Class

The Class interface reads UE reflection and effective Class Defaults. Bind the exact native Class Path:

actorClass = target {
  domain: class,
  path: "/Script/Engine.Actor"
}

doorClass = target {
  domain: class,
  path: "/Game/Blueprints/BP_Door.BP_Door_C"
}

Class has no Target GUID field; the exact native Class Path is its complete identity.

Available queries are:

summary
properties
property <name>
functions
function <name>
defaults
default <name>

Plural queries include the effective inherited view; bind SuperClass explicitly to inspect a hidden parent declaration.

doorClass = target {
  domain: class,
  path: "/Game/Blueprints/BP_Door.BP_Door_C"
}

query doorClass
default Health
with schema

Default values use complete native UE ExportText strings. Source, inheritance, and storage are comments rather than invented objects. A public result is a complete Result Text envelope:

result exact_target
target doorClass = target {
  domain: class,
  path: "/Game/Blueprints/BP_Door.BP_Door_C"
}
objects
health = {
  path: "/Script/Game.DoorBase:Health",
  type: "FloatProperty"
}
doorClass.Health = "150.000000"
# value: local override
# source: /Game/Blueprints/BP_Door.BP_Door

Only Blueprint Generated Classes with durable source ownership can edit ordinary or Sparse Class Defaults:

doorClass = target {
  domain: class,
  path: "/Game/Blueprints/BP_Door.BP_Door_C"
}

patch doorClass dry run
set doorClass.Health = "150.000000"
reset doorClass.NetUpdateFrequency

Native /Script/... Classes, Reflection declarations, Metadata, Config values, Component Templates, and default subobjects are read-only. Compile through the source Blueprint. When compilation is required, copy the independent related Blueprint Target named by the Class result’s compile handoff into a new request. A changed Generated Class may use a separate save Patch.