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Subsystem

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inspect_subsystem_instance

Read-only.

Reads the exposed properties (EditAnywhere or Blueprint-visible, inherited included, Transient skipped) of a live subsystem instance, each with name, C++ type, property class, edit and blueprint_visible flags, and its value exported as text (empty when it cannot be exported). lifetime picks the host: world uses the editor world and gameinstance and localplayer its game instance, never PIE's, so those two fail when the editor world has none. A missing host or instance is an error. Read-only. For a quick existence check use get_subsystem_instance; to enumerate use list_subsystem_instances or list_local_player_subsystems.

Parameter Type Required Description
subsystem_class string yes Class name of the subsystem to inspect (short reflected name or /Script path).
lifetime string yes Which host resolves the instance: one of engine | gameinstance | world | editor | localplayer.
player_index number no Local player index, used only when lifetime is "localplayer" (default 0).

Returns: { subsystem_class: string, lifetime: string, subsystem_name: string, subsystem_path: string, property_count: int, properties: [{ name, cpp_type, class, edit, blueprint_visible, value }] }

list_local_player_subsystems

Read-only.

Enumerate every live ULocalPlayerSubsystem-derived instance across all local players in the editor world's GameInstance.

No parameters.