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Actor names vs labels

Every actor in a UE5 level has two identifiers:

  • Name — the internal FName. Unique within the level. Stable. Not usually visible to the user.
  • Label — the human-readable string shown in the World Outliner. Often matches the Blueprint class name (“StaticMeshActor_3”).

ClaudeUnreal tools that take an actor argument accept either — pass whichever is convenient. Internally, they resolve by trying name first, then falling back to label lookup.

set_actor_label changes the display string. The internal Name remains stable. Use this when you want outliner entries to read “PlayerSpawn” instead of “PlayerStart_2”.

If two actors share the same label (“Cube” and “Cube”), a call that targets by label hits the first match in iteration order. To target a specific one, use its Name or select it first with select_actors and then act on the selection.