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Blueprints is authoritative only over object types it has a compatible adapter for. Version 1.0 ships four. You can see the same information live on the Adapters screen inside the product: which adapters are registered, which are available, why an unavailable one is unavailable, and what each declares. From the server console, vetra_blueprints_adapter list prints the same.

The matrix

Identity is what decides whether a domain can be restored across a server restart. session identity is honest, not weak: nothing durable holds an id for a runtime-spawned entity, so Blueprints reports the affected objects as cross-session rather than matching them by luck. See Core concepts.

Props

Standard props standing in the world. Captured: position, orientation, model-space bounds, and these properties: Identity is session, and the floor is honest: a map-baked prop resolves through the engine’s own creation id and is genuinely persistent, but anything spawned at runtime is not, and an adapter must declare the weakest guarantee any of its records may carry.
A model change is refused, not attempted. Swapping a model in place rebuilds the physics mesh, loses the motion state and invalidates every constraint the entity is part of. The honest operation is a replace (remove plus rebuild), which version 1.0 deliberately does not implement. The plan says so and offers you the option of excluding that object.
Not captured: constraints, welds, ropes, parenting, physics velocity, and anything an addon has attached to the entity. A prop is recorded as its own visible state, not as its relationships. A prop that an external persistence system has claimed is not managed by this adapter. See PermaProps.

NPCs

Anything the engine reports as an NPC, found by asking the engine rather than by matching a class prefix. Captured: position, orientation, bounds, and: Orientation is yaw only. A grounded biped does not meaningfully carry pitch and roll, and claiming otherwise would have every restored NPC reported as mis-rotated on two axes nothing ever wrote. After a move, the adapter drops the NPC to the floor so a relocated NPC settles deterministically instead of falling.
Not captured, and therefore never restored: AI memory, current schedule, enemy, target, navigation state, relationships, or anything else about what the NPC is currently doing. None of that is captured, so none of it is promised, and the verifier structurally cannot mention it.
A weapon class that is not installed on the destination server is reported as a warning rather than blocking the operation; the NPC arrives without it.

DarkRP job spawns

The per-map, per-job spawn positions DarkRP stores in its own database. Captured: position, and job (the job’s command, such as citizen, not its display name, which an owner can rename at any time). No orientation. DarkRP does not record which way a player faces when they spawn, so there is nothing to capture and the adapter declares none rather than pretending. No property restoration, and the omission is the honest part. The only non-spatial fact a spawn carries is the job it belongs to, and DarkRP exposes no way to move an existing spawn between jobs. Re-inserting the row under a different job would be a different spawn wearing an old identity.
SQLite only. MySQL-backed DarkRP job-spawn storage is not supported in version 1.0. On a MySQL server the adapter reports itself unavailable and its domain is left out of every Version, rather than capturing an incomplete world.The limit is scoped to this one adapter. Props, NPCs and every other part of Blueprints work normally on a MySQL DarkRP server.
Full detail on DarkRP.

PermaProps props

Props saved by MalboroDEV PermaProps (Steam Workshop item 220336312), managed through the saved record rather than through the prop standing in the world. Full detail on PermaProps, including which PermaProps, what survives a restart, and what is deliberately left unmanaged.

Everything else

Object types with no adapter are outside Blueprints’ authority. It does not capture them, does not modify them, and does not restore them. It says so explicitly in every restore plan: objects it is deliberately not touching are named, with zero operations against them. If you want it to manage something else, the Adapter SDK is public and documented, and an adapter lives in your own addon.