Object properties
Inspect, debug & dataRead or change any setting on any object, including ones no other area covers.
What it’s for
This area lets your assistant read and change any property on any object: placed actors, their components, Blueprint defaults, and widgets on screen during play. Ask for it when there is no more specific way to change the setting you have in mind.
Use it to check an object’s real values, find the actual property behind a label in the editor, change a default on a Blueprint, or reset one setting to its class default. Property names often differ from the labels you see, so your assistant looks them up first, then reads or changes the value. For a Blueprint, it works on the Blueprint’s configured defaults.
Where a more specific area exists, your assistant uses it, for example UI widgets (UMG) for widget layout and Actors in the level for Blueprint variables on placed actors. To keep a reviewable text copy of a whole folder, use asset dumps instead.
Things you can ask
Look up a setting’s current value
Your assistant finds the right property and tells you what it is set to.
You: What is the DefaultPawnData set to on B_MyGameMode?
DefaultPawnData on B_MyGameMode is set to PawnData_Default. It overrides the class default.Change a setting with no dedicated option
The property changes directly, even when no other area covers it.
You: Hide the BeaconLight actor in the level.
BeaconLight is now hidden.Reset one setting to its class default
The setting goes back to the default and no longer counts as an override when you save.
You: Reset the HintText visibility on W_HUD back to default.
HintText visibility on W_HUD was Collapsed. It is back to the default, Visible.