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.