MetaHuman setup helpers
Spawn, configure, and customize MetaHuman characters with reasonable defaults.
The current view of what is in progress, queued up, and recently shipped. Active subscribers vote on what gets prioritized in the Patron-only Discord forum and I move items between columns as state changes.
Community ideas we have not triaged yet. Vote them up to push them onto the board.
Spawn, configure, and customize MetaHuman characters with reasonable defaults.
On our radar and being evaluated. We are deciding whether and when to build these.
Cross compile from Windows and verify in WSL2. Will ship when there is clear demand from paying customers.
Build and ship UE 5.7 and 5.8 plugin binaries for macOS. Gated on getting a Mac to build and test on.
Queued up for upcoming releases. Order shifts based on what subscribers vote up.
The bundled AI guide fills itself in from the live editor, so it lists the node types and assets your project actually has, and says which commands are unavailable on your engine version instead of guessing.
Build IK Rigs and retargeters, and move an animation library from one skeleton onto another.
Configure physics assets, constraints, and Chaos destruction and fracture setups, plus collision and physical materials.
Drive play in editor sessions and inspect a running Blueprint the way the debugger does, so an agent can test what it built.
Edit skeletons and sockets, adjust skinning weights, and build physics assets and morph targets.
Being built right now. Will land in the next release or two.
Compact graph shorthand and bulk node discovery so the AI builds graphs in fewer, smaller calls.
Author abilities, attribute sets, gameplay effects, and gameplay tags from the bridge.
Sculpt and paint landscapes, scatter foliage, and author spline meshes from the editor bridge.
Author and tune lighting and post process settings, including the paired override flags that silently make a naive property write do nothing.
Every authoring command gets a counterpart that checks the result and returns a plain verdict of pass, pass with warnings, or fail. Control Rig, Materials, Niagara, PCG, Behavior Trees, EQS, MetaSounds, Sound Cues, Mutable and animation assets have these today, plus project-wide asset, collision and replication checks. The goal is every domain.
Load, unload, and inspect World Partition cells, and manage HLODs and runtime streaming sources.
Already in the latest plugin build. Available to all active subscribers.
Grow a tree from commands and export it. Search and inspect the node palette by idea, preview a node, read the schema, and work with the sample set. Unreal Engine 5.8 only.
Author the Customizable Object graph that describes every variation a character can have, compose outfits across multiple assets, compile it to runtime parameters, then create instances and set outfits, colours and skins. Reusable graph fragments live in macro libraries. Unreal Engine 5.8 and later.
Spawn any actor subclass, engine, plugin, or Blueprint, find actors by name, label, class, or tag, and delete actors.
Set transforms and read or write any reflected property at any nested path with full metadata.
Send a list of commands in one call. They collapse into one undo step and one round trip, a step can reuse an earlier step result, and a failure rolls the whole batch back by default.
Create Blueprints from any parent class, add components, read and set class default values, and compile.
Automatically arrange blueprint graphs the way a human would, straight, pin-aligned exec spines, tidy data-node clusters, and reroute knots for long or crossing wires, measured from the real node sizes, and without...
Add nodes and event nodes, wire nodes together, delete nodes, and perform semantic node editing.
Read complete Blueprint content and analyze a graph for its nodes, connections, and execution flow.
Create and configure variables including type and replication, and create functions with typed inputs and outputs.
List, inspect, and execute any Unreal console command or cvar with existence checks and full metadata.
Rig a character end to end: build the control hierarchy from a Skeletal Mesh, fit control shapes to the body, author the solve graph, assemble modular rigs, place pole vectors, add jiggle and cloth physics, then prove the rig works with five validation gates and a headless simulation.
Create UDataAsset instances and read or write their properties including nested structs, arrays, and objects.
Read, add, update, delete, duplicate, and rename data table rows, and inspect the row struct schema.
Set node properties by nested path with array indexers, edit array elements, and replace instanced object properties.
Health check the editor bridge, toggle MCP debug mode, and read token usage statistics.
Find, list, import, save, duplicate, rename, and delete assets, search the registry, and trace references.
Create, compile, and delete Niagara systems and add, remove, duplicate, and reorder emitters with full property control, all from your AI client.
Validate the customer license key against Polar on editor startup, cached locally for offline use.
Create Input Action assets and configure their triggers and modifiers with full property control.
List all available trigger types, modifier types, and input keys across keyboard, mouse, and gamepad.
Create mapping contexts, add key to action mappings, and attach per mapping triggers and modifiers.
Read, add, modify in place, and remove Mass Entity config traits without destroying the rest of the array.
Create Material Function assets, build their graphs, add typed inputs and outputs, validate, and clean up.
Create materials and build complete node graphs, add, connect, move, and duplicate expressions, auto layout, and add comments.
Bring the auto-layout engine to material and material function graphs.
Create material instances and read or set their scalar, vector, and texture parameters.
Read graph nodes, look up pins for any expression, trace connections, diagnose orphaned nodes, and read errors.
Bulk set material properties such as blend mode and shading model, force a recompile and save, and surface errors.
Set static meshes, physics, and material colors on components, and apply materials to actors and Blueprints.
Add event handlers and simulation stages to emitters for advanced GPU driven and inter emitter effects.
Add and delete nodes inside Niagara graphs, manage pins, and connect or disconnect any pin in a scratch pad graph.
Introspect every node, trace connections, classify orphaned nodes, and read live particle stats and compile errors.
Add, remove, enable, and reorder modules in any emitter stack, and set module inputs, dynamic inputs, and curves.
Manage user-exposed parameters, system level properties, and rapid iteration parameters such as spawn rate, color, and force.
Add and remove renderers on an emitter, edit renderer properties, and bind renderer slots to particle attributes.
Create, apply, save, duplicate, and rename scratch pad modules, write raw HLSL, and manage Custom HLSL pins.
Every change the agent makes is a single named step in the editor undo history, so one Ctrl+Z takes it back. It can roll back its own work without touching yours, and the undo stack can be read back with the exact objects and properties each change touched.
Detect partitioned components, list and inspect PCG partition actors, and aggregate output across all cells.
Create and edit PCG Compute Source assets, write HLSL kernels, and manage additional sources.
Create PCG graphs, instances, and graphs from templates, add and delete nodes, connect pins, and lay out the graph.
Bring the blueprint auto-layout engine to PCG graphs, clean columns, clustered inputs, and reroute knots for readable graphs.
Add, rename, and set graph level parameters, retarget subgraph nodes, and override or reset subgraph parameters.
Enable per node inspection, check execution and produced data, detect GPU readbacks, and inspect node output.
Generate, clean up, schedule, and refresh PCG components and runtime gen sources, and manage the landscape cache.
Validate graphs, read findings, search PCG node types, and discover preconfigured variants and property paths.
PCG node commands accept typed parameter structs resolved through engine reflection, so far fewer fields are hand-written and edits stay correct across UE 5.6, 5.7, and 5.8.
Create cinematic sequences, manage tracks, set keys, and evaluate at a given time.
Spawn effects into the level, attach Niagara components to actors, control playback, and list active effect actors.
Create StateTree assets and add states, tasks, transitions, conditions, evaluators, global tasks, and parameters.
Read the full state hierarchy and node details, search node types, list transition targets, and compile.
Add and remove property bindings between nodes, change the StateTree schema, and set theme colors.
Substrate aware graph editing, query Substrate output pins and connection state, and inspect Substrate node schemas.
Author Model-View-ViewModel bindings with automatic type conversions, execution modes, view-model settings, and field-notify wiring.
Read the widget tree and add, remove, move, rename, and duplicate widgets, and set widget and slot properties.
Record live Insights traces and analyze them, auto diagnose, find worst frames, and drill into timer hot paths.
Capture viewport or editor screenshots, read world info, and query the current viewport selection.
Target an editor by project name instead of a port number. If a command was meant for a different project the editor turns it away without running it, so a remembered port can never edit the wrong game when several projects are open.
Build Animation Blueprints, state machines, and blend spaces, author Control Rig graphs, and set up montages and notifies.
Author Behavior Trees, blackboards, services, and decorators, plus EQS queries, composite decorator logic, graph round trip and runtime inspection. NavMesh setup is not included yet.
Read any graph as JSON, edit the text, and write it back to get an identical graph. One shape shared by Blueprints, Materials, Niagara, PCG, Control Rig and StateTree, plus diffing and patching so an agent can change one node without rebuilding the whole graph.
Author Sound Cues with their wave files, random weighting, mixing and delays, set any value on any node, and create attenuation, concurrency, sound classes, submixes, buses and effect chains.
Create and wire MetaSound sources and patches, search the node library by idea, set values on any pin, and build a whole graph in one call, laid out and checked.
Patron-tier subscribers get access to the private Discord forum where every new idea becomes a thread. Vote with reactions, comment, and I pull the top-rated items into this roadmap.