Every tool. Every system.
1429 commands across 37 systems. Everything the plugin exposes to your MCP client, listed in one place.
Audio
40 toolsSound, built from commands. Author MetaSounds that generate music and ambience as they play, from a single tone to a score that shifts between moods, and save reusable patches you can drop into any graph as one node. Search the node library by idea rather than by name, then read the exact inputs and outputs of any node. Build Sound Cues with their wave files, random weighting, mixing and delays, and set any value on any node. Create attenuation, concurrency, classes, submixes, buses and effect chains, lay every graph out so it reads, round trip a whole graph as one document, and check that a sound will actually make sound.
search_metasound_nodesSearch MetaSound node classes, ranked
describe_metasound_nodeFull pin schema of a MetaSound node
list_metasound_datatypesList MetaSound data types
list_metasound_interfacesList MetaSound interfaces
create_metasoundCreate a MetaSound Source or Patch
get_metasound_infoSummarize a MetaSound asset
get_metasound_graphRead a MetaSound graph
add_metasound_nodeAdd a node to a MetaSound graph
remove_metasound_nodeRemove a MetaSound node
connect_metasound_nodesWire two MetaSound nodes together
disconnect_metasound_nodesClear a MetaSound node input
set_metasound_node_input_defaultSet a literal on a MetaSound node input
add_metasound_graph_inputAdd an input to a MetaSound's interface
add_metasound_graph_outputAdd an output to a MetaSound's interface
remove_metasound_graph_memberRemove a graph input, output or variable
set_metasound_graph_input_defaultSet a graph input's default value
add_metasound_variableDeclare a MetaSound graph variable
add_metasound_variable_nodeAdd a get or set node for a variable
set_metasound_interfaceAdd or remove a MetaSound interface
build_metasound_graphBuild a whole MetaSound graph in one call
layout_metasound_graphRe-position a MetaSound graph
validate_metasoundCheck a MetaSound for faults
list_sound_cue_node_typesList Sound Cue node classes
create_sound_cueCreate a Sound Cue
get_sound_cue_graphRead a Sound Cue's node tree
add_sound_cue_nodeAdd a node to a Sound Cue
remove_sound_cue_nodeRemove a Sound Cue node
connect_sound_cue_nodesAttach a Sound Cue child to a parent
build_sound_cue_graphBuild a whole Sound Cue tree in one call
get_sound_cue_nodeEvery editable property of one Sound Cue node
set_sound_cue_node_propertiesSet any properties on a Sound Cue node
layout_sound_cue_graphRe-position a Sound Cue node tree
validate_sound_cueCheck a Sound Cue for faults
export_audioExport an audio asset's full state to JSON
list_audio_asset_typesList creatable audio asset classes
create_audio_assetCreate any audio asset by class name
get_audio_asset_infoIdentity and hierarchy of an audio asset
set_submix_parentRe-parent a Sound Submix
set_sound_class_parentRe-parent a Sound Class
set_audio_effect_chainSet an audio effect chain
Mutable
36 toolsModular characters, built from commands. Author the Customizable Object graph that describes every variation a character can have, wire a skeletal mesh through to a component, and compile it into runtime parameters. Offer a choice with an enum and a switch or with an object group whose options are whole child objects, so one outfit lives in its own asset and is shared by every character that wants it. Create instances and set outfits, colours and skins on them, copy a whole configuration between instances or reset it to defaults, and store reusable graph fragments in macro libraries. Search the node palette by idea, read exact pins and properties, lay a graph out with reroutes so it stays readable, round trip it as one document, and export an entire object with every parameter, state, component and referenced asset. Unreal Engine 5.8 and later.
search_mutable_nodesRank Mutable node types against keywords (5.8+ only)
describe_mutable_nodeDescribe Mutable node types, pins and properties (5.8+ only)
list_mutable_node_categoriesList the Mutable node palette categories (5.8+ only)
create_customizable_objectCreate a new Customizable Object asset (5.8+ only)
create_customizable_object_instanceCreate a Customizable Object Instance (5.8+ only)
get_mutable_graphRead a Customizable Object's source graph (5.8+ only)
get_mutable_nodeRead Mutable nodes by GUID (5.8+ only)
add_mutable_nodeAdd a node to a Customizable Object graph (5.8+ only)
connect_mutable_nodesLink two pins in a Customizable Object graph (5.8+ only)
disconnect_mutable_pinBreak links on a Customizable Object pin (5.8+ only)
delete_mutable_nodeDelete a node from a Customizable Object graph (5.8+ only)
set_mutable_node_propertyWrite node properties in a Customizable Object graph (5.8+ only)
link_mutable_child_objectAttach child Customizable Objects to a parent's Object Group (5.8+ only)
list_mutable_child_objectsList the child Customizable Objects attached to a parent (5.8+ only)
add_mutable_node_pinAdd a pin to a Mutable node that has an add-pin button (5.8+ only)
build_mutable_graphBuild a whole Customizable Object graph in one call (5.8+ only)
layout_mutable_graphAuto-arrange a Customizable Object graph (5.8+ only)
compile_customizable_objectCompile a Customizable Object (5.8+ only)
validate_customizable_objectValidate a Customizable Object and return a verdict (5.8+ only)
list_mutable_parametersList a Customizable Object's parameters (5.8+ only)
get_mutable_parameterRead parameter values off an instance (5.8+ only)
set_mutable_parameterWrite parameter values on an instance (5.8+ only)
update_mutable_instanceRegenerate a Customizable Object Instance (5.8+ only)
export_mutable_objectFull JSON export of a Customizable Object (5.8+ only)
list_mutable_statesList a Customizable Object's states (5.8+ only)
set_mutable_stateSet the current state of an instance (5.8+ only)
reset_mutable_parametersReset an instance's parameters to their defaults (5.8+ only)
copy_mutable_parametersCopy an instance's whole parameter state (5.8+ only)
paste_mutable_parametersApply a copied parameter state to instances (5.8+ only)
set_mutable_parameter_ui_metadataWrite Parameter UI Metadata on parameter nodes (5.8+ only)
create_mutable_macro_libraryCreate a Customizable Object Macro Library (5.8+ only)
list_mutable_macrosList a Macro Library's macros (5.8+ only)
add_mutable_macroAdd macros to a Macro Library (5.8+ only)
remove_mutable_macroRemove macros from a Macro Library (5.8+ only)
set_mutable_macro_ioDeclare a macro's inputs and outputs (5.8+ only)
add_mutable_macro_instancePlace a Macro Instance node in a graph (5.8+ only)
Control Rig
165 toolsBuild character rigs end to end. Create a Control Rig from a skeleton, author the bone, null, control, curve, and socket hierarchy, and fit control shapes to the mesh. Build the solve graph node by node with IK, FK, and pole vectors, or assemble a modular rig from arms, legs, and spines and connect them automatically. Add jiggle and chain physics with fitted colliders, then validate the graph, controls, gizmos, deformation, and physics, simulate a pose, and profile the result.
create_control_rigCreate a new empty Control Rig Blueprint
create_control_rig_from_skeletonCreate a Control Rig and import a skeleton (any skeleton)
import_rig_skeletonImport a skeleton's bones into an existing rig
add_rig_boneAdd a bone to the rig hierarchy
add_rig_nullAdd a null (space) to the rig hierarchy
add_rig_controlAdd an animation control of any type
add_rig_curveAdd a named curve element
add_rig_socketAdd a socket under a parent bone/null
add_rig_connectorDeclare a connector on a Control Rig MODULE asset
set_rig_connector_settingsChange an existing connector's type, flags or description
add_rig_connection_ruleAdd a connection rule restricting what a connector may bind to
list_rig_connection_rule_typesList the connection rule types this engine ships
create_control_rig_moduleCreate a Control Rig MODULE asset
get_rig_module_settingsRead a Control Rig's module identity and metadata
set_rig_module_settingsWrite a module's identity and library metadata
create_rig_variableAdd an asset-level member variable to a Control Rig
create_rig_variablesAdd MANY member variables to a Control Rig with a single compile
list_rig_variablesList a Control Rig's member variables and their config flags
remove_rig_variableRemove an asset-level member variable from a Control Rig
add_rig_animation_channelAdd an animation channel under a control
set_rig_element_parentReparent an element
set_rig_control_settingsUpdate a control's settings (reflection)
set_rig_control_valueSet a control's initial or current value
move_rig_controlMove a control like dragging its gizmo (select + SetControlGlobalTransform + evaluate), report bones moved
select_rig_elementsSelect/deselect rig elements through the engine controller
set_rig_control_offsetSet a control's offset transform
set_rig_element_transformSet an element's transform
remove_rig_elementRemove an element from the rig hierarchy
rename_rig_elementRename an element
build_rig_hierarchyAtomically build a whole hierarchy
get_rig_hierarchyRead the rig hierarchy as a tree
get_rig_elementRead one element
list_rig_control_typesList valid control + element types
search_rig_vm_nodesSearch RigVM graph node types
list_rig_vm_node_typesList registered RigVM template notations
get_rig_vm_node_type_infoDescribe one or many RigVM node types' pins
get_rig_vm_graph_nodesRead a RigVM graph's nodes
describe_rig_vm_nodeDescribe one RigVM node in a graph
add_rig_vm_nodeAdd a node to a RigVM graph
connect_rig_vm_nodesConnect an output pin to an input pin
disconnect_rig_vm_nodesBreak a link, or all links on a pin
set_rig_vm_pin_defaultSet a node pin's default value
set_rig_vm_node_positionSet a RigVM node's position
remove_rig_vm_nodeRemove a node from a RigVM graph
build_rig_vm_graphAtomically build a RigVM graph
layout_rig_vm_graphAuto-arrange a RigVM graph
set_rig_vm_pin_defaultsBatch-set many node pin defaults in one call
list_rig_control_shapesList available gizmo shape names
set_rig_control_shapeSet a control's shape / color / visibility / gizmo transform
validate_rig_gizmosGizmo gate, fails the rig when controls are unfitted, buried, or wrongly shaped
fit_rig_control_shapesSize/orient control gizmos from the mesh's real skinned cross-section (no guessed scales)
set_rig_vm_node_colorSet a RigVM node's tint color
set_rig_vm_node_sizeSet a RigVM node's size (comment/collapse boxes)
set_rig_vm_commentSet a comment node's text/font/bubble
rename_rig_vm_nodeRename a RigVM node
set_rig_vm_pin_expansionExpand/collapse a struct/array pin
set_rig_vm_pin_watchToggle a pin's debug watch
resolve_rig_vm_wildcard_pinLock a wildcard/template pin to a concrete type
set_rig_vm_array_pin_sizeSet an array pin's element count
edit_rig_vm_array_pinAdd, insert, remove, duplicate or clear array pin elements
remove_rig_vm_aggregate_pinRemove an extra pin from an aggregate node
reset_rig_vm_pin_defaultPut a pin back to its node's own default value
add_rig_vm_aggregate_pinAdd exec output pin(s) to a Sequence node so the graph can fan out
bind_rig_vm_pin_to_variableBind a pin directly to a variable
unbind_rig_vm_pin_from_variableRemove a pin's variable binding
create_rig_vm_functionDefine a new function in the function library
remove_rig_vm_functionRemove a library function
rename_rig_vm_functionRename a library function
add_rig_vm_graphAdd a top-level graph to the rig
remove_rig_vm_graphRemove a top-level graph and its nodes
rename_rig_vm_graphRename a top-level graph
set_rig_vm_exposed_pinChange the type or the position of an exposed pin
set_rig_vm_function_metadataSet a function's category, keywords and description
set_rig_vm_local_variableRename, retype or re-default a function's local variable
set_rig_vm_function_accessSet a function public/private and/or pure/mutable
list_rig_vm_functionsList library functions with their I/O
add_rig_vm_function_nodePlace a call to a library function
add_rig_vm_exposed_pinAdd an input/output pin to a function/collapse graph
remove_rig_vm_exposed_pinRemove an input/output pin from a function/collapse graph
rename_rig_vm_exposed_pinRename an input/output pin on a function/collapse graph
collapse_rig_vm_nodesCollapse nodes into a sub-graph
expand_rig_vm_nodeExpand a collapse/function node back inline
promote_rig_vm_nodePromote collapse<->function
add_rig_vm_local_variableAdd a graph-scoped local variable
remove_rig_vm_local_variableRemove a graph-scoped local variable
list_rig_vm_local_variablesList a graph's local variables
unresolve_rig_vm_nodeReset a template node's pins to wildcard
add_rig_vm_eventAdd a solve event node by friendly name
list_rig_vm_graphsList every graph in the rig
start_rig_motion_captureSample the live preview rig per frame
get_rig_motion_reportPer-bone jitter/motion statistics
start_rig_physics_probeTHE physics alive-gate: shake a control, freeze it, measure residual jiggle
get_rig_physics_probe_reportPer-bone residual jiggle after the driver stopped
set_rig_preview_meshSet an existing rig's preview skeletal mesh
add_rig_moduleAdd a Rig Module to a Modular Rig
connect_rig_module_connectorBind a module connector to an element
auto_connect_rig_modulesAuto-resolve module connectors
get_rig_module_connector_candidatesList engine-valid targets for a module connector
list_rig_modulesList a Modular Rig's modules
remove_rig_moduleDelete a module from a Modular Rig
list_rig_module_assetsQuery the Rig Module asset library
get_rig_module_configRead a module instance's config
set_rig_module_configSet or reset a module config value
bind_rig_module_variableBind a module variable to another module's variable
rename_rig_moduleRename a module instance
reparent_rig_moduleReparent a module instance
reorder_rig_moduleReorder a module among its siblings (5.7+)
mirror_rig_moduleMirror a module (e.g. left arm to right arm)
swap_rig_moduleSwap a module's source asset
list_rig_socketsList rig sockets with placement hints and claimed state
list_rig_componentsList hierarchy components (physics solvers/bodies/joints)
get_rig_poseNumeric live pose: current vs rest per bone, worst deviation first
validate_rig_deformationDetect melted / twisted / inside-out skinning on the preview mesh
validate_rig_physicsPhysics invariant checks: unjointed bodies, free joints, conflicts, drift
analyze_rig_module_assetInspect a module asset's internal graphs (any module, incl. custom)
set_rig_autosaveToggle per-command disk saves for rig commands (default off)
fit_rig_chain_collisionSize a ChainPhysics module's collision from the real skinned mesh
create_rig_body_collider_moduleGenerate a kinematic body-collider rig module asset
measure_mesh_penetrationMesh-vs-mesh clip depth: cloth/hair vertices inside body volume
get_skeletal_bone_boundsReal per-bone geometry from skinned vertices + physics asset
place_rig_pole_vectorPlace a pole control out in the bend plane, and verify it moved
remove_rig_componentsPurge persisted components from the blueprint hierarchy
dump_rig_componentsFull field dump of live hierarchy components via reflection
list_rig_channelsList animation channels with hosts and live values
set_rig_channel_valueWrite animation channel values on the running instance
play_rig_preview_animationPlay an animation on the rig's asset-editor preview
stop_rig_preview_animationStop the preview animation and restore forwards-only solve
add_rig_jiggle_bobOne-shot soft-tissue jiggle setup (tip bone + rebind + tune)
validate_rig_controlsFlag dead controls and undriven bones from live VM truth
validate_rig_graphGraph red-squiggle report: bad refs, missing channels, dead exec, runtime log
analyze_rig_ioGround-truth rig I/O: events, AnimBP pins, control reads, measured bone writes, safety verdict
profile_rigHeadless rig performance report: solve ms, hot nodes, physics census, red flags
analyze_rig_control_impactWhich controls actually MOVE bones, empirical connectivity map
simulate_rigHeadless N-frame simulation: anim input, limb crossing, ground clipping, deviation, NaN checks
disconnect_cyclic_rig_connectorsDisconnect every connector that is part of a cycle
convert_control_rigTurn a rig into a module, or a module back into a standalone rig
select_rig_modulesSelect modules of a Modular Rig
localize_rig_vm_functionCopy a function of another rig into this rig
swap_rig_vm_function_referenceMake call nodes call another function
upgrade_rig_vm_nodesReplace outdated nodes with the current ones
promote_rig_vm_pin_to_variableMake a variable from a pin
set_rig_vm_pin_display_nameSet the name a pin shows
set_rig_vm_pin_overrideMark pin values as overrides, or clear the override
list_rig_vm_trait_typesList the trait types, and which of them a node takes
add_rig_vm_traitAdd a trait to a node
remove_rig_vm_traitRemove a trait from a node
edit_rig_vm_function_variantMake a variant of a function, tag it, split it or join it
list_rig_component_typesList the component types, and which of them an element takes
add_rig_componentAdd a component to a rig element
set_rig_componentChange the content, the name or the element of a component
switch_rig_control_spaceSwitch the space of a control on the rig the open editor previews
copy_rig_elementsCopy elements from another rig
copy_rig_module_settingsCopy one module's settings onto other modules
disconnect_rig_module_connectorClear a module connector's binding
add_rig_element_parentGive a null or a control one more parent
remove_rig_element_parentRemove one parent of an element, or all of them
set_rig_parent_weightSet how much an element follows one of its parents
edit_rig_control_spacesAdd, remove or move a space in a control's space list
duplicate_rig_elementsCopy hierarchy elements
mirror_rig_elementsMake a mirrored copy of hierarchy elements
reorder_rig_elementMove an element to a new place among its siblings
set_rig_element_metadataWrite one metadata entry of a hierarchy element
remove_rig_element_metadataRemove metadata of a hierarchy element
import_control_rigCreate a new rig from an export_control_rig file
export_control_rigExport a complete Control Rig to JSON
Niagara
135 toolsFull FX system control. Emitters, modules, scratch pad, simulation stages, renderers, custom HLSL, parameter wiring, validation.
validate_niagara_stackScan a Niagara system's full stack for issues (the per-module warnings/errors the editor shows)
fix_niagara_stack_issueApply a stack issue's fix (the editor's "Fix issue" button), one issue or all auto-fixes
list_niagara_asset_typesList standalone Niagara data/utility asset types creatable via create_niagara_asset
create_niagara_assetCreate a standalone Niagara data/utility asset
add_niagara_parameter_collection_parameterAdd a named parameter (with optional default value) to a parameter collection
create_niagara_systemCreate a new Niagara particle system
get_niagara_system_infoGet full info about a Niagara system
list_niagara_systemsList Niagara system assets
delete_niagara_systemDelete a Niagara system asset
compile_niagara_systemCompile a Niagara system
compile_niagara_scriptCompile a standalone Niagara script (module / dynamic input / function)
apply_niagara_scriptApply a standalone Niagara script's edits to the asset (editor Apply button)
get_niagara_emittersList emitters in a Niagara system
create_niagara_emitterCreate a standalone Niagara emitter asset
add_niagara_emitterAdd an emitter to a Niagara system
remove_niagara_emitterRemove an emitter from a Niagara system
set_niagara_emitter_propertySet a property on an emitter
duplicate_niagara_emitterDuplicate an emitter within a system
reorder_niagara_emitterMove an emitter to a new position
get_niagara_modulesList modules in an emitter's stack
add_niagara_moduleAdd a module to an emitter's stack
remove_niagara_moduleRemove a module from an emitter's stack
set_niagara_module_enabledEnable or disable a module
reorder_niagara_moduleMove a module to a new position in stack
get_niagara_module_inputsGet input parameters for a module (keyword + top-N)
set_niagara_module_inputSet an input value on a module
set_niagara_dynamic_inputSet a dynamic input on a module
set_niagara_curveSet a curve on a module input
set_niagara_stack_valueSet any module input value via the stack (local/enum/linked/hlsl/dynamic_input/data_interface/reset)
get_niagara_stack_valueRead a module input's current value and kind (round-trips to set_niagara_stack_value)
get_niagara_user_parametersGet user-exposed parameters
add_niagara_user_parameterAdd a user parameter to a system
set_niagara_user_parameterSet a user parameter value
remove_niagara_user_parameterRemove a user parameter from a system
link_niagara_parameterLink a module input to a parameter
add_niagara_rendererAdd a renderer to an emitter
remove_niagara_rendererRemove a renderer from an emitter
get_niagara_renderer_infoGet renderer properties and bindings
set_niagara_renderer_propertySet a property on a renderer
set_niagara_renderer_bindingBind a renderer slot to a particle attribute
layout_niagara_graphAuto-layout a Niagara script graph
create_niagara_scratch_pad_moduleCreate a scratch pad module on a system or an emitter
set_niagara_scratch_pad_hlslSet HLSL code on a scratch pad module
create_niagara_module_assetCreate a standalone Niagara script asset (module / dynamic input / function)
add_niagara_event_handlerAdd an event handler to an emitter
add_niagara_simulation_stageAdd a simulation stage to an emitter
get_niagara_event_handlersList event handlers on an emitter
spawn_niagara_effectSpawn a Niagara effect in the level
control_niagara_effectControl a Niagara effect in the level (play, stop, reset, pause, advance, seek, debug)
add_niagara_componentAdd a Niagara component to an actor
get_niagara_actorsList Niagara effect actors in the level
list_niagara_modulesList available Niagara modules
list_niagara_emitter_templatesList available emitter templates
list_niagara_data_interfacesList Niagara data interface types
list_niagara_parameter_typesList Niagara parameter types by scope
get_niagara_emitter_attributesGet attributes available on an emitter
get_niagara_renderer_propertiesList editable properties on a renderer with current values
set_niagara_system_propertySet a system-level property via reflection
get_niagara_rapid_iteration_parametersGet actual module input values (spawn rate, colors, forces, etc.)
set_niagara_rapid_iteration_parameterSet a module input value (spawn rate, color, force, size, etc.)
get_niagara_system_errorsGet compilation errors and warnings for a Niagara system
get_niagara_particle_statsGet live particle counts and emitter execution state
set_niagara_playback_rangeSet the timeline playback range in the Niagara editor
get_niagara_playback_rangeGet the current playback range and frame rate settings
get_niagara_module_versionsCheck for outdated modules in an emitter
export_niagaraExport a full Niagara System / Script / Emitter as reflection-grounded JSON
get_niagara_graph_nodesIntrospect every node inside a Niagara graph
get_niagara_node_infoDeep inspect a single Niagara node by index, class, or GUID
trace_niagara_connectionBFS trace of connections upstream or downstream from a node
validate_niagara_graphClassify orphaned, dead-end, and missing-input nodes in a Niagara graph
apply_niagara_scratch_padApply scratch pad changes in an open Niagara System (Apply Scratch button)
apply_and_save_niagara_scratch_padApply a scratch pad module's edit-copy and save the asset (Apply & Save button)
list_niagara_scratch_pad_modulesList all scratch pad modules on a Niagara System
delete_niagara_scratch_pad_moduleDelete a scratch pad module from a system or emitter
duplicate_niagara_scratch_pad_moduleDuplicate a scratch pad module with a new name
rename_niagara_scratch_pad_moduleRename a scratch pad module
get_niagara_script_propertiesRead the details-panel properties of a Niagara script
set_niagara_script_propertiesBatch-set details-panel properties on a Niagara script
list_niagara_script_parametersList input + output parameters of a Niagara script
add_niagara_script_parameterAdd an input or output parameter to a Niagara script
remove_niagara_script_parameterRemove a named input or output parameter, cascades to Map Get/Set pins; an unknown name is refused
rename_niagara_script_parameterRename a script parameter across asset and edit-copy graphs; an input also renames its Map Get/Set pins
add_niagara_graph_nodeCreate a new node inside a Niagara graph
delete_niagara_graph_nodeDelete a node from a Niagara graph
build_niagara_graphBuild a whole Niagara graph at once, many nodes + connections in one call
add_niagara_custom_hlsl_inputAdd an input pin to a Custom HLSL node
add_niagara_custom_hlsl_outputAdd an output pin to a Custom HLSL node (a name the node already has is refused)
rename_niagara_custom_hlsl_pinRename a Custom HLSL pin and the identifier in the HLSL body (whole tokens and Name.member, never comments or other names)
remove_niagara_custom_hlsl_pinRemove a pin from a Custom HLSL node
add_niagara_map_get_pinAdd a typed output pin to the first ParameterMapGet node in a scratch pad graph
add_niagara_map_set_pinAdd a typed input pin to the first ParameterMapSet node in a scratch pad graph
add_niagara_node_pinAdd a pin to a node that shows a '+' pin on that side (Map Get/Set, Custom HLSL, some ops); others are refused
rename_niagara_node_pinRename a pin on a dynamic-pin node
remove_niagara_node_pinRemove a dynamic pin from any node in a scratch pad graph
connect_niagara_pinsWire one node's output pin to another node's input pin inside a scratch pad graph
disconnect_niagara_pinsBreak a pin connection in a scratch pad graph
list_niagara_node_typesEnumerate Niagara node classes available for spawning
get_niagara_node_type_infoGet pin schema for a node class (class_name) or a script asset (script_path); either one is enough
search_niagara_functionsFind Niagara function, dynamic input or module scripts by words
get_niagara_schema_actionsSearch the full Niagara node palette (the right-click menu) by keyword + category
describe_niagara_typeGeneric type query, handles registered Niagara types AND raw UEnums/UScriptStructs
get_niagara_data_interface_schemaWalk a UNiagaraDataInterface class default object and return its editable property schema
list_niagara_available_parametersList available Niagara parameters (Engine.*, Particles.*, Emitter.*, User.*)
get_niagara_module_input_bindingResolve the actual binding of each module input, Default / Local / Linked / Dynamic / Data
clear_niagara_module_inputReset a module input to its default (including nested paths like 'Spawn Count.Position Array')
list_niagara_input_source_menuReproduce the stack-UI source dropdown for a specific input
find_niagara_scratch_pad_usageFind where a scratch pad script is referenced across all emitter/system graphs
resolve_niagara_built_in_dynamic_inputDiscover built-in dynamic-input script paths via AssetRegistry (replaces hardcoded guesses)
list_niagara_data_interface_functionsEnumerate member functions on a Niagara data interface class
get_niagara_particle_dataRead live particle attributes (the Attribute Spreadsheet) from a running Niagara system
get_niagara_runtime_parametersRead the live parameter values a running Niagara instance is simulating with
get_niagara_script_statsVM op counts and GPU instruction counts for a Niagara system's scripts
get_niagara_generated_codeRead the HLSL, VM assembly or GPU HLSL a Niagara script compiled to
set_niagara_debug_playbackPause, step, loop or slow down every Niagara effect (the Niagara Debugger toolbar)
set_niagara_debug_hudConfigure the Niagara Debug HUD: presets, filters and any HUD setting by name
get_niagara_debug_stateRead back the Niagara Debugger's playback and HUD state, with a verdict
capture_niagara_outlinerCapture the Niagara FX Outliner: every live system and component, with state and timings
get_niagara_outliner_captureCollect a delayed FX Outliner capture, or re-slice the latest one
get_niagara_simulation_optionsRead the Niagara editor's Simulation menu options and playback speeds
set_niagara_simulation_optionsSet the Niagara editor's Simulation menu options (auto play, reset on change...)
niagara_preview_playbackPlay, pause, step, seek or read the timeline of an open Niagara system editor
profile_niagara_systemMeasure a running Niagara system's game thread, render thread, GPU and per-script cost
set_niagara_fixed_boundsSet a Niagara system's or emitter's fixed bounds from the preview or an explicit box
get_niagara_boundsRead a Niagara system's fixed and live bounds, with a verdict
get_niagara_baker_settingsRead a Niagara system's Baker settings, outputs and available output classes
set_niagara_baker_settingsEdit a Niagara system's Baker settings and outputs
get_niagara_scalabilityRead a Niagara system's effect type and resolved scalability, per quality level
set_niagara_effect_typeAssign or clear a Niagara system's Effect Type
preview_niagara_quality_levelPreview a Niagara quality level in one system's editor or for every effect
capture_niagara_thumbnailCapture an open Niagara system's thumbnail from its preview viewport
remove_niagara_simulation_stageRemove a simulation stage and its modules from an emitter
remove_niagara_event_handlerRemove an event handler and its modules from an emitter
add_niagara_set_parameters_moduleAdd a Set Parameters module (write attributes directly) to a Niagara stage
add_niagara_set_parameter_entryAdd one entry to a Set Parameters module
remove_niagara_set_parameter_entryRemove one entry from a Set Parameters module
PCG
100 toolsProcedural Content Generation. Graphs, nodes, edges, runtime generation, partition inspection, compute sources, subgraphs, validation.
create_pcg_graphCreate a new empty PCG Graph asset
create_pcg_graph_instanceCreate a PCG Graph Instance bound to a parent graph
create_pcg_builder_settingsCreate a new PCG Builder Settings asset
create_pcg_compute_sourceCreate a new PCG Compute Source asset
get_pcg_compute_sourceRead the HLSL source and AdditionalSources of a PCG Compute Source asset
set_pcg_compute_sourceWrite the HLSL source text on a PCG Compute Source asset
add_pcg_compute_source_additionalAppend a UComputeSource to a PCG Compute Source's AdditionalSources
remove_pcg_compute_source_additionalRemove an entry from a PCG Compute Source's AdditionalSources
list_pcg_compute_sourcesList all UPCGComputeSource assets via Asset Registry
list_pcg_kernel_typesList EPCGKernelType enum values for the Custom HLSL node
list_pcg_templatesList PCG Graph assets marked as templates
create_pcg_graph_from_templateCreate a new PCG Graph by duplicating a template
search_pcg_nodesSearch PCG node types (UPCGSettings subclasses) by name or category
list_pcg_node_categoriesList EPCGSettingsType category values for search_pcg_nodes
list_pcg_advanced_nodesList PCG nodes with advanced or preconfigured-only behavior
list_pcg_node_preconfigured_variantsList preconfigured variants for a PCG settings class
get_pcg_node_type_infoGet full schema for a PCG node type
get_pcg_property_valid_valuesGet valid values for a PCG settings property (enums, attribute pickers, extractors)
read_pcg_graphRead a PCG graph at a chosen verbosity
get_pcg_nodeGet full info on one PCG node
get_pcg_node_connectionsGet pin-by-pin connections for one node
trace_pcg_connectionTrace reachable nodes from a starting node
get_pcg_graph_parametersEnumerate UserParameters on a PCG graph
get_pcg_graph_propertiesList editable UPROPERTYs on the UPCGGraph asset
set_pcg_graph_propertySet a graph-level UPROPERTY on the UPCGGraph (HiGen, landscape, cosmetic)
add_pcg_nodeAdd a node to a PCG graph
delete_pcg_nodeDelete a node from a PCG graph
connect_pcg_pinsConnect two PCG pins (add edge)
build_pcg_graphAtomically build a PCG graph (nodes + edges + auto-layout) in one call
disconnect_pcg_pinRemove all edges from one pin
disconnect_pcg_edgeRemove a specific edge
set_pcg_node_propertySet a property on a node's UPCGSettings
set_pcg_node_positionMove a node
set_pcg_node_commentSet a node's comment string
add_pcg_dynamic_input_pinAdd a dynamic input pin
remove_pcg_dynamic_input_pinRemove a dynamic input pin
add_pcg_graph_parameterAdd a graph-level user parameter
remove_pcg_graph_parameterRemove a graph parameter
rename_pcg_graph_parameterRename a graph parameter
set_pcg_graph_parameter_valueSet a graph parameter's default value
set_pcg_graph_parameter_typeChange a graph parameter's type
set_pcg_subgraph_targetRe-target a subgraph node
get_pcg_subgraph_overridesList subgraph parameter overrides
set_pcg_subgraph_overrideOverride a subgraph parameter
reset_pcg_subgraph_overrideClear a subgraph parameter override, putting the target graph default back
validate_pcg_graphValidate a PCG graph
get_pcg_graph_errorsRead cached graph validation findings
layout_pcg_graphAuto-layout the graph
add_pcg_commentAttach a comment to the graph
force_regen_pcg_componentsGenerate() all components bound to a graph
cancel_pcg_generationCancelGeneration() on all components
pause_pcg_regenToggle UPCGComponent::bActivated for a graph
set_pcg_node_property_pathSet a nested PCG node property via a property path
get_pcg_node_propertyRead a nested PCG node property value
list_pcg_node_property_pathsDiscover nested property paths on a PCG node
add_pcg_node_property_array_elementAppend or insert an element into a PCG node TArray property
remove_pcg_node_property_array_elementRemove an element from a PCG node TArray property
set_pcg_node_property_classReplace an instanced FObjectProperty with a NewObject of a specified class
set_pcg_custom_hlsl_kernel_typeSwitch a Custom HLSL node's kernel type (mirrors the engine's SetKernelType)
set_pcg_static_mesh_spawner_meshesSet a Static Mesh Spawner's weighted mesh list in one call
pcg_generate_componentCall UPCGComponent::Generate on the named actor
pcg_cleanup_componentCall UPCGComponent::Cleanup on the named actor
pcg_generate_localCall UPCGComponent::GenerateLocal(Trigger, bForce, Grid)
pcg_cleanup_localCall UPCGComponent::CleanupLocal(bRemoveComponents)
pcg_cleanup_local_immediateCall UPCGComponent::CleanupLocalImmediate, synchronous, no delayed tasks
pcg_cancel_component_generationCall UPCGComponent::CancelGeneration on the named actor
pcg_set_component_graphCall UPCGComponent::SetGraph to assign a PCG graph to a component
pcg_get_generated_outputRead the last generated FPCGDataCollection from a component
pcg_clear_pcg_linkCall UPCGComponent::ClearPCGLink, detach generated content into a standalone actor
pcg_is_partitionedCheck whether a UPCGComponent is partitioned
pcg_list_partition_actorsList APCGPartitionActors in the world, optionally filtered by an original PCG component
pcg_get_partition_actor_infoGet detailed info on one APCGPartitionActor by name
pcg_aggregate_partition_outputAggregate generated output across all partition actors of a partitioned PCG component
pcg_schedule_graphNot available: always refuses; use pcg_set_component_graph then pcg_schedule_component
pcg_schedule_componentSchedule a PCG component's own graph for async execution
pcg_schedule_cleanupSchedule cleanup of a PCG component's graph
pcg_schedule_refreshRefresh a PCG component on the current or next frame (editor only)
pcg_generate_all_componentsGenerate every registered PCG component in the world (editor only)
pcg_cleanup_all_componentsCleanup every registered PCG component in the world (editor only)
pcg_refresh_runtime_gen_sourcesRefresh all GenerateAtRuntime PCG execution sources
pcg_dirty_runtime_gen_sourcesMark all runtime-gen PCG execution sources as dirty (5.8+ only)
pcg_refresh_all_components_filteredRefresh PCG components matching a filter predicate (editor only)
pcg_flush_cacheFlush PCG results cache and compiled-graph cache
pcg_runtime_generation_refreshClean up and re-generate all runtime-gen PCG components including partition actors
pcg_refresh_pcg_runtime_componentRefresh a single GenerateAtRuntime PCG component (optionally flushing cache first)
pcg_build_landscape_cacheBuild the PCG landscape cache for the current world
pcg_clear_landscape_cacheClear the PCG landscape cache for the current world
pcg_is_inspectingCheck whether per-node inspection is enabled on a UPCGComponent
pcg_enable_node_inspectionEnable per-node inspection on a UPCGComponent
pcg_disable_node_inspectionDisable per-node inspection on a UPCGComponent
pcg_was_node_executedCheck whether a node's task executed during the last generation
pcg_has_node_produced_dataCheck whether a node produced data in the last execution
pcg_get_node_inactive_pin_maskGet the bitmask of output pins deactivated by dynamic branching
pcg_did_node_trigger_gpu_to_cpu_readbackCheck whether a node triggered a GPU->CPU readback during last execution
pcg_did_node_trigger_cpu_to_gpu_uploadCheck whether a node triggered a CPU->GPU upload during last execution
pcg_node_applied_data_overridesCheck whether data overrides were applied to a node during last execution
pcg_inspect_node_outputInspect a node's output data collection (compact, AI-friendly summary)
pcg_inspect_partition_node_outputInspect a node's output across ALL partition cells of a partitioned PCG component
pcg_list_executed_nodesList all nodes executed during last generation (compact)
pcg_clear_inspection_dataClear cached inspection data on a UPCGComponent
Procedural Vegetation
9 toolsTrees and plants, grown from commands. A Procedural Vegetation asset is a PCG graph, so every PCG command works on one and the whole growth pipeline is authored the same way you author any other graph. Search the add node menu the editor itself renders, then read a node's full schema: every property path, its type and default, the tooltip Epic wrote for it, the valid values of every enum, the clamp and slider ranges, and the condition that decides whether it does anything at all. Write the schema to a file when a node has hundreds of settings, so discovery never floods the answer. Create an asset empty or from one of Epic's samples, grow a trunk with branching, gravity, phototropism and senescence, skin it with a mesh builder and a trunk profile, scatter foliage over it, and export the finished plant to mesh assets by driving the editor's own export, dialog included, with no click. Preview any node in the viewport without regenerating the graph, and dump a graph's authored configuration to compare two trees. Unreal Engine 5.8 and later.
search_pv_nodesSearch the Procedural Vegetation add-node menu (UE 5.8 only)
list_pv_node_categoriesList Procedural Vegetation node categories with node counts (UE 5.8 only)
describe_pv_nodesGet full schema for one or more Procedural Vegetation nodes (UE 5.8 only)
export_pv_schemaWrite the full Procedural Vegetation node schema to a JSON file (UE 5.8 only)
create_procedural_vegetationCreate a Procedural Vegetation asset (UE 5.8 only)
export_procedural_vegetationExport a Procedural Vegetation asset to mesh assets (UE 5.8 only)
preview_pv_nodePreview a node's output in the open editor viewport (UE 5.8 only)
export_pcg_graph_configDump a PCG/vegetation graph's AUTHORED configuration to a file (UE 5.8 only)
list_pv_samplesList Procedural Vegetation assets available as creation samples (UE 5.8 only)
Materials
52 toolsMaterial graphs, instances, functions, function instances, material layers, and parameter collections. Build expressions, connect pins, set parameters, trace connections, validate, and apply materials to actors.
create_materialCreate a new Material
create_material_instanceCreate a Material Instance
build_material_graphBuild complete node graph in one atomic call
get_material_infoInspect material properties, parameters, textures
set_material_propertiesBulk-set material properties
recompile_materialForce recompile and save
apply_materialApply edits to the asset (clicks the editor's Apply button)
get_material_errorsGet material compilation errors
material_statsReport the engine's own shader cost counters for a material
add_material_commentsAdd comment boxes to material graph
get_material_graph_nodesRead graph nodes with verbosity control
get_material_expression_infoInspect one material expression node with its available pins
get_material_property_connectionsShow which material outputs (BaseColor, etc.) are connected
add_material_expressionAdd a material expression node
connect_material_expressionsConnect two material expression nodes
delete_material_expressionDelete a material expression by index
set_material_expression_propertySet a property on a material expression
move_material_expressionMove a material expression node
duplicate_material_expressionDuplicate a material expression
layout_material_graphAuto-layout the material graph (data-flow, right-to-left)
layout_material_expressionsAuto-layout all material expressions (alias of layout_material_graph)
layout_material_function_graphAuto-layout a Material Function graph (data-flow, right-to-left)
get_material_instance_parametersGet all parameters of a material instance
set_material_instance_parameterSet a parameter on a material instance
set_material_instance_parentReparent a material instance
clear_material_instance_parameterClear a parameter override (revert to parent)
list_material_expression_typesList available material expression types
get_expression_type_infoLook up pins & properties for a node type
get_available_material_pinsQuery available material output pins
disconnect_material_expressionDisconnect a specific input pin
search_material_functionsFind Material Functions by name
validate_material_graphDiagnose orphaned, dead-end, and unconnected nodes
trace_material_connectionTrace upstream/downstream from a node
cleanup_material_graphDelete orphaned/dead-end nodes
create_material_functionCreate a new Material Function asset
create_material_function_instanceCreate a Material Function Instance
set_material_function_instance_parameterOverride a parameter on a Material Function Instance
get_material_function_instance_parametersRead overrides on a Material Function Instance
set_material_layersSet the material attribute layer stack (base or instance)
get_material_layersRead the material attribute layer stack
get_material_function_infoInspect a Material Function
build_material_function_graphBuild complete MF node graph in one call
add_material_function_inputAdd a FunctionInput pin
add_material_function_outputAdd a FunctionOutput pin
set_material_function_inputModify an existing FunctionInput
set_material_function_outputModify an existing FunctionOutput
validate_material_functionValidate a Material Function
cleanup_material_functionCleanup orphaned nodes in a Material Function
create_material_parameter_collectionCreate a Material Parameter Collection
set_material_parameter_collection_parameterAdd or update an MPC scalar/vector entry
get_material_parameter_collectionList all entries of a Material Parameter Collection
delete_material_parameter_collection_parameterRemove an entry from a Material Parameter Collection
Gameplay Ability System
25 toolsBuild the systems behind health, stamina, buffs and abilities. Create attribute sets and their attributes, author gameplay effects with the numbers they change and the behaviour they carry, make abilities and build their logic, and wire up the gameplay cues that play when they fire. Manage the whole gameplay tag library too, with one ranked search across tags, attributes, effects and abilities that can be pointed at a single branch instead of the whole project.
list_gameplay_tagsList gameplay tags with source, comment and children
get_gameplay_tagRead one tag's comment, sources, parent and children
add_gameplay_tagAdd a gameplay tag to an ini source
remove_gameplay_tagRemove a gameplay tag from its ini source
rename_gameplay_tagRename a tag, leaving a redirector behind
add_gameplay_tag_sourceCreate a new tag source ini
list_gameplay_tag_sourcesList tag sources and which are writable
validate_gameplay_tagsCheck the tag library and return a verdict
list_attribute_setsList AttributeSet classes, including unopened Blueprints
list_attributesList an AttributeSet's attributes with defaults
create_attribute_setCreate a Blueprint AttributeSet, optionally with attributes
add_attributeAdd an attribute to a Blueprint AttributeSet
validate_attribute_setCheck an AttributeSet and return a verdict
create_gameplay_effectCreate a GameplayEffect Blueprint
list_gameplay_effect_componentsList the effect component classes this engine has
add_gameplay_effect_componentAttach a gameplay effect component
remove_gameplay_effect_componentRemove a gameplay effect component by class
set_gameplay_effect_modifierAdd or edit a modifier on a gameplay effect
validate_gameplay_effectRun the engine's own validation over an effect
create_gameplay_abilityCreate a GameplayAbility Blueprint
create_gameplay_cue_notifyCreate a cue notify Blueprint bound to its cue tag
list_gameplay_cue_notifiesList cue notify assets and the tag each answers to
validate_gameplay_cuesCross-check cue tags against notifies, both directions
search_gasRanked bulk search across tags, attributes, effects and abilities
get_ability_system_infoInspect an actor's AbilitySystemComponent
World Building
55 toolsShape the world itself. Create and sculpt landscape, generate terrain that erodes into real drainage networks, carve rivers that lower the ground they run through, scatter foliage, place volumes and splines, build lighting and navigation, and drive World Partition: find actors that are streamed out, load and pin regions, manage data layers, HLOD layers and runtime grids, and run the builders.
paint_landscape_layersPaint every landscape layer in one normalised pass
create_volumeSpawn a volume with real brush geometry at a given size
validate_volumeVerify a volume has brush geometry and actually does something
create_landscapeCreate a landscape at a chosen resolution
sculpt_landscapeSculpt landscape heights with a shape
paint_landscape_layerPaint a landscape weight layer
get_landscape_infoRead a landscape's resolution, scale, height range and layers
clear_landscape_splinesRemove all landscape splines
add_landscape_splineDeform the landscape along a spline
edit_terrain_regionEdit one region of an existing landscape
add_riverCarve a river into an existing landscape
generate_terrainGenerate a complete eroded terrain into a landscape
validate_landscapeVerify a landscape is usable
build_lightingStart a Lightmass lighting build
lighting_build_statusPoll a lighting build
recapture_skyRecapture sky lights
update_reflection_capturesFlush or fully rebake reflection captures
validate_lightingVerify lighting is built
build_navigationStart a navigation mesh build (asynchronous)
navigation_build_statusPoll an in-flight navigation build
validate_navigationVerify navigation is built and actually pathable
set_spline_pointsSet or append a spline's points
set_spline_pointEdit one spline point: location, tangents, rotation, scale, type
get_splineRead a spline's points, length and sampled transforms
validate_splineVerify a spline is usable
add_componentAdd a component to a placed actor in the level
create_foliage_typeCreate a foliage type asset from a static mesh
scatter_foliagePlace foliage in a reproducible pattern (the brush, without the brush)
clear_foliage_instancesRemove placed foliage instances, keeping the types
remove_foliage_typeRemove a foliage type from the level entirely
get_foliage_infoList foliage types in the level with instance counts
validate_foliageVerify placed foliage is actually going to render
list_editor_modesList the editor modes this build registers, and which is active
set_editor_modeSwitch the level editor to a mode by id
apply_terrain_processRun one geomorphic process over an existing landscape
regenerate_terrain_regionRegenerate one region of a landscape and merge it seamlessly
get_world_partition_infoReport a World Partition level's grids, data layers and loaded actor counts
list_world_partition_actorsList every actor in a partitioned level without loading it
load_world_partition_regionLoad a region of a partitioned level so its actors can be edited
unload_world_partition_regionRelease a region loaded by load_world_partition_region
pin_world_partition_actorsKeep matched actors loaded regardless of camera position
set_actor_spatially_loadedSet whether an actor streams with the grid or is always loaded
create_data_layerCreate a data layer asset and an instance of it in this world
list_data_layersList data layers with type, parent, state and actor counts
assign_actors_to_data_layerAdd or remove matched actors to a data layer
set_data_layer_stateSet a data layer's editor visibility, editor loading and initial runtime state
remove_data_layerRemove a data layer instance from this world
create_hlod_layerCreate an HLOD layer asset
list_hlod_layersList HLOD layer assets with type, cell size, loading range and parent
set_actor_hlod_layerAssign an HLOD layer to matched actors, or clear the override
build_world_partitionRun a World Partition builder (hlod, minimap, navigation, foliage...)
set_world_partition_settingsSet any editable UWorldPartition property by reflection
set_runtime_gridAdd, edit or remove a named runtime grid
set_actor_runtime_gridPut matched actors onto a named runtime grid
validate_world_partitionCheck a partitioned world is actually partitioned
Behavior Trees
24 toolsAuthor AI behaviour end to end. Create a Behavior Tree and its Blackboard, place composites and tasks, attach decorators and services inline, wire the branches in the order they should run, then compile, tidy the layout and validate. Read a tree while the game is running to see which branch it took and why, and round trip a whole tree as one document to clone, diff or patch it.
search_bt_nodesSearch Behavior Tree node classes, ranked
get_bt_node_type_infoRead a node class: its properties and what each accepts
list_blackboard_key_typesList available blackboard key types
create_behavior_treeCreate a Behavior Tree with its graph and Root node
create_blackboardCreate a Blackboard
set_bt_blackboardAttach a Blackboard to a Behavior Tree, or set what it inherits from
create_bt_node_blueprintCreate a Blueprint task, service or decorator
get_behavior_treeRead a Behavior Tree as a tree
get_blackboardRead a Blackboard's keys
validate_behavior_treeCheck a Behavior Tree and return a verdict
add_bt_nodeAdd composites and tasks to a Behavior Tree
add_bt_subnodeAttach decorators and services to a node
connect_bt_nodesRe-parent a node or change its sibling order
remove_bt_nodeRemove a node, a subtree, or a sub-node
set_bt_node_propertySet properties on a node, decorator or service
compile_behavior_treeRebuild the runtime node chain from the graph
arrange_behavior_treeAuto-arrange the graph layout
add_bt_composite_decoratorCombine decorators with AND, OR or NOT
get_bt_runtimeInspect Behavior Trees running in play
control_bt_runtimeStart, stop, restart, pause or resume running logic
set_bt_dynamic_subtreeSwap the subtree behind a Run Behavior Dynamic task
add_blackboard_keysAdd keys to a Blackboard
remove_blackboard_keyRemove a key from a Blackboard
set_blackboard_keyRename, retype or edit a Blackboard key
Environment Queries
12 toolsBuild the queries AI uses to make spatial decisions. Create an Environment Query, add its generators, options and tests, tune the scoring that ranks results, then validate it and run it to see exactly what it returns. Answers the questions AI asks constantly: where to stand, which cover to take, which target is worth chasing.
search_eqs_nodesSearch EQS generators, tests and contexts, ranked
get_eqs_node_type_infoRead an EQS generator, test or context class
create_env_queryCreate an Environment Query
get_env_queryRead a query's options and tests
add_eqs_optionAdd a generator option to a query
remove_eqs_optionRemove an option from a query
add_eqs_testAdd a test to an option
remove_eqs_testRemove a test from an option
set_eqs_node_propertySet a property on a generator or a test
validate_env_queryCheck a query and return a verdict
run_env_queryRun a query in the editor and return the engine's debug view
get_eqs_runtimeDuring play, the EQS queries each actor last ran
StateTree
42 toolsAuthor StateTree assets. States, transitions, tasks, evaluators, conditions, global tasks, parameters, bindings, compilation.
get_statetree_infoGet StateTree overview (schema, counts)
export_statetreeExport a StateTree to a complete self-contained JSON file
get_statetree_statesGet state hierarchy tree
get_statetree_stateGet detailed info for a single state
get_statetree_evaluatorsGet global evaluators with properties
get_statetree_global_tasksGet global tasks with properties
get_statetree_parametersGet tree-level parameters
get_statetree_nodeGet detailed info for a single node by GUID
get_statetree_bindingsGet property bindings with full path details
get_statetree_full_infoGet complete StateTree data in one call
search_statetree_nodesSearch for nodes by class name or category
create_statetreeCreate a new StateTree asset
add_statetree_stateAdd a state to the tree
add_statetree_taskAdd a task to a state
add_statetree_evaluatorAdd a global evaluator
add_statetree_global_taskAdd a global task
add_statetree_conditionAdd a condition to state enter or transition
add_statetree_considerationAdd a utility consideration to a state
add_statetree_transitionAdd a transition to a state
add_statetree_parameterAdd a tree-level parameter
set_statetree_parameterSet the value of an existing tree-level parameter
set_statetree_state_propertySet a property on a state
set_statetree_node_propertySet a property on a task/evaluator/condition
set_statetree_transition_propertySet a property on a transition
set_statetree_schemaChange the schema of a StateTree
set_statetree_component_treeAssign a StateTree asset to a StateTree component (placed actor or Blueprint)
add_statetree_bindingAdd a property binding between nodes / tree parameters
bind_statetree_delegateBind a delegate dispatcher to a listener
bind_statetree_task_completionBind a listener to a task's completion (UE 5.8+)
set_statetree_colorAdd or update a theme color
remove_statetree_stateRemove a state and its children
remove_statetree_nodeRemove a task/evaluator/condition by GUID
remove_statetree_transitionRemove a transition from a state
remove_statetree_bindingRemove a property binding
remove_statetree_parameterRemove a tree-level parameter
compile_statetreeCompile a StateTree and return errors
list_statetree_node_typesList available task/evaluator/condition types
get_statetree_binding_sourcesList valid binding sources for a node (context/params/functions)
search_statetree_propertiesDeep type-aware property search across a node's binding sources
list_statetree_schemasList available StateTree schema classes
get_statetree_transition_targetsList valid transition targets for a StateTree
list_statetree_enum_valuesList valid enum values for StateTree properties
Sequencer
220 toolsAuthor Level Sequences end to end. Create sequences and cameras, bind actors as possessables or spawnables, add transform, property, audio, and skeletal animation tracks, keyframe any channel with interpolation and tangents, add camera cuts, subsequences, marked frames, and folders, then render to video through the Movie Render Queue.
create_level_sequenceCreate a new Level Sequence asset
open_level_sequenceOpen a Level Sequence in the Sequencer editor
get_sequence_infoRead timeline settings + binding/track counts
set_playback_rangeSet the playback range (frames or seconds)
set_display_rateSet the display rate / FPS
set_tick_resolutionSet the tick resolution (migrating)
add_possessableBind an existing level actor as a possessable
add_spawnable_from_classAdd a spawnable binding from a class
add_spawnable_from_actorAdd a spawnable binding from a level actor template
list_bindingsList bindings (possessables + spawnables), filterable by type/name
rename_bindingRename a binding by GUID
remove_bindingRemove a binding by GUID
convert_to_spawnableConvert a possessable binding to spawnable
convert_to_possessableConvert a spawnable binding to possessable
list_track_typesList available track classes (reflection)
list_tracksList tracks on a binding (or root tracks)
add_trackAdd an object-bound track to a binding
add_root_trackAdd a root/master track (camera cut, audio...)
remove_trackRemove a track by index
add_sectionAdd a section to a track
list_sectionsList sections on a track (display-rate frames; reports ease_in/ease_out and blend_type when set)
set_section_rangeSet a section's range (frames or seconds)
remove_sectionRemove a section by index
set_track_propertySet a property on a track (universal writer)
set_section_propertySet a property on a section (universal writer)
list_channelsList a section's animatable channels
add_keyAdd a keyframe to a channel
list_keysList keys on a channel (compact: time + value, one shared interp)
remove_keyRemove a key from a channel by index or by frame
set_channel_defaultSet or clear a channel's default value
add_transform_keysDEPRECATED: use add_keys. Key location/rotation/scale on a transform section in one call
create_cameraSpawn a cine camera and bind it in the sequence
add_camera_cutAdd a camera cut to the camera (auto-creates the cut track)
render_sequenceRender a Level Sequence to disk via Movie Render Queue (async)
render_statusReport Movie Render Queue progress + written files
set_key_valueSet an existing key's value (float/double channel)
set_key_timeMove an existing key in time
set_key_interpolationSet a key's interpolation + tangent mode
set_key_tangentSet a key's tangents (arrive/leave + weights)
set_channel_extrapolationSet channel pre/post-infinity extrapolation (looping)
copy_keysRead a channel's keys into a portable payload
paste_keysWrite a copy_keys payload onto a channel at an offset
offset_keysShift every key on a channel (or section) by a delta
retime_keysMove keys explicitly, or scale a range about a pivot
reduce_keysKey reduction / curve optimise within a tolerance
tween_keysBlend selected keys with one of the editor's blend tools
key_all_at_frameKey every channel of a binding at one frame (current value)
bake_channel_keysSample a channel per frame over a range and write keys
set_track_muteMute or unmute a track or one of its rows (headless)
set_track_soloSolo or unsolo a track or one of its rows (headless)
set_track_eval_disabledDisable or enable evaluation of a track or row (saved; not mute)
list_outliner_stateMute/solo/eval-disabled/colour/sort/lock state per binding, track, row and section
set_section_flagsSet a section's active, locked, row, colour, pre-roll and post-roll
set_track_colorSet a track's colour tint
set_track_display_nameRename a track or one of its rows
set_track_sortingSet a track's sort order among its siblings
set_binding_sortingSet a binding's sort order among its siblings
add_child_folderCreate a folder nested under another folder
rename_sequence_folderRename a sequence folder
set_folder_colorSet a sequence folder's colour
remove_from_folderUnlink a binding or root track from a folder
remove_sequence_folderRemove a folder (its contents return to the root)
sequencer_selectSet the Sequencer selection (window-gated)
sequencer_get_selectionRead the Sequencer selection (window-gated)
sequencer_playbackDrive the open Sequencer: play, pause, play_to, speed, loop, lock (window-gated)
sequencer_window_statusCurrent/focused sequence, playing, speed, loop, lock and camera-cut lock of the open Sequencer
add_subsequence_on_rowAdd a sub-sequence on a given row of the existing shot track
set_subsequence_paramsSet a sub-section's bias, time scale, loop, offsets, sequence or shot name
set_shot_display_nameRename a cinematic shot section
list_sub_sequencesSub-sequence/shot sections with ranges, bias, time scale and loop settings
list_camera_cutsCamera cuts with binding, range, ease, lock-previous, plus track blend settings and gaps
set_camera_cutRetarget, retime, ease or lock-previous one camera cut
set_camera_cut_trackCamera cut track settings: can_blend, auto-manage sections, rearrange
remove_camera_cutRemove one camera cut
set_spawnable_templateEdit the spawnable's template actor (any property, any component)
set_spawnable_ownershipSpawn ownership, continuous respawn and net-addressable name of a spawnable
set_custom_bindingConvert a binding to a custom binding class (headless)
list_custom_bindingsCustom binding class and properties per binding
list_binding_tagsEvery binding tag and the bindings it marks
remove_binding_tagUnregister a binding tag sequence-wide
repair_bindingsFind (and optionally prune) possessable references that no longer resolve
get_director_blueprintReport the sequence's director Blueprint and its functions
set_conditionPut a condition on a section, track or track row (native on 5.6/5.7/5.8)
get_conditionRead the condition on a section, track or track row
clear_conditionRemove the condition from a section, track or track row
add_event_keyKey an event bound to a director-Blueprint endpoint, with payload values
copy_sectionsCopy sections into a portable payload (also lands on the OS clipboard)
paste_sectionsPaste a copy_sections payload onto a track at a frame
copy_tracksCopy tracks into a portable payload (also lands on the OS clipboard)
paste_tracksPaste a copy_tracks payload into a sequence (bound tracks need a target binding)
add_dynamic_binding_resolverCreate a director-Blueprint resolver function for a binding (dynamic binding)
set_dynamic_bindingPoint a binding's dynamic binding at an existing director-Blueprint function
add_condition_endpointPut a director-Blueprint condition on a section, track or row and create its function
export_sequence_fbxExport a Level Sequence to FBX (headless)
import_sequence_fbxImport an FBX onto a Level Sequence's bindings (headless, no dialog)
export_anim_sequenceBake a binding's animation to an AnimSequence asset
export_anim_sequence_asyncBake to an AnimSequence after a delay (5.7+), letting spawnables settle first
link_anim_sequenceLink an existing AnimSequence to a binding
list_linked_anim_sequencesLinked AnimSequences of a sequence, or the sequence an AnimSequence links to
clear_linked_anim_sequencesDrop every AnimSequence link from a sequence
import_fbx_to_control_rigImport an FBX onto a binding's Control Rig track channels
export_fbx_from_control_rigExport a binding's Control Rig track channels to FBX
list_render_queueJobs in the Movie Render Queue with config mode, presets and shots
add_render_jobAdd a render job for a Level Sequence to the Movie Render Queue
remove_render_jobRemove a job from the Movie Render Queue
duplicate_render_jobDuplicate a job in the Movie Render Queue
set_render_job_configAssign a preset, a graph preset, a config mode or setting values to a job
set_render_shotEnable/disable a shot or give it an override config or graph preset
save_render_queueSave the Movie Render Queue as an asset and/or a manifest file
load_render_queueReplace the Movie Render Queue from a queue asset or a manifest file
cancel_renderCancel the active render (editor queue and CLI-started renders)
list_render_presetsPrimary, shot and graph render config assets in the project
start_take_recordingStart a headless Take Recorder take (the Sequencer window is not opened)
stop_take_recordingStop the active take and report the recorded sequence
cancel_take_recordingCancel the active take
take_recorder_statusTake Recorder plugin/enabled/recording state and the pending sources
add_take_sourceAdd actor (or other) sources to the pending take
list_take_sourcesPending take sources
list_takesRecorded takes for a slate
set_section_easingSet section ease-in/out (fade) length
set_section_blend_typeSet section blend type (additive layering)
add_audioAdd a sound on a master audio track
add_subsequenceAdd a sub-sequence (shot) on a cinematic shot track
add_event_sectionAdd an event track section (repeater/trigger)
add_timewarpAdd a time-warp track with a fixed play rate
add_marked_frameAdd a timeline marker
list_marked_framesList timeline markers
remove_marked_frameRemove a timeline marker by index
add_folderAdd a root folder (organization)
list_sequence_foldersList root folders
add_to_folderAdd a binding or root track to a folder
set_evaluation_typeSet evaluation type (framelocked/withsubframes)
tag_bindingAdd a tag to a binding
untag_bindingRemove a tag from a binding
get_bindingDeep report for one binding: tracks, sections, channels (filterable), optional keys
evaluate_channelsEvaluate channel value(s) at a frame/time (e.g. Location.X at frame 500)
set_playheadMove the Sequencer timeline bar to a frame/time (sequence must be open)
get_playheadRead the Sequencer playhead position (sequence must be open)
set_playback_statePlay or pause the open Sequencer
list_animatable_propertiesList keyable properties of a binding's object/component (discover what you can animate)
possess_componentPossess an actor's component as a child binding (needed to animate LightColor/Intensity)
add_property_trackAdd a property track bound to a property (auto-picks track class); enables color/intensity/etc.
add_keysBatch-add keys to multiple channels of a section in ONE call
validate_sequenceVerdict for a whole sequence: broken bindings, dead sections, missing assets, compile state
evaluate_sequenceScrub a headless player to a frame and read back what the bindings actually evaluate to
add_skeletal_animationAdd an animation to a skeletal-mesh binding; loops to fill the section by default
list_control_rigsControl Rig tracks on a sequence, with their rig class and priority
list_rig_controlsThe channel map: every control's channel indices, kinds, labels and mask state
add_control_rig_trackAdd a Control Rig track + section to a binding, headless
add_control_rig_keyKey one control at one frame
add_control_rig_keysBatch: N controls x M frames on a rig section in ONE call and one undo step
list_control_rig_keysRead a rig section's keys back per control and channel
remove_control_rig_keysDelete a control's keys, all of them or inside a frame range
set_control_rig_control_defaultSet a control's channel defaults - the value it holds with no keys
set_control_rig_controls_maskShow or hide controls on a rig section
set_control_rig_apply_modeSet an FK Control Rig track's apply mode
set_control_rig_prioritySet a Control Rig track's evaluation priority order
rename_control_rig_channelsRepoint a track's channels at renamed rig controls
add_control_rig_anim_layerAdd an anim layer for some controls of a rig track
remove_control_rig_anim_layerDelete one anim layer and its sections
duplicate_control_rig_anim_layerCopy one anim layer with its keys
merge_control_rig_anim_layersMerge two or more anim layers into the lowest one
set_control_rig_anim_layerChange an anim layer: name, weight, type, mute, lock, key target, controls
reorder_control_rig_anim_layerMove an anim layer to another index (UE 5.8+)
get_control_rig_world_transformRead controls in WORLD space at given frames
set_control_rig_world_transformKey a control at a WORLD transform on given frames
move_control_rig_space_keyMove one space key of a control to another frame
move_constraint_keyMove one activation key of a timeline constraint to another frame
compensate_control_rig_spaceAdd the transform keys that stop a control jumping at a space key
compensate_timeline_constraintAdd the transform keys that stop a constrained control jumping at an activation key
bake_timeline_constraintBake a timeline constraint into plain keys on the child
list_control_rig_anim_layersRead the sequence's Control Rig anim layers (index, name, weight, type, controls)
select_control_rig_controlsSelect controls of a rig track
get_control_rig_selectionRead which controls of a rig track are selected
mirror_control_rig_poseMirror the pose of some controls to or from the other side
reset_control_rig_controlsPut controls back to their default values
tween_control_rigKey controls between their key before and their key after
replace_control_rigChange the rig of a Control Rig track and keep its keys
create_control_rig_poseSave the pose of a Sequencer rig as a pose asset
paste_control_rig_posePaste a pose asset onto a Sequencer rig
get_control_rig_poseRead the controls a pose asset holds
rename_control_rig_pose_controlRename one control inside a pose asset
get_control_rig_track_settingsRead the rig settings of a Control Rig track: the public variables of its rig
set_control_rig_track_settingsSet public variables of a track's rig and build the rig again with them
get_control_rig_rotation_ordersRead the rotation order each control uses on a Control Rig track
sync_control_rig_rotation_ordersConvert the rotation keys of a track to the rotation order the rig has now
list_control_rig_selection_setsList the selection sets of a Level Sequence (UE 5.7+)
create_control_rig_selection_setMake a selection set from controls of a rig track, or mirror a set (UE 5.7+)
set_control_rig_selection_setRename a selection set, change its colour or row, add or remove controls (UE 5.7+)
remove_control_rig_selection_setRemove one selection set, or all of them (UE 5.7+)
apply_control_rig_selection_setUse a selection set: select, deselect, show, hide, isolate, show all or key its controls (UE 5.7+)
validate_control_rig_trackVerdict for the rig tracks: rig class resolvable, every control has channels, mask consistent
add_control_rig_space_keyKey a space switch on a rig control (world, default parent, another control, or a bone)
list_control_rig_space_keysSpace keys per control: keyed frames, the unique space list, and the resulting intervals
remove_control_rig_space_keyDelete one space key from a control's space channel
add_timeline_constraintConstrain a rig control or actor to another, with an activation channel on the rig section
list_timeline_constraintsConstraints on a rig section: name, type, child, parent, and their activation keys
set_constraint_active_keyKey a timeline constraint on or off at a frame
remove_constraint_keyDelete one constraint activation key
load_anim_into_control_rigBake an AnimSequence onto a Control Rig section, headless
bake_to_control_rigBake a skeletal binding's animation onto a new Control Rig track (needs an open Sequencer)
export_control_rig_to_anim_sequenceExport a binding's animation back out to an AnimSequence (needs an open Sequencer)
smart_reduce_control_rigKey reduction tuned for rig channels (needs an open Sequencer)
snap_control_rigSnap controls onto an actor or another control over a frame range (needs an open Sequencer)
collapse_control_rig_anim_layersFlatten every section and layer on a rig track into one (needs an open Sequencer)
bake_control_rig_spaceBake space switches into plain keys over a range (needs an open Sequencer)
set_control_rig_layered_modeToggle a rig track between layered/additive and absolute (needs an open Sequencer)
refresh_control_rig_trackRebuild a rig track's instance against the blueprint's current compiled class, keeping the keys
list_mixer_layersLayers of an Animation Mixer track (UE 5.8+, MovieSceneAnimMixer plugin)
add_mixer_layerAppend or insert a layer on an Animation Mixer track (UE 5.8+)
set_mixer_layer_nameRename a mixer layer (UE 5.8+)
add_mixer_animationPut an animation sequence on a mixer layer (UE 5.8+); overlapping sections on one layer auto-create a crossfade transition
add_mixer_child_trackPut a child track (e.g. MovieSceneControlRigParameterTrack) on an empty mixer layer (UE 5.8+)
list_mixer_transitionsTransitions on an Animation Mixer track (UE 5.8+)
set_mixer_transition_typeChange a transition's class, e.g. MovieSceneAnimInertialDeadBlendTransitionSection (UE 5.8+)
list_decorationsDecorations on a track, section or mixer layer plus the compatible classes (UE 5.8+)
add_decorationAdd a decoration (weight, mask, mirroring, root motion target...) to a track, section or mixer layer (UE 5.8+)
remove_decorationRemove a decoration from a track, section or mixer layer (UE 5.8+)
set_mixer_layer_weightSet a mixer layer's weight as a default or a key (UE 5.8+); creates the Layer Weight decoration and its section on demand
validate_mixer_trackVerdict on an Animation Mixer track: layers, section/child-track exclusivity, transitions (UE 5.8+)
Level Actors
58 toolsSpawn, find, select, transform, and delete actors, and place or revert a whole layout in one call. Read and write any reflected property, frame the viewport on an actor, screenshot, and start or stop Play In Editor. Create, open, and save levels, drop a full lighting rig with presets, and read a level as a compact scene map.
get_actors_in_levelList all actors in the current level
find_actors_by_nameFind actors by name pattern
spawn_actorSpawn an actor in the level
search_classesSearch available UClasses by name, optionally filtered by a base class
delete_actorDelete an actor from the level
set_actor_transformSet actor location/rotation/scale
spawn_blueprint_actorSpawn a Blueprint actor instance
spawn_actor_from_classSpawn an actor from a class name
get_selected_actorsGet currently selected viewport actors
get_world_infoGet current level info (world name, actor count)
take_screenshotCapture the level viewport or a named editor window to PNG
wait_for_compilationBlock until asset and shader compilation finishes
read_message_logRead an editor Message Log listing
validate_project_assetsRun the project's own data validators over its assets
validate_blueprint_compileCompile a Blueprint and report which nodes failed
validate_collisionFind static meshes with missing or unusable collision
validate_replicationCheck a class for silent multiplayer bugs
list_editor_windowsList open editor windows and asset editors
focus_asset_editorBring an asset's editor tab to the front
list_tabsList editor tabs you can open, and which are open
open_tabOpen any editor tab, docked or in its own window
close_tabClose an open editor tab
set_window_stateMaximize, minimize, restore or raise an editor window
focus_viewportFrame the level viewport on an actor or move the camera
get_scene_mapContext-friendly clustered understanding of the level
get_mesh_infoNative shape/bounds/pivot of a static mesh asset (before placing)
spawn_actors_batchSpawn many actors from one computed array in a single call
delete_actors_batchBulk-delete actors by name/label prefix or an explicit list
move_actors_to_folderPut actors into an outliner folder (organization only)
create_folderCreate an empty outliner folder
delete_folderDelete an outliner folder (and subfolders)
list_foldersList all outliner folders in the level
rename_folderRename/move an outliner folder
group_actorsGroup actors into an editor Group (AGroupActor)
ungroup_actorsDissolve the editor Group(s) containing the given actors
attach_actorsAttach actors as children of a parent (transform hierarchy)
detach_actorsDetach actors from their parent (become independent)
capture_top_downOff-screen orthographic top-down (floor-plan) render to PNG
set_actor_propertySet a property at any nested path on a placed actor
get_actor_property_metadataInspect property type/clamp/enum metadata on a placed actor
get_material_slotsList material element slots (index, slot name, current material, override state) for any target's mesh components, placed actor, Blueprint component template, or a StaticMesh asset
set_materials_batchAssign materials per element slot to any target's mesh components, placed actors, Blueprint component templates, one or many, in a single call
spawn_actor_by_classSpawn ANY AActor subclass, engine, plugin, or Blueprint
find_actorsFlexible actor search by name, label, class, or tag
get_actor_propertiesGet property values from a live placed actor instance
quit_editorClose the connected Unreal Editor the safe way (no process kill)
play_in_editorStart Play-In-Editor (PIE), in the active viewport, or a new window
stop_play_in_editorStop the running Play/Simulate-In-Editor session
list_level_templatesList the New-Level templates the editor offers (Basic, Open World, blanks, project templates)
create_levelCreate and open a new level (blank, partitioned, or from a template)
open_levelOpen an existing level in the editor
save_levelSave the current level in place
save_level_asSave the current level to a new asset path
setup_default_sceneDrop a ready-to-light environment (sun, sky, fog, floor) into the current level, with optional lighting presets
get_undo_historyRead the editor's undo stack, newest first
undoRoll back the last N transactions, as Ctrl+Z does
batchRun many commands in one round trip and one undo step
redoRe-apply the last N undone transactions
Project Settings
3 toolsRead and edit any Project or Editor setting through reflection. Search for a settings section, read its properties and valid values, and change one or many, saved to the right Default config file. Add collision channels and presets, set default maps and game modes, and define console variables.
search_project_settingsSearch Project/Editor Settings sections by name
get_project_settingsRead all properties of a settings section
set_project_settingsSet one or more properties on a settings section and persist to Default*.ini
Blueprints
57 toolsCreate Blueprints from any parent class. Add and edit variables, local variables, functions, event graphs, event dispatchers, and components. Build and wire graph nodes, set class defaults, compile, inspect, and export the whole Blueprint to readable text.
open_blueprint_graphBring a graph to the front in the Blueprint editor
search_parent_classesSearch for classes usable as Blueprint parents
search_typesSearch types by keyword for variables/pins (top-N)
create_blueprintCreate a Blueprint from any parent class
export_blueprintExport a Blueprint as complete reflection-grounded JSON
export_graphRead a graph as the canonical round-trip document
build_graphRebuild a graph from an export_graph document
apply_graph_patchBring a graph in line with a document, changing only what differs
diff_graphCompare a graph document against the live graph
export_objectExport any UObject/asset/struct as reflection-grounded JSON
export_assetExport any graph-bearing asset as reflection-grounded JSON (auto-dispatch)
export_actorExport a placed level actor + its full component hierarchy as JSON
add_component_to_blueprintAdd a component to a Blueprint or a placed actor
set_blueprint_component_propertySet a property on a Blueprint's component template
delete_componentDelete a component from a Blueprint or a placed actor
reparent_componentMove a component under a new parent (or to root)
set_root_componentMake a scene component the root
compile_blueprintCompile a Blueprint
read_blueprint_contentRead complete BP: graph, functions, variables, components
analyze_blueprint_graphAnalyze a graph (nodes, connections, execution flow)
create_blueprint_variableCreate a variable in a Blueprint
create_local_variableCreate a function-local variable
get_blueprint_variable_detailsInspect variable(s) in a Blueprint
set_blueprint_variable_propertiesModify variable properties (full Details panel)
delete_blueprint_variableDelete a variable from a Blueprint
reparent_blueprintChange a Blueprint's parent class
create_blueprint_function_libraryCreate a Blueprint Function Library asset
set_function_propertiesSet Details-panel properties on any blueprint function
create_blueprint_interfaceCreate a Blueprint Interface asset
implement_blueprint_interfaceImplement an interface on a Blueprint class
remove_blueprint_interfaceRemove an implemented interface from a Blueprint
list_blueprint_interfacesList a Blueprint's implemented interfaces
create_blueprint_functionCreate a new function in a Blueprint
override_blueprint_functionOverride a parent-class function or event (My Blueprint > Override)
create_event_graphCreate a new event graph in a Blueprint
rename_event_graphRename an event graph in a Blueprint
delete_event_graphDelete an event graph from a Blueprint
get_blueprint_function_detailsInspect function(s) with graph
add_function_inputAdd input parameter to a function
add_function_outputAdd output parameter to a function
delete_blueprint_functionDelete a function from a Blueprint
rename_blueprint_functionRename a function
create_event_dispatcherAdd an event dispatcher (multicast delegate) to a Blueprint
search_nodesSearch ANY placeable node by keyword (top-N)
list_blueprint_nodesList nodes already in a Blueprint graph (instance GUIDs)
describe_nodeList a node's pins (name/dir/type) WITHOUT placing it
build_blueprint_graphBuild a whole graph fragment at once (nodes + connections)
arrange_blueprint_graphAuto-arrange a whole graph (straight exec spines, clustered inputs, reroute knots)
set_pin_defaultSet one input pin's default literal on a placed node
break_node_linkBreak links on a node pin (disconnect)
insert_node_in_execSplice an existing node into an exec link
add_blueprint_nodeAdd a node to a Blueprint graph
connect_blueprint_nodesWire two nodes together
delete_blueprint_nodeDelete a node by GUID
set_blueprint_node_propertySet node property or perform semantic editing
get_blueprint_class_defaultsRead a Blueprint class's default (CDO) property values
set_blueprint_class_defaultsSet default property values on a Blueprint's class (CDO)
Blueprint Structs and Enums
10 toolsAuthor UserDefinedStruct and UserDefinedEnum assets. Create structs with typed members, add, rename, retype, re-default, and remove fields, and search structs project-wide. Create enums and add, rename, reorder and remove their entries with tooltips, all checked before anything changes.
create_enumCreate a Blueprint enum with its entries
get_enumRead a Blueprint enum's entries
set_enumEdit a Blueprint enum's entries, description and bitflags
validate_enumCheck a Blueprint enum with a verdict
create_blueprint_structCreate a Blueprint struct (UserDefinedStruct), optionally with members
add_blueprint_struct_variableAdd a member variable to a Blueprint struct
set_blueprint_struct_variableRename, retype, re-default, or re-tooltip a struct member
remove_blueprint_struct_variableRemove a member from a Blueprint struct
describe_blueprint_structList a Blueprint struct's members (name, type, default, tooltip)
list_blueprint_structsSearch Blueprint structs in the project (ranked best-match first)
Enhanced Input
21 toolsAuthor Input Actions and Mapping Contexts. Configure triggers, modifiers, key mappings, and inspect available keys.
create_input_actionCreate a new UInputAction asset
get_input_actionRead all properties, triggers, and modifiers of an Input Action
set_input_action_propertiesSet properties on an Input Action
add_input_action_triggerAdd a trigger to an Input Action
add_input_action_modifierAdd a modifier to an Input Action
remove_input_action_triggerRemove a trigger by index
remove_input_action_modifierRemove a modifier by index
list_input_actionsList all UInputAction assets
create_input_mapping_contextCreate a new UInputMappingContext asset
get_input_mapping_contextRead all key mappings with triggers/modifiers
add_key_mappingAdd a key-to-action mapping
remove_key_mappingRemove a mapping by index or action+key
set_key_mappingChange key or action on existing mapping
add_mapping_triggerAdd a trigger to a specific mapping
add_mapping_modifierAdd a modifier to a specific mapping
remove_mapping_triggerRemove a trigger from a mapping
remove_mapping_modifierRemove a modifier from a mapping
list_input_mapping_contextsList all UInputMappingContext assets
list_trigger_typesList all UInputTrigger subclasses with properties
list_modifier_typesList all UInputModifier subclasses with properties
list_input_keysList available FKey values (keyboard, mouse, gamepad)
Asset Management
18 toolsFind, list, import, save, duplicate, rename, and delete assets. Read metadata and properties on any asset.
find_assetsSearch the Asset Registry by class, path, and/or name pattern
list_assetsList assets in a Content Browser directory
get_asset_infoGet asset metadata (class, package, properties)
get_asset_propertiesGet all editable properties of any asset
set_asset_propertySet a single property on any asset
find_referencesFind dependents/dependencies of an asset
open_assetOpen asset in the editor
save_assetSave a specific asset to disk
save_allSave all unsaved (dirty) assets
reload_assetReload an asset from disk, discarding in-memory edits
close_assetClose the asset editor without killing the editor process
delete_assetDelete an asset or directory (checks references)
duplicate_assetCopy an asset to a new location
rename_assetRename/move an asset (auto-fixes references)
import_assetImport external file into Content Browser
import_assets_batchBatch import files into Content Browser
get_selected_assetsGet currently selected Content Browser assets
sync_browserNavigate Content Browser to show an asset
Bulk Asset Ops
5 toolsBatch move, rename, and delete assets with automatic reference repointing. Fix up redirectors, find same-class replacements, and replace references between assets.
move_assetsBatch move/rename assets (auto-fixes references and redirectors)
delete_assetsBatch delete assets (reference-checked unless forced)
fixup_redirectorsFix up and delete redirectors under a content path
find_replacement_candidatesFind same-class assets that can replace a given asset (ranked, top-N)
replace_referencesReplace all references to source assets with a target asset (consolidate)
Data Assets
5 toolsCreate UDataAsset instances and discover their classes and valid property types. Edit their values with the Object Properties commands.
list_data_asset_classesList all loaded UDataAsset subclasses
create_data_assetCreate a new UDataAsset subclass instance
get_property_valid_typesQuery valid dropdown values for a property slot
search_class_pathsSearch for class paths by filter
list_data_assetsList data assets by path/class
Object Properties
3 toolsRead and write nested properties on any UObject by dotted/indexed path: data assets, Mass Entity trait arrays, instanced sub-objects, and widgets or layout slots inside a Widget Blueprint.
describe_objectIntrospect any object's properties (filtered, top-N, with types and enum values)
get_object_propertyRead one property value at a property path
set_object_propertySet, append, or remove properties and array elements at dotted/indexed paths
UMG Widgets
54 toolsCreate Widget Blueprints and build the full UMG tree: add, move, wrap, replace, or remove widgets and edit their widget and slot properties. Wire named slots, navigation, property bindings, widget animations, and MVVM viewmodels with conversion-function bindings.
get_widget_treeGet the widget hierarchy of a Widget Blueprint
add_widgetAdd a widget to a Widget Blueprint
remove_widgetRemove a widget from a Widget Blueprint
move_widgetMove a widget to a new parent
rename_widgetRename a widget
duplicate_widgetDuplicate a widget
create_widget_blueprintCreate a new Widget Blueprint asset
list_widget_typesSearch the widget palette
build_widget_treeAuthor a whole widget hierarchy in one command
wrap_widgetWrap a widget in a new panel
replace_widgetReplace a widget with another class
set_root_widgetSet the tree root widget
get_widget_propertiesRead a widget's properties
set_widget_propertiesSet a widget's properties (faithful)
get_slot_propertiesRead a widget's slot (layout) properties
set_slot_propertiesSet a widget's slot (layout) properties (faithful)
set_widget_is_variableToggle a widget's Is Variable flag
set_widget_editor_modeSwitch a Widget Blueprint between its Designer and Graph tabs
get_widget_class_infoExplain one or many widget classes
set_widget_blueprint_parentReparent a Widget Blueprint
list_named_slotsList the Widget Blueprint's named slots
get_named_slot_contentGet a named slot's content
set_named_slot_contentPlace a widget in a named slot
clear_named_slotClear a named slot
set_widget_navigationSet a widget's navigation rule for a direction
get_widget_navigationGet a widget's navigation
clear_widget_navigationReset a widget's navigation
add_property_bindingBind a widget property to a function (legacy)
remove_property_bindingRemove a legacy property binding
list_property_bindingsList legacy property bindings
list_widget_eventsList a widget's event delegates
add_ui_componentAdd a UI component to a widget (UE 5.8+)
remove_ui_componentRemove a UI component from a widget (UE 5.8+)
list_ui_componentsList a widget's UI components (UE 5.8+)
create_widget_animationCreate a UMG animation
list_widget_animationsList a Widget Blueprint's animations
remove_widget_animationRemove a UMG animation
add_animation_widget_bindingBind a widget to an animation
remove_animation_widget_bindingRemove a widget binding from an animation
add_animation_trackAdd a track to an animation
add_animation_keyAdd a keyframe to an animation track
list_animation_tracksList an animation's tracks
list_animation_keysRead keyframes on an animation track
add_viewmodelAdd an MVVM viewmodel
remove_viewmodelRemove an MVVM viewmodel
rename_viewmodelRename an MVVM viewmodel
list_viewmodelsList MVVM viewmodels
add_mvvm_bindingAdd an MVVM binding
set_mvvm_bindingModify an MVVM binding
list_mvvm_conversion_functionsList MVVM conversion functions
set_viewmodel_settingsSet viewmodel settings
set_variable_field_notifySet variable Field Notify
remove_mvvm_bindingRemove an MVVM binding
list_mvvm_bindingsList MVVM bindings
Data Tables
10 toolsRead, add, update, delete, duplicate, and rename data table rows. Inspect the row struct schema.
create_data_tableCreate a new Data Table with a chosen row struct
list_data_table_row_structsSearch structs usable as Data Table row structures (ranked best-match first)
get_data_table_rowsGet all rows from a Data Table
get_data_table_rowGet a single row by name
get_data_table_schemaGet column names and types from row struct
add_data_table_rowAdd a new row with optional initial data
update_data_table_rowUpdate specific fields on an existing row
delete_data_table_rowDelete a row by name
rename_data_table_rowRename a row in-place
duplicate_data_table_rowCopy a row under a new name
Curves
13 toolsAuthor Curve assets, Curve Tables, and Curve Atlases. Set float, vector, and color curve keys with per key interpolation, tangent modes, and extrapolation, evaluate a curve at any time, edit table rows, and build atlases that refresh the materials using them.
create_curveCreate a Curve asset (float, vector, or linear color)
get_curveRead a curve asset's keys, settings, and ranges
set_curve_keysWrite keys on one sub-curve of a curve asset
delete_curve_keysDelete keys from one sub-curve
import_curveReplace a curve asset's data from JSON or CSV
create_curve_tableCreate a Curve Table (or Composite Curve Table)
get_curve_tableRead a curve table's rows and keys
set_curve_table_rowAdd or update one curve table row
delete_curve_table_rowDelete a row from a curve table
rename_curve_table_rowRename a row in a curve table
import_curve_tableReplace ALL rows of a curve table from CSV or JSON
create_curve_atlasCreate a Curve Atlas from linear color curves
set_curve_atlasEdit a Curve Atlas (resize, add/remove/replace curves)
Retargeting
32 toolsMove animation libraries between skeletons. Create IK Rigs with auto-characterized chains, solvers and goals, create IK Retargeters with the same automatic setup as the editor dialog (exact chain mapping, aligned retarget pose, root motion, pinned IK bones), change any op, mapping, pose or solver setting by hand, then batch retarget whole folders and verify the result. Works on UE 5.6, 5.7 and 5.8.
create_ik_rigCreate an IK Rig for a skeletal mesh, auto-characterized for retargeting
get_ik_rigRead an IK Rig: mesh, retarget root, chains, goals and solvers
list_ik_solver_typesList the IK solver types this engine offers
add_ik_solverAdd a solver (FullBodyIK, Limb, Pole, SetTransform, BodyMover...) to an IK Rig
remove_ik_solverRemove a solver from an IK Rig
set_ik_solverChange a solver: enabled, start/end bone, stack position, settings fields
add_ik_goalAdd an IK goal on a bone, optionally connected to a solver
remove_ik_goalRemove an IK goal
set_ik_goalRename, re-bone, connect/disconnect a goal, or set its properties and per-solver settings
set_ik_boneExclude a bone from solving, or set/remove its per-solver bone settings
add_retarget_chainAdd a retarget chain (start bone to end bone) to an IK Rig
remove_retarget_chainRemove a retarget chain
set_retarget_chainRename a chain or change its start bone, end bone or goal
set_retarget_rootSet the retarget root (pelvis) and, on UE 5.8, the root motion bone
validate_ik_rigVerdict on an IK Rig: mesh, retarget root, chains, goals, solver wiring
create_retargeterCreate an IK Retargeter between two IK Rigs, set up like Epic's Retarget Animations dialog
auto_setup_retargeterRe-run Epic's automatic retarget setup on an existing retargeter
get_retargeterRead an IK Retargeter: rigs, meshes, op stack, chain mapping, retarget poses
set_retargeterSet the source/target IK Rig or preview mesh
list_retarget_op_typesList the retarget op types this engine offers
add_retarget_opAdd an op (PinBone, StrideWarping, CurveRemap, ScaleSource...) to the op stack
remove_retarget_opRemove one op or every op
set_retarget_opChange an op: enabled, name, stack position, settings fields
get_retarget_opRead one op's settings (field names and values)
auto_map_chainsMap target chains to source chains by name (fuzzy, exact or clear)
set_chain_mappingMap a target chain to a source chain, or many at once
create_retarget_poseCreate a named retarget pose on the source or target skeleton
set_retarget_poseSelect a retarget pose and edit bone rotation offsets, pelvis offset, or reset bones
remove_retarget_poseRemove a retarget pose
auto_align_retarget_poseAuto-align the retarget pose so the two skeletons' chains match
batch_retargetDuplicate and retarget animation assets through an IK Retargeter
validate_retargetVerdict on an IK Retargeter: rigs, meshes, retarget roots, chain mapping, op stack
Skeletal Meshes
38 toolsRead and edit skeletal meshes, skeletons and physics assets. Bones, sockets, virtual bones, retarget modes, skeleton edits, LODs and materials, morph targets and skin weights written to the mesh data, plus physics assets generated or built body by body with shapes fitted from the skin, constraints and collision pairs. Every write has a verdict command.
get_skeletal_meshRead a skeletal mesh or skeleton: bones, LODs, materials, sockets, morph targets, physics asset
list_bonesList bones with parents, optionally under one bone, with reference-pose transforms
get_boneRead one bone: local/global reference transform, children, retarget mode, sockets
add_socketAdd a socket on a bone of a skeletal mesh (mesh-only) or skeleton (shared)
set_socketRename a socket, move it to another bone, or change its transform
remove_socketRemove a socket from the mesh or its skeleton
list_socketsList sockets of a mesh (own + skeleton) or a skeleton
add_virtual_boneAdd a virtual bone from a source bone to a target bone
remove_virtual_boneRemove virtual bones
set_bone_retarget_modeSet a bone's translation retargeting mode, optionally for its subtree
edit_skeletonAdd, remove, rename, re-parent or move bones in one committed edit
set_skeletal_mesh_lodSet a LOD's screen size, hysteresis, CPU access, build or reduction settings
regenerate_lodsRegenerate generated LODs, optionally to a new count
remove_lodsRemove LODs (never LOD 0)
set_skeletal_mesh_materialAssign a material to a slot or rename the slot
assign_physics_assetAssign a Physics Asset to a mesh after a compatibility check
set_compatible_skeletonAdd or remove a compatible skeleton
list_morph_targetsList morph targets with how many vertices each moves
get_morph_targetRead a morph target: moved vertices and its largest deltas
set_morph_targetCreate or edit a morph target from per-vertex deltas and rebuild
remove_morph_targetRemove a morph target from every LOD and rebuild
get_skin_weightsRead per-vertex bone influences from the mesh data
set_skin_weightsWrite per-vertex bone influences (normalised) and rebuild
clean_skin_weightsPrune tiny influences, cap the influence count, renormalise, rebuild
validate_skinningVerdict on a LOD's skin weights: no-influence vertices, unnormalised, over limit, bad bones
create_physics_assetGenerate a Physics Asset from a skeletal mesh's skinned vertices
get_physics_assetRead bodies, shapes, constraints and collision pairs of a Physics Asset
add_physics_bodyAdd a body on a bone, fitted from the mesh, with a constraint to its parent body
remove_physics_bodyRemove a body, re-hanging its children's constraints on the next body up
set_physics_bodyChange a body's physics type, mass scale, or any body setup property
add_physics_shapeAdd a sphere, box, capsule or tapered capsule to a body
set_physics_shapeChange a shape's placement, size, collision or any field
remove_physics_shapeRemove a shape from a body
add_physics_constraintAdd a constraint between two bodies, frames snapped to the bones
remove_physics_constraintRemove a constraint by name or bone pair
set_physics_constraintSet swing/twist/linear limits, collision, snap frames, or any constraint field
set_physics_collisionEnable or disable collision between two bodies
validate_physics_assetVerdict on a Physics Asset: shapeless bodies, missing bones, colliding overlaps, default frames, mass
Animation
56 toolsBuild Animation Blueprints end to end: state machines with conduits, aliases and bound transition rules, 1D and 2D blend spaces, aim offsets, montages with sections and notifies, animation layers and layer interfaces, and the slots on a skeleton. Create every other asset in the Animation menu: composites with their segments, pose assets (rename, add reference poses, convert to additive), mirror data tables filled from the skeleton, animation banks, blend profiles and compression settings. Add, apply and revert animation modifiers. Every authoring command has a matching check that returns a verdict rather than a bare success.
create_anim_blueprintCreate an Animation Blueprint
get_anim_blueprint_infoRead an Animation Blueprint's identity and graph tree
list_anim_graphsList every graph in an Animation Blueprint
add_anim_state_machineAdd a state machine to an anim graph
add_anim_stateAdd a state, conduit or alias to a state machine
add_anim_transitionConnect two states with a transition
set_anim_entry_statePoint a state machine's entry at a state
get_anim_state_machineRead a state machine's states and transitions
remove_anim_stateRemove a state, conduit or alias
remove_anim_transitionRemove the transition between two states
set_anim_transition_propertySet a property on a transition
set_anim_node_pin_exposureExpose or hide an anim node property as a pin
bind_anim_node_functionBind a function to an anim node event slot
add_anim_layerAdd an animation layer to an Animation Blueprint
validate_anim_blueprintCheck an Animation Blueprint and return a verdict
list_anim_modifier_typesList the animation modifier classes
get_anim_modifiersRead the animation modifiers on a sequence
add_anim_modifierAdd an animation modifier to a sequence and apply it
apply_anim_modifierApply or reapply an animation modifier
revert_anim_modifierRevert an applied animation modifier
remove_anim_modifierRemove an animation modifier from a sequence
create_anim_assetCreate any Animation menu asset
edit_anim_compositeEdit an Animation Composite's segments
edit_pose_assetRename, delete, add and rebuild a Pose Asset's poses
refresh_mirror_tableFill a Mirror Data Table from its skeleton
create_anim_bankCreate an Animation Bank for instanced skinned meshes and crowds
create_blend_spaceCreate a blend space or aim offset
set_blend_space_axisConfigure a blend space axis
add_blend_space_samplePlace an animation in a blend space
remove_blend_space_sampleRemove a blend space sample
get_blend_spaceRead a blend space
create_anim_montageCreate an Animation Montage
add_montage_slotAdd a slot track to a montage
add_montage_segmentAppend an animation to a montage slot
add_montage_sectionAdd a named section to a montage
get_anim_montageRead a montage
validate_anim_assetCheck an anim sequence, blend space or montage and return a verdict
create_anim_layer_interfaceCreate an Animation Layer Interface
build_anim_state_machineBuild a whole state machine in one call
list_anim_notify_classesList placeable notify and notify-state classes
create_anim_notify_classCreate a notify or notify-state Blueprint
add_anim_notify_trackAdd a notify track to an animation
remove_anim_notify_trackRemove a notify track
add_anim_notifyPlace a notify or notify state on an animation
remove_anim_notifyRemove a notify from an animation
get_anim_notifiesRead the notifies on an animation
add_anim_sync_markerPlace a sync marker on an Anim Sequence
add_anim_curveAdd a curve to an animation
set_anim_curve_keySet a key on a float curve
get_anim_curvesRead an animation's curves and sync markers
get_anim_slotsRead a skeleton's animation slots and groups
add_anim_slotRegister an animation slot on a skeleton
remove_anim_slotRemove an animation slot from a skeleton
rename_anim_slotRename an animation slot
add_anim_slot_groupAdd a slot group to a skeleton
remove_anim_slot_groupRemove a slot group from a skeleton
Chooser Tables
16 toolsBuild Chooser Tables that pick an animation, a class or another chooser from your game state. Set the parameters, add filter, scoring, output and random columns bound to your Blueprint variables (each binding checked against the column type), fill rows and the fallback, nest choosers, and create Chooser Signatures, Proxy Assets and Proxy Tables. Run a table against a real object to see which row wins and what it outputs, and validate the whole table. Works on UE 5.6, 5.7 and 5.8.
create_chooser_assetCreate a Chooser Table, Chooser Signature, Proxy Asset or Proxy Table
get_chooserRead a Chooser Table, Signature or Proxy asset
set_chooser_signatureSet a chooser's result type, result class and parameters
list_chooser_typesList chooser column, result, parameter and binding types
add_chooser_columnAdd a column to a Chooser Table
set_chooser_columnRebind, change or move a Chooser Table column
remove_chooser_columnRemove a column from a Chooser Table
add_chooser_rowsAdd rows to a Chooser Table
set_chooser_rowChange a Chooser Table row or the fallback
remove_chooser_rowsRemove rows from a Chooser Table
add_nested_chooserAdd a nested chooser to a Chooser Table
remove_nested_chooserRemove a nested chooser from a Chooser Table
evaluate_chooserEvaluate a Chooser Table against a context object
validate_chooserCheck a Chooser Table, Signature or Proxy asset with a verdict
set_proxy_table_entryAdd or change a Proxy Table entry
remove_proxy_table_entryRemove a proxy asset's entry from a Proxy Table
UAF (Animation Framework)
25 toolsAuthor the Unreal Animation Framework (UE 5.8): animation graphs built from trait stacks, systems, shared variables, layer stacks, blend masks and profiles, bone sets and UAF state trees. Add nodes and traits with the same settings as the Details panel, place them beside what they connect to, compile and validate, export and rebuild a graph, and read the live variables and pin values of running instances while you play.
create_uaf_assetCreate any UAF asset: graph, system, shared variables, state tree, layer stack, blend mask/profile, sets, labels
get_uaf_assetSummarise a UAF asset: entries, functions, categories, compile state
export_uaf_assetExport a whole UAF asset to JSON
add_uaf_variableAdd typed variables to a UAF asset
set_uaf_variableRename, retype or edit a UAF variable
remove_uaf_entryRemove variables, graphs or shared-variable references
add_uaf_graphAdd an event graph or animation graph to a UAF asset
add_uaf_shared_variablesUse the variables of a Shared Variables asset or a struct
set_uaf_categoryAdd, rename or remove a variable/function category
compile_uaf_assetCompile a UAF asset and return its errors and warnings
validate_uaf_assetValidate a UAF asset with a verdict
get_uaf_blend_weightsRead a UAF Blend Mask or Blend Profile's weights
set_uaf_blend_weightsEdit a UAF Blend Mask or Blend Profile's weights
search_uaf_nodesRank the nodes a UAF graph accepts by keyword
describe_uaf_node_typeDescribe a UAF node type before placing it
add_uaf_nodeAdd a node to a UAF graph, set it, wire it and place it
get_uaf_nodeRead a UAF node: traits, properties, pins, links, layout
set_uaf_nodeSet a UAF node's properties, layout, title or colour
add_uaf_traitAdd a trait to a UAF trait stack node
remove_uaf_traitRemove a trait from a UAF trait stack node
move_uaf_traitMove a trait within a UAF trait stack
set_uaf_node_templateChange a UAF trait stack node's template
list_uaf_instancesList running UAF components
get_uaf_runtimeRead live variable and pin values of a running UAF instance
set_uaf_runtimePause, resume or debug-draw a running UAF component
Console Commands
4 toolsList, inspect, and execute Unreal console commands and cvars. Capture log output for review.
list_console_commandsList engine + custom console commands and cvars (filterable)
get_console_command_infoFull metadata for one console command or cvar by exact name
console_command_existsBoolean existence check (IConsoleManager registry only)
execute_console_commandExecute any console command in the editor
Revision Control
21 toolsWork with the revision control your team uses, from inside the editor, on Perforce, Git, Subversion or Plastic SCM. See what changed in the project, read the history of an asset, check out, check in, revert and sync, and organise work in changelists and shelves. Compare any asset with its last checked-in version or an older one (Blueprints, materials, data assets and the rest), read exactly which values and nodes changed, look inside an old version, and take a single old value back without losing the rest of your work.
revision_control_statusWhich revision control provider is connected and what it supports
connect_revision_controlSwitch the editor to a revision control provider
get_revision_control_stateRevision control state of assets or folders (Refresh)
get_asset_historyAn asset's submitted revisions, newest first
check_out_assetsCheck assets out for editing
mark_assets_for_addMark new assets for add
check_in_assetsCheck assets in with a description
revert_assetsThrow away local changes to assets
sync_assetsSync assets to the latest or a given revision
list_changelistsPending changelists of this workspace, or the files and shelf of one
create_changelistCreate a pending changelist, with assets in it when given
set_changelist_descriptionChange a changelist's description
move_assets_to_changelistMove checked-out assets into another changelist
delete_changelistDelete an empty pending changelist
check_in_changelistCheck in every file of one changelist
shelve_assetsShelve the files of a changelist
unshelve_assetsPut shelved content back into the workspace
delete_shelved_assetsRemove files from a changelist's shelf
load_asset_revisionLoad an old revision of an asset as a read-only copy
diff_assetWhat changed in an asset: against the depot, between revisions, or against another asset
restore_asset_propertyTake one value back from an old revision or another asset
Profiling
16 toolsProfile the editor and your play sessions from Unreal Insights traces. Capture the GPU pass tree like ProfileGPU in one call, A/B test console variables, and see how much of the virtual shadow map cache redraws each frame. Record just the play session, then diagnose it, find spikes and hitches, and drill into CPU and GPU hot paths, counters, memory, GC, tasks and network. Analysis runs in the background, so the editor keeps running.
performance_start_traceStart recording a live .utrace from the running editor
performance_stop_traceStop recording and optionally auto-load for analysis
performance_analyze_insightAnalyze a performance trace (diagnose, spikes, flame, hotpath, etc.)
performance_list_channelsList every trace channel the running engine has (engine + custom) plus presets
performance_toggle_channelEnable or disable a trace channel at runtime (mid-trace)
performance_trace_bookmarkInsert a named bookmark into the live trace timeline
performance_trace_snapshotWrite a trace snapshot (tail buffer) to a .utrace file
performance_trace_screenshotCapture a screenshot into the live trace
performance_trace_objectRegister UObject(s) for per-frame property tracing (objectproperties query)
performance_live_startStart sampling live per-frame timing (no trace needed)
performance_live_stopStop live sampling and return the multi-frame timing distribution
performance_trace_statusRecording state (MB written, rate, limits) and background analysis progress
performance_job_statusProgress or final result of a background profiling job
performance_profile_gpuCapture N frames of GPU timing and return the pass tree (ProfileGPU as JSON)
performance_abConsole-variable A/B test: frame, stage, GPU pass and CPU timer deltas
performance_vsm_reportVirtual shadow map page cache report: cached vs redrawn pages per frame
Image Generation
3 toolsMake textures, icons and concept art from a prompt with any OpenRouter image model, on your own key. Read the live model list and the parameters and price of each model, generate one picture or a whole batch, and import the results into your project as textures.
list_image_modelsList the image models OpenRouter offers right now, with the parameters each one takes
describe_image_modelShow one image model's parameters with their allowed values, and its providers and prices
generate_imageGenerate one image or many (several prompts, several models) through OpenRouter and save them as files
Core
10 toolsHealth check plus multi-editor routing: list every running Unreal editor and pick, clear, or inspect which one your commands target.
health_checkReport CLI, license, and editor-bridge status
execute_pythonExecute arbitrary Python code inside the running Unreal Editor
dump_command_schemaDump the C++ reflection-generated schema for reflected commands
list_editorsList every running Unreal editor (pid, project, engine, port)
connect_editorSelect which running editor later commands talk to
disconnect_editorClear the active editor selection
connection_statusShow the active selection and which editor commands would hit
get_project_contextLive facts about this editor and project in one read
get_skill_contextThe bundled skill page with live facts from the running editor filled in
list_skill_templatesThe substitution tokens the bundled skill uses and which pages carry them
Mass Entity (ECS)
19 toolsDebug the Mass Entity framework live on UE 5.8. List every entity manager, archetype and registered fragment type, read and write any fragment value on any entity by reflection, create and destroy entities with no config asset, run ad hoc archetype queries with the engine explaining every mismatch, inspect processors with their full query requirements, and dump the solved per phase execution graph. Guards refuse the mutations that would crash networked replication.
list_mass_environmentsEvery live Mass entity manager
list_mass_archetypesArchetypes with stats and debug names
get_mass_archetypeOne archetype in full
list_mass_fragment_typesRegistered Mass element types
describe_mass_fragmentOne Mass element type in detail
list_mass_entitiesEntity handles, streamed and capped
get_mass_entityOne entity with live fragment values
create_mass_entitiesCreate entities from fragment/tag names
destroy_mass_entitiesDestroy entities by handle or archetype
set_mass_fragmentWrite live fragment values on one entity
add_mass_elementAdd a fragment or tag to an entity
remove_mass_elementRemove a fragment or tag from an entity
verify_mass_entitiesVerdict check on live entities
list_mass_processorsLive processors and processor classes
get_mass_processorOne processor with its query requirements
get_mass_processing_graphThe solved per-phase execution order
run_mass_queryAd-hoc archetype/entity query
select_mass_entitySelect or clear the debugged entity
signal_mass_entitiesSend a named Mass signal to entities
Debug
17 toolsHalt a running Blueprint and step through it. Put breakpoints on Blueprint nodes and on Behavior Tree nodes, read the call stack at a halt, watch pins across halts, list the live instances of a Blueprint and read values off whichever one you pick, and see which nodes recently executed. Plus MCP debug controls and token telemetry.
set_mcp_debugEnable or disable MCP debug mode (token tracking)
get_mcp_token_statsGet MCP token usage statistics
set_breakpointPut a breakpoint on a Blueprint node
remove_breakpointRemove one Blueprint breakpoint, or all in a blueprint
list_breakpointsList Blueprint breakpoints
get_debug_stateIs execution halted, and where
debug_stepContinue, step or abort a halted editor
list_debug_objectsList live instances of a blueprint you can inspect
set_debug_objectChoose which instance the debugger reports values from
inspect_debug_valueRead values off the instance being debugged
get_call_stackThe Blueprint call stack at a halt
get_execution_traceWhich nodes recently executed
set_pin_watchWatch a pin's value across halts
list_pin_watchesList watched pins, optionally with values
set_bt_breakpointPause play when a Behavior Tree reaches a node
remove_bt_breakpointRemove a Behavior Tree breakpoint
list_bt_breakpointsList armed Behavior Tree breakpoints