override; instance start/end cull distances.

Gameplay, navigation, AI, bulk (UUeaKit_ComponentGameplay)​

ToolPurpose
component.set_child_actor / component.get_child_actorActor class spawned by a child actor component.
component.set_timeline_componentLength, looping, play rate, time dilation of a timeline component.
component.set_nav_modifier / component.set_nav_invoker / component.set_nav_linkNav area class and failsafe extent; tile generation/removal radii; custom link start/end/direction/area.
component.set_ai_perception / component.get_ai_perceptionSenses (sight, hearing, damage, touch, prediction) with radius, lose radius, angle, max age and affiliation filters, plus the dominant sense.
component.set_perception_stimuli_source / component.set_noise_emitter / component.set_pawn_sensingBeing perceived, noise lifetime, classic pawn sensing.
component.set_force_feedback / component.set_motion_controller / component.set_physical_animationEffect asset and intensity; motion source and device model; physical animation strength.
component.set_spline / component.get_splineReplaces the spline points (local or world space), point type and closed loop; returns points, tangents, types and length. Works on Blueprint templates.
component.set_hierarchical_instanced_meshHISM-specific cull distances, density scaling, min LOD.
component.set_capsule_from_meshSizes a character capsule from the mesh bounds.
component.set_tick_settings_many / component.set_activation_many / component.set_replication_manyBulk edits over a component list or class filter.

Recipes​

Third-person character​

  1. bp.create_blueprint {"name":"BP_Hero","parentClass":"Character","folder":"/Game/Blueprints"}
  2. bp.add_component a SpringArmComponent named SpringArm on the root, then a CameraComponent named Camera parented to SpringArm.
  3. component.apply_camera_preset {"blueprint":"/Game/Blueprints/BP_Hero","springArm":"SpringArm","camera":"Camera","preset":"third_person"}
  4. component.apply_preset {"blueprint":"...","component":"CapsuleComponent","preset":"character_capsule"}
  5. component.apply_movement_preset {"blueprint":"...","component":"CharMoveComp","preset":"platformer"}
  6. component.set_character_movement {"blueprint":"...","component":"CharMoveComp","orientRotationToMovement":"true","rotationRate":"0,540,0"}
  7. component.set_skeletal_mesh {"blueprint":"...","component":"CharacterMesh0","mesh":"/Game/Characters/SK_Hero","animationMode":"blueprint","animClass":"/Game/Characters/ABP_Hero"}
  8. component.validate on the camera and the mesh, then bp.compile.

Projectile Blueprint​

  1. bp.create_blueprint with parent Actor; add a SphereComponent (root) and a ProjectileMovementComponent named ProjectileMove.
  2. component.apply_preset {"component":"Sphere","preset":"pickup_sphere"} (or set_sphere + set_collision with profile:"OverlapAllDynamic").
  3. component.apply_preset {"component":"ProjectileMove","preset":"projectile"}, then component.set_projectile_movement for the exact speed and bounce.

Physics prop with a constraint​

  1. Two StaticMeshComponents (Anchor, Swing) and a PhysicsConstraintComponent (Constraint).
  2. component.apply_preset {"component":"Swing","preset":"physics_prop"}
  3. component.set_physics_constraint {"component":"Constraint","component1":"Anchor","component2":"Swing","linearX":"locked","linearY":"locked","linearZ":"locked","angularSwing1":"limited","swing1Limit":"45","angularTwist":"free","disableCollision":"true"}

Security camera (3D widget + scene capture)​

  1. component.set_scene_capture {"component":"Capture","textureTarget":"/Game/UI/RT_Camera","captureSource":"final_color_ldr","captureEveryFrame":"false","captureOnMovement":"false"} (or apply_preset with security_camera_capture).
  2. component.set_widget {"component":"Screen","widgetClass":"/Game/UI/WBP_CameraFeed","drawSize":"1024,576","space":"world","twoSided":"true"}
  3. Call component.capture_scene_now on the level actor whenever the feed must refresh.

Ambient audio and an ISM field​

  • component.set_audio {"component":"Audio","sound":"/Game/Audio/S_Wind","volume":"0.6","autoActivate":"true","overrideAttenuation":"true","falloffDistance":"3000","spatialize":"true"}
  • component.set_instanced_mesh {"component":"ISM","mesh":"/Game/Meshes/SM_Grass","cullDistanceMin":"2000","cullDistanceMax":"6000"} then component.add_instances with the transform list and component.set_instance_custom_data for per-instance material data.

Gotchas​

  • Template edits need a compile. Writing on a Blueprint template marks the Blueprint modified; existing level instances pick the new value up when the Blueprint is recompiled (bp.compile). Instance edits apply immediately but only to that actor — use component.sync_instance_to_template to promote them.
  • Instance-only tools: component.set_material_parameters, component.create_dynamic_material and component.capture_scene_now need a live component and refuse a blueprint target.
  • warnings[] is the place to look when a field seems ignored: the property may not exist on the running engine version or the value did not parse. applied[] lists what actually changed.
  • 4.27 differences: leaderPose calls SetMasterPoseComponent (renamed to SetLeaderPoseComponent in 5.1); add_instances with worldSpace converts to component space by hand because AddInstance gained its world-space flag only in UE5; the fog inscattering colour is FogInscatteringColor on 4.27 and FogInscatteringLuminance on UE5 (the tool tries both).
  • Build-data GUIDs are never copied. copy_settings, sync_instance_to_template, reset_instance_to_template and diff skip identity properties (MapBuildDataId, LightGuid, every FGuid, CreationMethod, attachment fields, anything transient): copying them corrupts the map build data and makes level.build_reflection_captures / lighting builds assert. Components the kit creates (including the test rig and the actors spawned from it) get fresh GUIDs, because the engine only generates them for non-template objects.
  • Plugins: Niagara tools require the Niagara plugin (RequiresPlugin), and CineCamera lives in the CinematicCamera plugin on 4.27. Niagara, UMG widget, motion controller and cine camera properties are all written by reflection, so the kit itself adds no plugin dependency; the tool returns E_NOT_SUPPORTED when the class is missing.
  • Use component.create_test_rig in a scratch folder when you want to explore: it builds a Blueprint carrying nearly every component class plus two level actors, which makes every tool of the kit callable without hunting for assets.

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.

component.add_instances (risk 2, mutates, smoke)​

Adds instances to an instanced static mesh component from a list of transforms.

ArgumentTypeDescription
transformsarray of stringrequired. One transform per instance: "x,y,z" or "x,y,z
worldSpacebooleanTreat the transforms as world space (converted to component space on 4.27). Default false.

Returns: instances, count.

component.apply_camera_preset (risk 2, mutates, smoke)​

Configures a spring arm + camera pair for a camera style: third_person, first_person, top_down, side_scroller or isometric.

ArgumentTypeDescription
blueprintstringBlueprint holding the components (exclusive with actor).
actorstringLevel actor holding the components.
springArmstringrequired. Spring arm component name.
camerastringCamera component name (default: the first camera attached to the spring arm).
presetstringrequired. third_person, first_person, top_down, side_scroller or isometric.

Returns: component, class, template, owner, applied, warnings.

component.apply_movement_preset (risk 2, mutates, smoke)​

Applies a tuned character movement preset: platformer, realistic, floaty, fast_arcade or heavy.

ArgumentTypeDescription
presetstringrequired. platformer, realistic, floaty, fast_arcade or heavy.

Returns: component, class, template, owner, applied, warnings.

component.apply_preset (risk 2, mutates, smoke)​

Applies a documented set of property values to a component (character_capsule, third_person_camera, trigger_box, projectile, ...).

ArgumentTypeDescription
presetstringrequired. Preset id (see component.list_presets).
overridesarray of UeaKeyValueProperty assignments applied after the preset.

Returns: component, class, template, owner, applied, warnings.

component.capture_scene_now (risk 1, mutates)​

Renders one frame of a scene capture component into its render target (level actors only; not self-tested because it needs a render target asset and a rendering frame).

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: component, class, template, owner, applied, warnings.

component.clear_instances (risk 3, mutates, destructive, smoke)​

Removes every instance of an instanced static mesh component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: instances, count.

component.copy_settings (risk 2, mutates, smoke)​

Copies editable property values from one component to another, across templates and instances.

ArgumentTypeDescription
fromstringrequired. Source component: "blueprint:/Game/BP_X/Component" or "actor:Label/Component".
tostringrequired. Destination component, same syntax.
propertiesarray of stringOnly these properties (empty = every editable property the two classes share).
skiparray of stringProperty names never copied.

Returns: component, class, template, owner, applied, warnings.

component.create_dynamic_material (risk 2, mutates, smoke)​

Creates a dynamic material instance on a slot of a mesh component and optionally sets parameters (level actors only).

ArgumentTypeDescription
slotintegerMaterial slot index (default 0). Default 0.
sourceMaterialstringSource material (default: the material currently in the slot).
scalarsarray of UeaKeyValueScalar parameters set on the new dynamic instance.
vectorsarray of UeaKeyValueVector parameters "r,g,b,a" set on the new dynamic instance.

Returns: values.

component.create_test_rig (risk 2, mutates, requires world, smoke)​

Creates a playground: a Character Blueprint with ~30 component types, a second Blueprint with movement components, and (optionally) two level actors with instance components. Returns the component list.

ArgumentTypeDescription
folderstringContent folder for the Blueprints (default "/Game/UeaComponentRig").
namestringBase name; the tool creates "" (Character) and "_Proj" (Actor). Default "BP_CompRig".
spawnActorsbooleanAlso spawn the level actors CompRig_Actor and CompRig_BPActor (default true). Default true.

Returns: blueprint, projectileBlueprint, components, actors, warnings.

component.diff (risk 0, smoke)​

Lists the editable properties that differ between two components (template vs instance included).

ArgumentTypeDescription
astringrequired. First component: "blueprint:/Game/BP_X/Component" or "actor:Label/Component".
bstringrequired. Second component, same syntax.
limitintegerMaximum number of differences returned (default 200). Default 200.

Returns: classA, classB, differences, count.

component.find_by_class (risk 0, smoke)​

Finds every Blueprint and level actor that uses a component class.

ArgumentTypeDescription
classstringrequired. Component class to look for.
inBlueprintsstringSearch Blueprints under this content folder (empty = skip Blueprints).
inLevelbooleanAlso search the actors of the current level (default true). Default true.
limitintegerMaximum number of hits (default 200). Default 200.

Returns: components, count.

component.fit_shape_to_mesh (risk 2, mutates, smoke)​

Sizes a box/sphere/capsule component to the bounds of a mesh component of the same owner, with optional padding.

ArgumentTypeDescription
meshstringName of the mesh component to fit to (default: the first mesh component of the same owner).
paddingstringExtra padding in centimetres added to every side (default 0).

Returns: component, class, template, owner, applied, warnings.

component.get (risk 0, smoke)​

State of one component: class, owner, transform, visibility, collision and (optionally) every editable property.

ArgumentTypeDescription
includePropertiesbooleanAlso return every editable property of the component (can be long). Default false.
nameContainsstringCase-insensitive substring filter applied when includeProperties is set.
limitintegerMaximum number of properties returned (default 200). Default 200.

Returns: values.

component.get_ai_perception (risk 0, smoke)​

Senses currently configured on an AI perception component with their radii and ages.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_audio (risk 0, smoke)​

Sound asset, volume, pitch and attenuation settings of an audio component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_camera (risk 0, smoke)​

Current field of view, aspect ratio, projection and post-process blend weight of a camera component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_capsule (risk 0, smoke)​

Radius, half height, collision and draw settings of a capsule component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_character_movement (risk 0, smoke)​

Speeds, jump, air control, rotation and nav-agent settings of a character movement component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_child_actor (risk 0, smoke)​

Actor class and spawned instance of a child actor component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_class_info (risk 0, smoke)​

Class hierarchy, metadata and editable properties (with type, category, tooltip and CDO default) of a component class.

ArgumentTypeDescription
classstringrequired. Component class name or path ("StaticMeshComponent", "/Script/Engine.PointLightComponent").
nameContainsstringCase-insensitive substring of the property name or category.
limitintegerMaximum number of properties returned (default 200). Default 200.

Returns: info, hierarchy, properties, count, metadata.

component.get_collision (risk 0, smoke)​

Current collision setup of a primitive component, including the response of every channel.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_instances (risk 0, smoke)​

Lists the transforms and custom data of the instances of an instanced static mesh component.

ArgumentTypeDescription
limitintegerMaximum number of instances returned (default 200). Default 200.

Returns: instances, count.

component.get_light (risk 0, smoke)​

Intensity, colour, radius, cone angles and shadow settings of a light component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_niagara_parameters (risk 0, requires plugin Niagara)​

Lists the user parameters (name, type, value) exposed by the Niagara system of a Niagara component (not self-tested: needs a Niagara System asset).

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_physics_constraint (risk 0, smoke)​

Current motion types, limits, drives and breaking settings of a physics constraint component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_projectile_movement (risk 0, smoke)​

Speed, bounce, gravity and homing settings of a projectile movement component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_property (risk 0, smoke)​

Reads one property of a component as text.

ArgumentTypeDescription
propertystringrequired. Property path ("RelativeLocation", "BodyInstance.bSimulatePhysics", "OverrideMaterials[0]").
valuestringNew value as text (component.set_property only).

Returns: values.

component.get_skeletal_mesh (risk 0, smoke)​

Mesh asset, animation mode, anim class and physics asset of a skeletal mesh component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_spline (risk 0, smoke)​

Points, tangents, types, closed-loop flag and total length of a spline component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: points, count, closedLoop, length.

component.get_spring_arm (risk 0, smoke)​

Current arm length, offsets, lag and collision settings of a spring arm component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_static_mesh (risk 0, smoke)​

Mesh asset, LOD overrides, lightmap resolution and material slots of a static mesh component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.get_widget (risk 0, smoke)​

Widget class, draw size, space and pivot currently set on a widget component.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: values.

component.list_classes (risk 0, smoke)​

Lists component classes of the Add Component palette with their group, parent module and scene/primitive flags.

ArgumentTypeDescription
categorystringClass-group / category filter as shown in the Add Component menu ("Rendering", "Physics", ...).
nameContainsstringCase-insensitive substring of the class name.
spawnableOnlybooleanOnly classes that carry the BlueprintSpawnableComponent metadata (default true). Default true.
includeAbstractbooleanInclude abstract classes (default false). Default false.
limitintegerMaximum number of classes returned (default 200). Default 200.

Returns: classes, count.

component.list_collision_channels (risk 0, smoke)​

Lists the collision channels of the project (object and trace channels) with their default response.

ArgumentTypeDescription
filterstringCase-insensitive substring filter (optional).

Returns: channels, count.

component.list_collision_profiles (risk 0, smoke)​

Lists the collision profiles of the project with their collision-enabled state and object type.

ArgumentTypeDescription
filterstringCase-insensitive substring filter (optional).

Returns: profiles, count.

component.list_material_slots (risk 0, smoke)​

Material slots of a mesh component with the material currently assigned and whether it is an override.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: slots, count.

component.list_on_actor (risk 0, smoke)​

Lists the components of a level actor.

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name (component.list_on_blueprint).
actorstringLevel actor label or name (component.list_on_actor).
classFilterstringOnly components of this class (or a subclass).

Returns: components, count.

component.list_on_blueprint (risk 0, smoke)​

Lists the components of a Blueprint (construction-script templates plus inherited native components).

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name (component.list_on_blueprint).
actorstringLevel actor label or name (component.list_on_actor).
classFilterstringOnly components of this class (or a subclass).

Returns: components, count.

component.list_presets (risk 0, smoke)​

Lists the component presets with their description, target class and the exact property values they write.

ArgumentTypeDescription
filterstringCase-insensitive substring filter (optional).

Returns: presets, count.

component.remove_instances (risk 3, mutates, destructive, smoke)​

Removes instances by index from an instanced static mesh component.

ArgumentTypeDescription
indicesarray of integerrequired. Instance indices to remove (removed from the highest index down).

Returns: instances, count.

component.reset_instance_to_template (risk 2, mutates, smoke)​

Restores an actor's component instance to the values of its Blueprint template.

ArgumentTypeDescription
actorstringrequired. Level actor spawned from a Blueprint.
componentstringrequired. Component name on that actor.

Returns: component, class, template, owner, applied, warnings.

component.reset_property (risk 2, mutates, smoke)​

Resets one property of a component to the value of its class default object.

ArgumentTypeDescription
propertystringrequired. Property path ("RelativeLocation", "BodyInstance.bSimulatePhysics", "OverrideMaterials[0]").
valuestringNew value as text (component.set_property only).

Returns: values.

component.search_properties (risk 0, smoke)​

Editable properties of a component class whose name or category matches a substring.

ArgumentTypeDescription
classstringrequired. Component class name or path ("StaticMeshComponent", "/Script/Engine.PointLightComponent").
nameContainsstringCase-insensitive substring of the property name or category.
limitintegerMaximum number of properties returned (default 200). Default 200.

Returns: info, hierarchy, properties, count, metadata.

component.set_activation_many (risk 2, mutates, smoke)​

Sets auto-activate and active state on many components at once.

ArgumentTypeDescription
autoActivatestringAuto activate on begin play.
activestringActive state applied immediately.

Returns: components, count, warnings.

component.set_ai_perception (risk 2, mutates, smoke)​

Configures the senses (sight, hearing, damage, touch) and the dominant sense of an AI perception component.

ArgumentTypeDescription
sensesarray of UeaCompSenseConfigSenses to configure (existing senses of the same class are updated).
dominantSensestringSense class used to pick the dominant stimulus location: sight, hearing, damage, touch.

Returns: component, class, template, owner, applied, warnings.

component.set_arrow (risk 2, mutates, smoke)​

Colour, size, length and visibility of an editor arrow component.

ArgumentTypeDescription
colorstringArrow colour "r,g,b[,a]" in 0..1.
sizestringArrow thickness scale.
lengthstringArrow length in centimetres.
hiddenInGamestring

Returns: component, class, template, owner, applied, warnings.

component.set_audio (risk 2, mutates, smoke)​

Sound, volume, pitch, attenuation (asset or inline overrides), concurrency and start time of an audio component.

ArgumentTypeDescription
soundstringSound asset (SoundCue, SoundWave, MetaSound).
volumestringVolume multiplier.
pitchstringPitch multiplier.
autoActivatestring
attenuationstringSound attenuation asset.
overrideAttenuationstringUse the inline attenuation overrides instead of an asset.
innerRadiusstringInline attenuation: inner radius in centimetres.
falloffDistancestringInline attenuation: falloff distance in centimetres.
attenuationShapestringInline attenuation shape: sphere, capsule, box, cone.
spatializestringSpatialise the sound.
concurrencystringSound concurrency asset.
soundClassOverridestringSound class override asset.
startTimestringStart time in seconds.
uiSoundstringTreat the sound as UI audio (ignores world settings).

Returns: component, class, template, owner, applied, warnings.

component.set_billboard (risk 2, mutates, smoke)​

Sprite, screen size and visibility of a billboard component.

ArgumentTypeDescription
spritestringSprite texture asset.
screenSizestringScreen size of the sprite when screen-size scaling is on.
screenSizeScaledstringScale the sprite with the screen size.
hiddenInGamestring

Returns: component, class, template, owner, applied, warnings.

component.set_box (risk 2, mutates, smoke)​

Sets the half extent of a box component ("x,y,z" in centimetres).

ArgumentTypeDescription
extentstringHalf extent "x,y,z" in centimetres.
shapeColorstringEditor wireframe colour "r,g,b[,a]" in 0..1.
drawOnlyIfSelectedstring

Returns: component, class, template, owner, applied, warnings.

component.set_camera (risk 2, mutates, smoke)​

Field of view, aspect ratio, projection, pawn control rotation and post-process overrides of a camera component.

ArgumentTypeDescription
fovstringHorizontal field of view in degrees.
aspectRatiostringAspect ratio (width / height).
constrainAspectRatiostring
projectionModestringperspective or orthographic.
orthoWidthstringOrthographic width in centimetres.
usePawnControlRotationstring
lockToHmdstringLock the camera to the head mounted display.
postProcessBlendWeightstringPost process blend weight 0..1.
postProcessarray of UeaKeyValuePost process settings: field name -> value; the matching bOverride_ flag is set automatically.

Returns: component, class, template, owner, applied, warnings.

component.set_capsule (risk 2, mutates, smoke)​

Sets the radius and half height of a capsule component (centimetres) plus its editor draw options.

ArgumentTypeDescription
radiusstringCapsule radius in centimetres.
halfHeightstringHalf height in centimetres (total height = 2 x halfHeight).
shapeColorstringEditor wireframe colour "r,g,b[,a]" in 0..1.
drawOnlyIfSelectedstringOnly draw the shape in the viewport when the actor is selected.

Returns: component, class, template, owner, applied, warnings.

component.set_capsule_from_mesh (risk 2, mutates, smoke)​

Sizes a capsule component from the bounds of a mesh component of the same owner and places its centre at the mesh centre.

ArgumentTypeDescription
meshstringName of the mesh component to fit to (default: the first mesh component of the same owner).
paddingstringExtra padding in centimetres added to every side (default 0).

Returns: component, class, template, owner, applied, warnings.

component.set_character_movement (risk 2, mutates, smoke)​

Configures a character movement component: walk/fly/swim speeds, jump, air control, friction, rotation, step height, movement mode.

ArgumentTypeDescription
maxWalkSpeedstringMaximum ground speed in cm/s.
maxWalkSpeedCrouchedstringMaximum ground speed while crouched in cm/s.
jumpZVelocitystringInitial upward speed of a jump in cm/s.
airControlstringAir control factor 0..1.
gravityScalestringGravity multiplier.
maxAccelerationstringMaximum acceleration in cm/s^2.
brakingDecelerationWalkingstringBraking deceleration while walking in cm/s^2.
groundFrictionstringGround friction.
orientRotationToMovementstringRotate the character towards its movement direction.
rotationRatestringRotation rate "pitch,yaw,roll" in degrees per second.
useControllerDesiredRotationstringRotate towards the controller's desired rotation.
canCrouchstringWhether the character may crouch (NavAgentProps).
canJumpstringWhether the character may jump (NavAgentProps).
maxStepHeightstringMaximum step height in centimetres.
walkableFloorAnglestringMaximum walkable floor angle in degrees.
movementModestringMovement mode: none, walking, navwalking, falling, swimming, flying, custom.
defaultLandMovementModestringMovement mode used when landing: walking, navwalking, falling, ...
maxFlySpeedstringMaximum flying speed in cm/s.
maxSwimSpeedstringMaximum swimming speed in cm/s.
brakingFrictionFactorstringBraking friction factor.
fallingLateralFrictionstringLateral friction while falling.
massstringMass in kilograms.
crouchedHalfHeightstringCapsule half height while crouched.
canWalkOffLedgesstringWhether the character may walk off ledges.
navAgentRadiusstringNavigation agent radius.
navAgentHeightstringNavigation agent height.

Returns: component, class, template, owner, applied, warnings.

component.set_child_actor (risk 2, mutates, smoke)​

Actor class spawned by a child actor component.

ArgumentTypeDescription
childActorClassstringActor class (or Blueprint) spawned by the child actor component.
editorOnlystringOnly spawn the child actor in the editor.

Returns: component, class, template, owner, applied, warnings.

component.set_cine_camera (risk 2, mutates)​

Focal length, aperture, focus method and filmback/lens presets of a cine camera component (not self-tested: CinematicCamera is a plugin on 4.27 and may be disabled).

ArgumentTypeDescription
focalLengthstringFocal length in millimetres.
aperturestringAperture (f-stop).
focusMethodstringFocus method: none, manual, tracking, disable.
focusDistancestringManual focus distance in centimetres.
sensorWidthstringSensor width in millimetres.
sensorHeightstringSensor height in millimetres.
lensPresetstringLens preset name (e.g. "35mm Prime f/1.8").
filmbackPresetstringFilmback preset name (e.g. "16:9 DSLR").

Returns: component, class, template, owner, applied, warnings.

component.set_collision (risk 2, mutates, smoke)​

Collision of a primitive component: enabled state, profile, object type, per-channel responses and the overlap/navigation flags.

ArgumentTypeDescription
enabledstringCollision enabled: none, query, physics, queryandphysics.
profilestringCollision profile name (BlockAll, OverlapAllDynamic, NoCollision, Pawn, Trigger, ...).
objectTypestringObject type channel (WorldStatic, WorldDynamic, Pawn, PhysicsBody, ...).
responsesarray of UeaKeyValuePer-channel responses: channel name -> ignore
generateOverlapEventsstringGenerate begin/end overlap events.
notifyRigidBodyCollisionstringCall Hit events for physics collisions.
canEverAffectNavigationstringWhether the component affects navmesh generation.
useAsOccluderstringUse the component as an occluder for occlusion culling.

Returns: component, class, template, owner, applied, warnings.

component.set_common (risk 2, mutates, smoke)​

UActorComponent basics: active, auto-activate, tick, replication, tags, editor-only, editable-when-inherited.

ArgumentTypeDescription
activestringComponent active flag ("true"/"false"; empty = unchanged).
autoActivatestringAuto activate on begin play.
tickEnabledstringWhether the component ticks.
tickIntervalstringTick interval in seconds (0 = every frame).
tickGroupstringTick group: prephysics, duringphysics, postphysics, postupdatework.
replicatedstringReplicate the component to clients.
editableWhenInheritedstringWhether child Blueprints may edit this component (templates).
tagsarray of stringComponent tags (replaces the whole list when given).
editorOnlystringEditor-only component (stripped from cooked builds).

Returns: component, class, template, owner, applied, warnings.

component.set_cull_distances (risk 2, mutates, smoke)​

Sets the instance start/end cull distances of an instanced (or hierarchical) static mesh component.

ArgumentTypeDescription
minstringDistance at which instances start to fade.
maxstringDistance at which instances are culled.

Returns: component, class, template, owner, applied, warnings.

component.set_decal (risk 2, mutates, smoke)​

Material, size, sort order and fading of a decal component.

ArgumentTypeDescription
materialstringDecal material asset.
sizestringDecal size "x,y,z" (x is the projection depth).
sortOrderstringSort order between overlapping decals.
fadeScreenSizestringScreen size at which the decal fades out.
fadeInstringFade-in duration in seconds.
fadeOutstringFade-out duration in seconds.

Returns: component, class, template, owner, applied, warnings.

component.set_floating_pawn_movement (risk 2, mutates, smoke)​

Max speed, acceleration, deceleration and turning boost of a floating pawn movement component.

ArgumentTypeDescription
maxSpeedstringMaximum speed in cm/s.
accelerationstringAcceleration in cm/s^2.
decelerationstringDeceleration in cm/s^2.
turningBooststringTurning boost factor.

Returns: component, class, template, owner, applied, warnings.

component.set_fog (risk 2, mutates, smoke)​

Density, falloff, colour, start distance and volumetric settings of an exponential height fog component.

ArgumentTypeDescription
densitystringGlobal fog density.
heightFalloffstringHeight falloff.
colorstringInscattering colour "r,g,b".
startDistancestringDistance at which the fog starts, in centimetres.
volumetricstringEnable volumetric fog.
extinctionstringVolumetric fog extinction scale.
scatteringDistributionstringVolumetric fog scattering distribution.
maxOpacitystringFog max opacity 0..1.

Returns: component, class, template, owner, applied, warnings.

component.set_force_feedback (risk 2, mutates, smoke)​

Effect asset, intensity, looping and activation of a force feedback component.

ArgumentTypeDescription
effectstringForce feedback effect asset.
intensitystringIntensity multiplier.
autoActivatestring
loopingstring

Returns: component, class, template, owner, applied, warnings.

component.set_hierarchical_instanced_mesh (risk 2, mutates, smoke)​

Cull distances, density scaling and LOD settings specific to a hierarchical instanced static mesh component.

ArgumentTypeDescription
cullDistanceMinstringDistance at which instances start to fade.
cullDistanceMaxstringDistance at which instances are culled.
enableDensityScalingstringEnable per-instance density scaling.
minLodstringMinimum screen size an instance LOD cluster must cover.

Returns: component, class, template, owner, applied, warnings.

component.set_instance_custom_data (risk 2, mutates, smoke)​

Sets the per-instance custom data floats of one instance.

ArgumentTypeDescription
indexintegerrequired. Instance index.
valuesarray of numberrequired. Custom data floats, one per channel starting at channel 0.

Returns: instances, count.

component.set_instance_transform (risk 2, mutates, smoke)​

Moves, rotates or scales one instance of an instanced static mesh component.

ArgumentTypeDescription
indexintegerrequired. Instance index.
locationstringNew location "x,y,z".
rotationstringNew rotation "pitch,yaw,roll".
scalestringNew scale "x,y,z".
worldSpacebooleanInterpret the transform in world space. Default false.

Returns: instances, count.

component.set_instanced_mesh (risk 2, mutates, smoke)​

Mesh, cull distances and custom data channel count of an instanced (or hierarchical) static mesh component.

ArgumentTypeDescription
meshstringStatic mesh asset used by every instance.
cullDistanceMinstringDistance at which instances start to fade out.
cullDistanceMaxstringDistance at which instances are fully culled.
numCustomDataFloatsstringNumber of per-instance custom data floats.

Returns: component, class, template, owner, applied, warnings.

component.set_interp_movement (risk 2, mutates, smoke)​

Duration, behaviour and control points of an interp-to-movement component (moving platforms, lifts).

ArgumentTypeDescription
durationstringTime in seconds to travel the whole path.
behaviourTypestringBehaviour: oneshot, oneshot_reverse, loop, loop_reset, pingpong.
controlPointsarray of stringControl points as "x,y,z" (relative to the start) or "x,y,z,world" for absolute ones; replaces the whole list.

Returns: component, class, template, owner, applied, warnings.

component.set_light (risk 2, mutates, smoke)​

Intensity, colour, temperature, attenuation, cone angles, shadows and IES profile of any light component.

ArgumentTypeDescription
intensitystringBrightness (unit depends on intensityUnits).
intensityUnitsstringIntensity units: unitless, candelas, lumens, ev (point/spot/rect only).
colorstringLight colour "r,g,b" in 0..1.
temperaturestringColour temperature in Kelvin.
useTemperaturestringUse the colour temperature.
attenuationRadiusstringAttenuation radius in centimetres (point/spot).
sourceRadiusstringSource radius in centimetres.
sourceLengthstringSource length in centimetres.
softSourceRadiusstringSoft source radius in centimetres.
innerConestringInner cone angle in degrees (spot).
outerConestringOuter cone angle in degrees (spot).
sourceWidthstringSource width in centimetres (rect).
sourceHeightstringSource height in centimetres (rect).
barnDoorAnglestringBarn door angle in degrees (rect).
castShadowsstring
castVolumetricShadowstring
volumetricScatteringstringVolumetric scattering intensity.
indirectIntensitystringIndirect lighting intensity.
specularScalestringSpecular scale.
lightFunctionstringLight function material asset.
iesTexturestringIES profile texture asset.
useIesBrightnessstring
iesBrightnessScalestring
affectsWorldstringWhether the light affects the world at all.
lightingChannelsstringLighting channels "1,0,0".
mobilitystringMobility: static, stationary or movable.

Returns: component, class, template, owner, applied, warnings.

component.set_lightmap_resolution (risk 2, mutates, smoke)​

Overrides the lightmap resolution of a static mesh component.

ArgumentTypeDescription
overridestringOverride the lightmap resolution of the mesh asset.
resolutionstringLightmap resolution in texels.

Returns: component, class, template, owner, applied, warnings.

component.set_material_parameters (risk 2, mutates, smoke)​

Sets scalar and vector parameters on the materials of a mesh component (creates dynamic instances; level actors only).

ArgumentTypeDescription
scalarsarray of UeaKeyValueScalar parameters: name -> number.
vectorsarray of UeaKeyValueVector parameters: name -> "r,g,b,a" (0-1).

Returns: component, class, template, owner, applied, warnings.

component.set_material_slot (risk 2, mutates, smoke)​

Assigns a material to one slot of a mesh component (empty material clears the override).

ArgumentTypeDescription
slotstringrequired. Slot index or slot name.
materialstringMaterial asset path (empty clears the override).

Returns: slots, count.

component.set_materials (risk 2, mutates, smoke)​

Assigns materials to a mesh component by slot order, "slotName=path" or "index=path".

ArgumentTypeDescription
materialsarray of stringrequired. Material asset paths in slot order; an entry may also be "slotName=/Game/M_X" or "2=/Game/M_X". An empty entry leaves the slot alone.

Returns: slots, count.

component.set_mobility (risk 2, mutates, smoke)​

Mobility of a scene component: static, stationary or movable.

ArgumentTypeDescription
mobilitystringrequired. static, stationary or movable.

Returns: component, class, template, owner, applied, warnings.

component.set_motion_controller (risk 2, mutates)​

Motion source and device model of a motion controller component (not self-tested: the component only exists when the HeadMountedDisplay module is available).

ArgumentTypeDescription
motionSourcestringMotion source: Left, Right, HMD, LeftAim, RightAim, ...
displayDeviceModelstringShow the device model mesh.
handstringTracking source hand (legacy field on older engines): left or right.

Returns: component, class, template, owner, applied, warnings.

component.set_nav_invoker (risk 2, mutates, smoke)​

Tile generation and removal radii of a navigation invoker component.

ArgumentTypeDescription
tileGenerationRadiusstringRadius around the owner where navmesh tiles are generated.
tileRemovalRadiusstringRadius beyond which navmesh tiles may be discarded.

Returns: component, class, template, owner, applied, warnings.

Start, end, direction and area class of a custom nav link component.

ArgumentTypeDescription
startstringLink start "x,y,z" relative to the component.
endstringLink end "x,y,z" relative to the component.
directionstringDirection: both, left_to_right or right_to_left.
areaClassstringNavigation area class used while the link is enabled.

Returns: component, class, template, owner, applied, warnings.

component.set_nav_modifier (risk 2, mutates, smoke)​

Navigation area class and failsafe extent of a nav modifier component.

ArgumentTypeDescription
areaClassstringNavigation area class (NavArea_Null, NavArea_Obstacle, NavArea_Default or a custom class).
failsafeExtentstringFailsafe extent "x,y,z" used when the owner has no bounds.
includeAgentHeightstringInclude the agent's height in the modifier bounds.

Returns: component, class, template, owner, applied, warnings.

component.set_nav_movement (risk 2, mutates, smoke)​

Navigation agent properties of any movement component: can crouch/jump/walk/swim/fly, radius, height, step height.

ArgumentTypeDescription
canCrouchstring
canJumpstring
canWalkstring
canSwimstring
canFlystring
radiusstringNavigation agent radius in centimetres.
heightstringNavigation agent height in centimetres.
stepHeightstringNavigation step height in centimetres.

Returns: component, class, template, owner, applied, warnings.

component.set_niagara (risk 2, mutates, requires plugin Niagara)​

Niagara system asset, activation and user parameters of a Niagara component (set by reflection, no plugin dependency; not self-tested because it needs a Niagara System asset).

ArgumentTypeDescription
assetstringNiagara system asset.
autoActivatestring
parametersarray of UeaKeyValueUser parameters: "name" -> value; use "type:name" (float/vec3/color/bool/int) to force the type.

Returns: component, class, template, owner, applied, warnings.

component.set_noise_emitter (risk 2, mutates, smoke)​

Noise lifetime of a pawn noise emitter component.

ArgumentTypeDescription
noiseLifetimestringHow long a noise stays relevant, in seconds.

Returns: component, class, template, owner, applied, warnings.

component.set_particle_system (risk 2, mutates, smoke)​

Cascade particle system template and activation settings of a particle system component.

ArgumentTypeDescription
templatestringCascade particle system asset.
autoActivatestring
secondsBeforeInactivestringSeconds the system may stay inactive before being deactivated.

Returns: component, class, template, owner, applied, warnings.

component.set_pawn_movement_common (risk 2, mutates, smoke)​

Common pawn movement settings: which scene component is moved and the maximum speed.

ArgumentTypeDescription
updatedComponentstringName of the scene component the movement drives (usually the root).
maxSpeedstringMaximum speed in cm/s (movement components that expose it).

Returns: component, class, template, owner, applied, warnings.

component.set_pawn_sensing (risk 2, mutates, smoke)​

Sight radius, hearing thresholds, interval and vision angle of a pawn sensing component.

ArgumentTypeDescription
sightRadiusstringSight radius in centimetres.
hearingThresholdstringHearing threshold in centimetres.
losHearingThresholdstringLine-of-sight hearing threshold in centimetres.
sensingIntervalstringSeconds between sensing updates.
peripheralVisionAnglestringPeripheral vision half angle in degrees.
seePawnsstring
hearNoisesstring

Returns: component, class, template, owner, applied, warnings.

component.set_perception_stimuli_source (risk 2, mutates, smoke)​

Senses an AI perception stimuli source component registers for, and auto-registration.

ArgumentTypeDescription
registerAsarray of stringSenses this actor can be perceived by: sight, hearing, damage, touch.
autoRegisterstringRegister automatically on begin play.

Returns: component, class, template, owner, applied, warnings.

component.set_physical_animation (risk 2, mutates, smoke)​

Strength multiplier and driven skeletal mesh of a physical animation component.

ArgumentTypeDescription
strengthMultiplierstringGlobal strength multiplier of the physical animation.
skeletalMeshstringName of the skeletal mesh component driven by this component.

Returns: component, class, template, owner, applied, warnings.

component.set_physics (risk 2, mutates, smoke)​

Rigid-body physics of a primitive component: simulate, mass, gravity, damping, physical material, axis locks.

ArgumentTypeDescription
simulatestringSimulate rigid-body physics.
massstringMass override in kilograms (also sets the mass override flag).
gravitystringWhether gravity applies.
linearDampingstringLinear damping.
angularDampingstringAngular damping.
physMaterialstringPhysical material asset path.
lockPositionstringLock linear axes, "x,y,z" with 1/0 per axis (e.g. "0,0,1").
lockRotationstringLock angular axes, "x,y,z" with 1/0 per axis.
maxAngularVelocitystringMaximum angular velocity in degrees per second.

Returns: component, class, template, owner, applied, warnings.

component.set_physics_constraint (risk 2, mutates, smoke)​

Configures a physics constraint component: constrained components, linear/angular motion and limits, breaking, projection and drives.

ArgumentTypeDescription
component1stringFirst constrained component (name on the same actor/Blueprint; empty = unchanged).
component2stringSecond constrained component (empty = world).
linearXstringLinear X motion: free, limited or locked.
linearYstring
linearZstring
linearLimitstringLinear limit size in centimetres (used by the "limited" axes).
angularSwing1stringAngular swing 1 motion: free, limited or locked.
angularSwing2string
angularTwiststring
swing1LimitstringSwing 1 limit angle in degrees.
swing2Limitstring
twistLimitstring
disableCollisionstringDisable collision between the two constrained bodies.
linearBreakablestringWhether the constraint breaks under linear force.
linearBreakThresholdstring
angularBreakablestring
angularBreakThresholdstring
projectionstringEnable projection (teleports the child body to fix large joint errors).
linearDrivePositionstringEnable the linear position drive on all three axes.
linearDriveVelocitystringEnable the linear velocity drive on all three axes.
linearDriveStrengthstringLinear drive position strength (spring).
linearDriveDampingstringLinear drive velocity strength (damping).
angularDriveModestringAngular drive mode: slerp or twistswing.
angularDriveOrientationstringEnable the angular orientation drive.
angularDriveStrengthstringAngular drive spring.
angularDriveDampingstringAngular drive damping.

Returns: component, class, template, owner, applied, warnings.

component.set_physics_handle (risk 2, mutates, smoke)​

Damping, stiffness, interpolation speed and soft-constraint flags of a physics handle component.

ArgumentTypeDescription
linearDampingstring
linearStiffnessstring
angularDampingstring
angularStiffnessstring
interpolationSpeedstringInterpolation speed of the grabbed target.
softConstraintsstringUse soft linear and angular constraints instead of hard ones.

Returns: component, class, template, owner, applied, warnings.

component.set_physics_thruster (risk 2, mutates, smoke)​

Thrust strength and auto-activation of a physics thruster component.

ArgumentTypeDescription
thrustStrengthstringThrust strength along the component's -X axis.
autoActivatestringActivate the thruster on begin play.

Returns: component, class, template, owner, applied, warnings.

component.set_planar_reflection (risk 2, mutates, smoke)​

Distortion, roughness, screen percentage and fade settings of a planar reflection component.

ArgumentTypeDescription
normalDistortionStrengthstringNormal distortion strength.
prefilterRoughnessstringPrefilter roughness.
screenPercentagestringScreen percentage of the reflection render.
distanceFromPlaneFadeEndstringDistance from the plane at which the reflection fades out.
renderSceneTwoSidedstringRender scene two-sided.

Returns: component, class, template, owner, applied, warnings.

component.set_poseable_bone (risk 2, mutates)​

Moves one bone of a poseable mesh component (not self-tested: requires a skeletal mesh asset with a known bone).

ArgumentTypeDescription
bonestringrequired. Bone name.
locationstringLocation "x,y,z".
rotationstringRotation "pitch,yaw,roll".
scalestringScale "x,y,z".
spacestringBone space: world, component or local (default component).

Returns: component, class, template, owner, applied, warnings.

component.set_post_process (risk 2, mutates, smoke)​

Unbound flag, priority, blend settings and post process overrides of a post process component.

ArgumentTypeDescription
unboundstringAffect the whole level regardless of the component's shape.
prioritystringPriority against other post process volumes.
blendRadiusstringBlend radius in centimetres.
blendWeightstringBlend weight 0..1.
settingsarray of UeaKeyValuePost process settings: field name -> value; the matching bOverride_ flag is set automatically.

Returns: component, class, template, owner, applied, warnings.

component.set_projectile_movement (risk 2, mutates, smoke)​

Configures a projectile movement component: initial/max speed, bouncing, friction, gravity, homing.

ArgumentTypeDescription
initialSpeedstringInitial speed in cm/s.
maxSpeedstringMaximum speed in cm/s (0 = unlimited).
rotationFollowsVelocitystringRotate the owner to face the velocity.
shouldBouncestringBounce off surfaces instead of stopping.
bouncinessstringBounce restitution 0..1.
frictionstringSurface friction 0..1.
gravityScalestringGravity multiplier (0 = straight line).
velocitystringInitial velocity "x,y,z" in cm/s.
homingEnabledstringEnable homing (needs a homing target actor at runtime).
homingAccelerationstringHoming acceleration magnitude.
initialVelocityInLocalSpacestringInterpret the initial velocity in local space.

Returns: component, class, template, owner, applied, warnings.

component.set_properties (risk 2, mutates, smoke)​

Writes several properties on a component ("Struct.Field" and "Array[0]" paths supported); returns what was applied and what failed.

ArgumentTypeDescription
valuesarray of UeaKeyValuerequired. Property assignments: name (or "Struct.Field", "Array[0]") -> value text.

Returns: component, class, template, owner, applied, warnings.

component.set_property (risk 2, mutates, smoke)​

Writes one property of a component from loose text (numbers, true/false, "x,y,z", enum names, asset paths).

ArgumentTypeDescription
propertystringrequired. Property path ("RelativeLocation", "BodyInstance.bSimulatePhysics", "OverrideMaterials[0]").
valuestringNew value as text (component.set_property only).

Returns: component, class, template, owner, applied, warnings.

component.set_radial_force (risk 2, mutates, smoke)​

Radius, impulse/force strength, falloff and affected object types of a radial force component.

ArgumentTypeDescription
radiusstringForce/impulse radius in centimetres.
impulseStrengthstringOne-shot impulse strength (used by FireImpulse).
forceStrengthstringContinuous force strength applied while active.
impulseVelChangestringTreat the impulse as a velocity change (ignores mass).
falloffstringFalloff: constant or linear.
objectTypesarray of stringObject type channels affected (WorldDynamic, PhysicsBody, ...); replaces the list.
autoActivatestringActivate the force on begin play.
destructibleDamagestringDamage applied to destructible actors (legacy APEX field; present but inert on UE5).

Returns: component, class, template, owner, applied, warnings.

component.set_reflection_capture (risk 2, mutates, smoke)​

Brightness, influence radius and cubemap of a reflection capture component.

ArgumentTypeDescription
brightnessstringBrightness multiplier of the captured cubemap.
influenceRadiusstringInfluence radius in centimetres (sphere captures).
boxTransitionDistancestringBox transition distance (box captures).
cubemapstringSource cubemap asset (when the capture uses a specified cubemap).

Returns: component, class, template, owner, applied, warnings.

component.set_rendering (risk 2, mutates, smoke)​

Rendering flags of a primitive component: shadows, custom depth, cull distance, lighting channels, bounds scale.

ArgumentTypeDescription
castShadowstringCast any shadow.
castDynamicShadowstring
castStaticShadowstring
castInsetShadowstring
castHiddenShadowstringCast a shadow even when the component itself is hidden.
receivesDecalsstring
renderCustomDepthstringRender into the custom depth buffer (outlines).
customDepthStencilstringCustom depth stencil value (0-255).
cullDistancestringDesired max draw distance in centimetres (0 = unlimited).
translucencySortPrioritystringTranslucency sort priority.
lightingChannelsstringLighting channels "0,1,0" (channel 0, 1, 2 as 1/0).
visibleInReflectionCapturesstring
visibleInRayTracingstringVisible to ray tracing / Lumen hardware tracing.
boundsScalestringBounds scale multiplier.
renderInMainPassstring
renderInDepthPassstring

Returns: component, class, template, owner, applied, warnings.

component.set_replication_many (risk 2, mutates, smoke)​

Sets the replication flag on many components at once.

ArgumentTypeDescription
replicatedstringrequired. Replicate the components to clients.

Returns: components, count, warnings.

component.set_rotating_movement (risk 2, mutates, smoke)​

Rotation rate, pivot offset and local-space flag of a rotating movement component.

ArgumentTypeDescription
rotationRatestringRotation rate "pitch,yaw,roll" in degrees per second.
pivotTranslationstringPivot offset "x,y,z" in centimetres.
rotationInLocalSpacestringRotate in the component's local space.

Returns: component, class, template, owner, applied, warnings.

component.set_scene_capture (risk 2, mutates, smoke)​

Render target, capture source, field of view, capture triggers, actor filters and show flags of a scene capture 2D component.

ArgumentTypeDescription
textureTargetstringRender target texture asset written by the capture.
captureSourcestringCapture source: scene_color_hdr, final_color_ldr, scene_depth, device_depth, normal, base_color, ...
fovstringField of view in degrees.
captureEveryFramestringCapture every frame (expensive).
captureOnMovementstringCapture when the component moves.
primitiveRenderModestringPrimitive render mode: legacy_scene_capture, render_scene_primitives, use_show_only_list.
hiddenActorsarray of stringActor labels hidden from the capture (replaces the list).
showOnlyActorsarray of stringActor labels the capture is restricted to (replaces the list).
showFlagsarray of UeaKeyValueShow flag overrides: flag name -> true/false.
postProcessarray of UeaKeyValuePost process settings: field name -> value.
maxViewDistancestringMaximum view distance override in centimetres.

Returns: component, class, template, owner, applied, warnings.

component.set_scene_capture_cube (risk 2, mutates, smoke)​

Cube render target and capture triggers of a scene capture cube component.

ArgumentTypeDescription
textureTargetstringCube render target asset.
captureEveryFramestring
captureOnMovementstring
captureSourcestringCapture source: scene_color_hdr, final_color_ldr, ...

Returns: component, class, template, owner, applied, warnings.

component.set_shape_from_preset (risk 2, mutates, smoke)​

Applies a named size preset to a shape component (small/medium/large/crouched character, pickup, door_trigger, room_trigger).

ArgumentTypeDescription
presetstringrequired. small_character, medium_character, large_character, crouched_character, pickup, door_trigger or room_trigger.

Returns: component, class, template, owner, applied, warnings.

component.set_skeletal_mesh (risk 2, mutates, smoke)​

Assigns a skeletal mesh, animation mode, anim class/asset, physics asset and leader pose component.

ArgumentTypeDescription
meshstringSkeletal mesh asset path or unique name.
animationModestringAnimation mode: blueprint (AnimationBlueprint), asset (AnimationSingleNode) or custom.
animClassstringAnimation Blueprint / AnimInstance class.
animAssetstringAnimation asset played in single-node mode.
loopstringLoop the single-node animation.
playingstringPlay the single-node animation.
physicsAssetstringPhysics asset override.
leaderPosestringName of the skeletal mesh component to copy the pose from (SetLeaderPoseComponent on 5.1+, SetMasterPoseComponent below).
clothingstringEnable clothing simulation.

Returns: component, class, template, owner, applied, warnings.

component.set_sky_atmosphere (risk 2, mutates, smoke)​

Planet radius, atmosphere height, ground albedo and scattering of a sky atmosphere component.

ArgumentTypeDescription
bottomRadiusstringGround radius in kilometres.
atmosphereHeightstringAtmosphere height in kilometres.
groundAlbedostringGround albedo "r,g,b".
rayleighScatteringstringRayleigh scattering scale.
mieScatteringstringMie scattering scale.
multiScatteringstringMulti-scattering factor.

Returns: component, class, template, owner, applied, warnings.

component.set_sky_light (risk 2, mutates, smoke)​

Intensity, colour, source type, cubemap and capture settings of a sky light component.

ArgumentTypeDescription
intensitystring
colorstringLight colour "r,g,b" in 0..1.
sourceTypestringSource type: captured_scene or specified_cubemap.
cubemapstringCubemap texture asset.
lowerHemisphereColorstringLower hemisphere colour "r,g,b".
realTimeCapturestringRecapture the sky every frame (expensive).
occlusionstringDistance field ambient occlusion maximum distance in centimetres.
skyDistanceThresholdstringSky distance threshold in centimetres.

Returns: component, class, template, owner, applied, warnings.

component.set_sphere (risk 2, mutates, smoke)​

Sets the radius of a sphere component (centimetres).

ArgumentTypeDescription
radiusstringSphere radius in centimetres.
shapeColorstringEditor wireframe colour "r,g,b[,a]" in 0..1.
drawOnlyIfSelectedstring

Returns: component, class, template, owner, applied, warnings.

component.set_spline (risk 2, mutates, smoke)​

Replaces the points of a spline component and sets the closed-loop flag (works on Blueprint templates too).

ArgumentTypeDescription
closedLoopstringClose the spline into a loop.
pointsarray of stringSpline points "x,y,z" (replaces the whole spline when given).
pointTypestringPoint type applied to every new point: linear, curve, constant, curveclamped or curvecustomtangent.
spacestringCoordinate space of the points: local or world (default local).

Returns: points, count, closedLoop, length.

component.set_spline_mesh (risk 2, mutates, smoke)​

Start/end points, tangents, scales, roll and forward axis of a spline mesh component.

ArgumentTypeDescription
staticMeshstringStatic mesh deformed along the spline.
startPosstringStart position "x,y,z" in component space.
startTangentstringStart tangent "x,y,z".
endPosstringEnd position "x,y,z".
endTangentstringEnd tangent "x,y,z".
forwardAxisstringForward axis: x, y, z, -x, -y or -z.
startScalestringScale at the start "x,y".
endScalestringScale at the end "x,y".
startRollstringRoll at the start in radians.
endRollstringRoll at the end in radians.
materialstringMaterial override for slot 0.

Returns: component, class, template, owner, applied, warnings.

component.set_spring_arm (risk 2, mutates, smoke)​

Arm length, offsets, lag and collision probe of a spring arm component.

ArgumentTypeDescription
targetArmLengthstringDistance from the pivot in centimetres.
socketOffsetstringSocket-space offset "x,y,z" applied at the end of the arm.
targetOffsetstringWorld-space offset "x,y,z" applied at the pivot.
usePawnControlRotationstringUse the pawn's controller rotation.
inheritPitchstring
inheritYawstring
inheritRollstring
enableCameraLagstringSmooth the camera translation.
cameraLagSpeedstring
cameraLagMaxDistancestring
enableCameraRotationLagstringSmooth the camera rotation.
cameraRotationLagSpeedstring
doCollisionTeststringPull the camera in when the arm collides with geometry.
probeSizestringRadius of the collision probe.
probeChannelstringCollision channel of the probe (Camera, Visibility, ...).

Returns: component, class, template, owner, applied, warnings.

component.set_static_mesh (risk 2, mutates, smoke)​

Assigns a static mesh plus LOD, lightmap, culling and collision options to a static mesh component.

ArgumentTypeDescription
meshstringStatic mesh asset path or unique name.
materialsarray of stringMaterial overrides in slot order (also "slotName=path").
forcedLodstringForce a specific LOD (0 = automatic).
minLodstringMinimum LOD override (also enables bOverrideMinLOD).
lightmapResolutionstringOverridden lightmap resolution in texels (also enables bOverrideLightMapRes).
reverseCullingstringFlip the triangle winding (for mirrored meshes).
useDefaultCollisionstringUse the collision setup stored in the mesh asset.
distanceFieldSelfShadowBiasstringDistance field self shadow bias.

Returns: component, class, template, owner, applied, warnings.

component.set_text_render (risk 2, mutates, smoke)​

Text, colour, world size, alignment, font and material of a text render component.

ArgumentTypeDescription
textstringText to display.
colorstringColour "r,g,b[,a]" in 0..1.
worldSizestringWorld size of the text in centimetres.
horizontalAlignmentstringHorizontal alignment: left, center, right.
verticalAlignmentstringVertical alignment: top, center, bottom, quadtop.
xScalestring
yScalestring
materialstringText material asset.
fontstringFont asset.

Returns: component, class, template, owner, applied, warnings.

component.set_tick_settings_many (risk 2, mutates, smoke)​

Sets tick enabled, interval and tick group on many components of a Blueprint or actor at once.

ArgumentTypeDescription
enabledstringEnable or disable ticking.
intervalstringTick interval in seconds.
tickGroupstringTick group: prephysics, duringphysics, postphysics, postupdatework.

Returns: components, count, warnings.

component.set_timeline_component (risk 2, mutates)​

Length, looping, play rate and time dilation of a timeline component (not self-tested: timelines are created by the Blueprint editor, not as construction-script components).

ArgumentTypeDescription
lengthstringTimeline length in seconds.
loopingstringLoop the timeline.
playRatestringPlay rate multiplier.
ignoreTimeDilationstringIgnore global time dilation.

Returns: component, class, template, owner, applied, warnings.

component.set_transform (risk 2, mutates, smoke)​

Relative transform of a scene component plus the absolute-location/rotation/scale flags.

ArgumentTypeDescription
locationstringRelative location "x,y,z" in centimetres (empty = unchanged).
rotationstringRelative rotation "pitch,yaw,roll" in degrees.
scalestringRelative scale "x,y,z".
absoluteLocationstringTreat the location as world-absolute instead of relative to the parent.
absoluteRotationstringTreat the rotation as world-absolute.
absoluteScalestringTreat the scale as world-absolute.

Returns: component, class, template, owner, applied, warnings.

component.set_visibility (risk 2, mutates, smoke)​

Visibility, hidden-in-game and detail mode of a scene component.

ArgumentTypeDescription
visiblestringVisible in the editor and at runtime.
hiddenInGamestringHidden during play but visible in the editor.
propagateToChildrenbooleanApply the visibility change to attached children (default true). Default true.
detailModestringDetail mode: low, medium, high, epic.

Returns: component, class, template, owner, applied, warnings.

component.set_volumetric_cloud (risk 2, mutates, smoke)​

Layer altitude, height, planet radius and material of a volumetric cloud component.

ArgumentTypeDescription
layerBottomAltitudestringBottom altitude of the cloud layer in kilometres.
layerHeightstringLayer height in kilometres.
planetRadiusstringPlanet radius in kilometres.
groundAlbedostringGround albedo "r,g,b".
materialstringCloud material asset.

Returns: component, class, template, owner, applied, warnings.

component.set_widget (risk 2, mutates, smoke)​

Widget class, draw size, space, pivot and rendering flags of a 3D widget component.

ArgumentTypeDescription
widgetClassstringUserWidget Blueprint class shown by the component.
drawSizestringDraw size in pixels "width,height".
spacestringworld or screen.
pivotstringPivot "x,y" in 0..1.
twoSidedstringRender the widget on both sides of the quad.
drawAtDesiredSizestringSize the quad from the widget's desired size.
windowFocusablestringWhether the virtual window can take focus.
backgroundColorstringBackground colour "r,g,b,a" in 0..1.

Returns: component, class, template, owner, applied, warnings.

component.set_wind (risk 2, mutates, smoke)​

Speed, strength, gusts and point-wind radius of a wind directional source component.

ArgumentTypeDescription
speedstringWind speed.
strengthstringWind strength.
pointWindstringPoint wind (radial) instead of directional.
radiusstringRadius of the point wind in centimetres.
minGuststring
maxGuststring

Returns: component, class, template, owner, applied, warnings.

component.sync_instance_to_template (risk 3, mutates, smoke)​

Writes the property values of an actor's component instance back onto its Blueprint's construction-script template.

ArgumentTypeDescription
actorstringrequired. Level actor spawned from the Blueprint.
componentstringrequired. Component name on that actor.
blueprintstringBlueprint to write to (default: the actor's own generated class Blueprint).
skiparray of stringProperty names never written.

Returns: component, class, template, owner, applied, warnings.

component.validate (risk 0, smoke)​

Class-specific sanity check of a component (mesh without asset, audio without sound, camera without spring arm, ISM without mesh, ...).

ArgumentTypeDescription
blueprintstringBlueprint asset path or unique name; the component is edited on its construction-script template.
actorstringLevel actor label or object name; the component is edited on that actor instance.
componentstringrequired. Component name (case-insensitive; a unique class name or name prefix also works).

Returns: issues, valid.