PinWright
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Object functions

Inspect, debug & data
1 operationobject

Run any function an object exposes, for jobs no other area covers.

What it’s for

Actors, components, assets and subsystems in Unreal have thousands of functions, and your project adds its own. PinWright has dedicated support for the common ones but cannot cover every function. This area lets your assistant run any Blueprint-callable or engine function on an object by name, with the arguments you give it.

Ask for it when you need behavior that has no dedicated support: a Blueprint utility function, an engine method, or a gameplay function that only exists in your project. Your assistant gets back the function’s result and any output values.

For actors and subsystems, your assistant prefers the more specific routes in Actors in the level and Builds, tests and jobs, which give clearer errors. This area is for everything else.

One safeguard: it will not run functions on a class’s shared defaults, so a call cannot accidentally change every instance of a class. It needs a real instance.

Things you can ask

Call a Blueprint function on a placed actor

A function your project defines runs on one actor in the level.

exampleobject
You: On the door actor in the level, call its OpenDoor function.

Ran OpenDoor on BP_Door_2.

Pass a value and get the result

The function runs with your input and you get its return value.

exampleobject
You: Call AddHealth with amount 25 on the player pawn and tell me the new total.

Ran AddHealth with 25 on BP_Player_0. The new total is 75.

Run a function on an asset

The target can be any object, including an asset in your project.

exampleobject
You: Rebuild the nav data on the DataAsset that exposes a Rebuild function.

Ran Rebuild on DA_NavConfig.