Capabilities

Every tool. Every system.

1429 commands across 37 systems. Everything the plugin exposes to your MCP client, listed in one place.

1429 tools37 categoriesUE 5.6, 5.7 and 5.8
Ctrl K
1429 tools available

Audio

40 tools

Sound, 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_nodes

Search MetaSound node classes, ranked

describe_metasound_node

Full pin schema of a MetaSound node

list_metasound_datatypes

List MetaSound data types

list_metasound_interfaces

List MetaSound interfaces

create_metasound

Create a MetaSound Source or Patch

get_metasound_info

Summarize a MetaSound asset

get_metasound_graph

Read a MetaSound graph

add_metasound_node

Add a node to a MetaSound graph

remove_metasound_node

Remove a MetaSound node

connect_metasound_nodes

Wire two MetaSound nodes together

disconnect_metasound_nodes

Clear a MetaSound node input

set_metasound_node_input_default

Set a literal on a MetaSound node input

add_metasound_graph_input

Add an input to a MetaSound's interface

add_metasound_graph_output

Add an output to a MetaSound's interface

remove_metasound_graph_member

Remove a graph input, output or variable

set_metasound_graph_input_default

Set a graph input's default value

add_metasound_variable

Declare a MetaSound graph variable

add_metasound_variable_node

Add a get or set node for a variable

set_metasound_interface

Add or remove a MetaSound interface

build_metasound_graph

Build a whole MetaSound graph in one call

layout_metasound_graph

Re-position a MetaSound graph

validate_metasound

Check a MetaSound for faults

list_sound_cue_node_types

List Sound Cue node classes

create_sound_cue

Create a Sound Cue

get_sound_cue_graph

Read a Sound Cue's node tree

add_sound_cue_node

Add a node to a Sound Cue

remove_sound_cue_node

Remove a Sound Cue node

connect_sound_cue_nodes

Attach a Sound Cue child to a parent

build_sound_cue_graph

Build a whole Sound Cue tree in one call

get_sound_cue_node

Every editable property of one Sound Cue node

set_sound_cue_node_properties

Set any properties on a Sound Cue node

layout_sound_cue_graph

Re-position a Sound Cue node tree

validate_sound_cue

Check a Sound Cue for faults

export_audio

Export an audio asset's full state to JSON

list_audio_asset_types

List creatable audio asset classes

create_audio_asset

Create any audio asset by class name

get_audio_asset_info

Identity and hierarchy of an audio asset

set_submix_parent

Re-parent a Sound Submix

set_sound_class_parent

Re-parent a Sound Class

set_audio_effect_chain

Set an audio effect chain

Mutable

36 tools

Modular 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_nodes

Rank Mutable node types against keywords (5.8+ only)

describe_mutable_node

Describe Mutable node types, pins and properties (5.8+ only)

list_mutable_node_categories

List the Mutable node palette categories (5.8+ only)

create_customizable_object

Create a new Customizable Object asset (5.8+ only)

create_customizable_object_instance

Create a Customizable Object Instance (5.8+ only)

get_mutable_graph

Read a Customizable Object's source graph (5.8+ only)

get_mutable_node

Read Mutable nodes by GUID (5.8+ only)

add_mutable_node

Add a node to a Customizable Object graph (5.8+ only)

connect_mutable_nodes

Link two pins in a Customizable Object graph (5.8+ only)

disconnect_mutable_pin

Break links on a Customizable Object pin (5.8+ only)

delete_mutable_node

Delete a node from a Customizable Object graph (5.8+ only)

set_mutable_node_property

Write node properties in a Customizable Object graph (5.8+ only)

link_mutable_child_object

Attach child Customizable Objects to a parent's Object Group (5.8+ only)

list_mutable_child_objects

List the child Customizable Objects attached to a parent (5.8+ only)

add_mutable_node_pin

Add a pin to a Mutable node that has an add-pin button (5.8+ only)

build_mutable_graph

Build a whole Customizable Object graph in one call (5.8+ only)

layout_mutable_graph

Auto-arrange a Customizable Object graph (5.8+ only)

compile_customizable_object

Compile a Customizable Object (5.8+ only)

validate_customizable_object

Validate a Customizable Object and return a verdict (5.8+ only)

list_mutable_parameters

List a Customizable Object's parameters (5.8+ only)

get_mutable_parameter

Read parameter values off an instance (5.8+ only)

set_mutable_parameter

Write parameter values on an instance (5.8+ only)

update_mutable_instance

Regenerate a Customizable Object Instance (5.8+ only)

export_mutable_object

Full JSON export of a Customizable Object (5.8+ only)

list_mutable_states

List a Customizable Object's states (5.8+ only)

set_mutable_state

Set the current state of an instance (5.8+ only)

reset_mutable_parameters

Reset an instance's parameters to their defaults (5.8+ only)

copy_mutable_parameters

Copy an instance's whole parameter state (5.8+ only)

paste_mutable_parameters

Apply a copied parameter state to instances (5.8+ only)

set_mutable_parameter_ui_metadata

Write Parameter UI Metadata on parameter nodes (5.8+ only)

create_mutable_macro_library

Create a Customizable Object Macro Library (5.8+ only)

list_mutable_macros

List a Macro Library's macros (5.8+ only)

add_mutable_macro

Add macros to a Macro Library (5.8+ only)

remove_mutable_macro

Remove macros from a Macro Library (5.8+ only)

set_mutable_macro_io

Declare a macro's inputs and outputs (5.8+ only)

add_mutable_macro_instance

Place a Macro Instance node in a graph (5.8+ only)

Control Rig

165 tools

Build 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_rig

Create a new empty Control Rig Blueprint

create_control_rig_from_skeleton

Create a Control Rig and import a skeleton (any skeleton)

import_rig_skeleton

Import a skeleton's bones into an existing rig

add_rig_bone

Add a bone to the rig hierarchy

add_rig_null

Add a null (space) to the rig hierarchy

add_rig_control

Add an animation control of any type

add_rig_curve

Add a named curve element

add_rig_socket

Add a socket under a parent bone/null

add_rig_connector

Declare a connector on a Control Rig MODULE asset

set_rig_connector_settings

Change an existing connector's type, flags or description

add_rig_connection_rule

Add a connection rule restricting what a connector may bind to

list_rig_connection_rule_types

List the connection rule types this engine ships

create_control_rig_module

Create a Control Rig MODULE asset

get_rig_module_settings

Read a Control Rig's module identity and metadata

set_rig_module_settings

Write a module's identity and library metadata

create_rig_variable

Add an asset-level member variable to a Control Rig

create_rig_variables

Add MANY member variables to a Control Rig with a single compile

list_rig_variables

List a Control Rig's member variables and their config flags

remove_rig_variable

Remove an asset-level member variable from a Control Rig

add_rig_animation_channel

Add an animation channel under a control

set_rig_element_parent

Reparent an element

set_rig_control_settings

Update a control's settings (reflection)

set_rig_control_value

Set a control's initial or current value

move_rig_control

Move a control like dragging its gizmo (select + SetControlGlobalTransform + evaluate), report bones moved

select_rig_elements

Select/deselect rig elements through the engine controller

set_rig_control_offset

Set a control's offset transform

set_rig_element_transform

Set an element's transform

remove_rig_element

Remove an element from the rig hierarchy

rename_rig_element

Rename an element

build_rig_hierarchy

Atomically build a whole hierarchy

get_rig_hierarchy

Read the rig hierarchy as a tree

get_rig_element

Read one element

list_rig_control_types

List valid control + element types

search_rig_vm_nodes

Search RigVM graph node types

list_rig_vm_node_types

List registered RigVM template notations

get_rig_vm_node_type_info

Describe one or many RigVM node types' pins

get_rig_vm_graph_nodes

Read a RigVM graph's nodes

describe_rig_vm_node

Describe one RigVM node in a graph

add_rig_vm_node

Add a node to a RigVM graph

connect_rig_vm_nodes

Connect an output pin to an input pin

disconnect_rig_vm_nodes

Break a link, or all links on a pin

set_rig_vm_pin_default

Set a node pin's default value

set_rig_vm_node_position

Set a RigVM node's position

remove_rig_vm_node

Remove a node from a RigVM graph

build_rig_vm_graph

Atomically build a RigVM graph

layout_rig_vm_graph

Auto-arrange a RigVM graph

set_rig_vm_pin_defaults

Batch-set many node pin defaults in one call

list_rig_control_shapes

List available gizmo shape names

set_rig_control_shape

Set a control's shape / color / visibility / gizmo transform

validate_rig_gizmos

Gizmo gate, fails the rig when controls are unfitted, buried, or wrongly shaped

fit_rig_control_shapes

Size/orient control gizmos from the mesh's real skinned cross-section (no guessed scales)

set_rig_vm_node_color

Set a RigVM node's tint color

set_rig_vm_node_size

Set a RigVM node's size (comment/collapse boxes)

set_rig_vm_comment

Set a comment node's text/font/bubble

rename_rig_vm_node

Rename a RigVM node

set_rig_vm_pin_expansion

Expand/collapse a struct/array pin

set_rig_vm_pin_watch

Toggle a pin's debug watch

resolve_rig_vm_wildcard_pin

Lock a wildcard/template pin to a concrete type

set_rig_vm_array_pin_size

Set an array pin's element count

edit_rig_vm_array_pin

Add, insert, remove, duplicate or clear array pin elements

remove_rig_vm_aggregate_pin

Remove an extra pin from an aggregate node

reset_rig_vm_pin_default

Put a pin back to its node's own default value

add_rig_vm_aggregate_pin

Add exec output pin(s) to a Sequence node so the graph can fan out

bind_rig_vm_pin_to_variable

Bind a pin directly to a variable

unbind_rig_vm_pin_from_variable

Remove a pin's variable binding

create_rig_vm_function

Define a new function in the function library

remove_rig_vm_function

Remove a library function

rename_rig_vm_function

Rename a library function

add_rig_vm_graph

Add a top-level graph to the rig

remove_rig_vm_graph

Remove a top-level graph and its nodes

rename_rig_vm_graph

Rename a top-level graph

set_rig_vm_exposed_pin

Change the type or the position of an exposed pin

set_rig_vm_function_metadata

Set a function's category, keywords and description

set_rig_vm_local_variable

Rename, retype or re-default a function's local variable

set_rig_vm_function_access

Set a function public/private and/or pure/mutable

list_rig_vm_functions

List library functions with their I/O

add_rig_vm_function_node

Place a call to a library function

add_rig_vm_exposed_pin

Add an input/output pin to a function/collapse graph

remove_rig_vm_exposed_pin

Remove an input/output pin from a function/collapse graph

rename_rig_vm_exposed_pin

Rename an input/output pin on a function/collapse graph

collapse_rig_vm_nodes

Collapse nodes into a sub-graph

expand_rig_vm_node

Expand a collapse/function node back inline

promote_rig_vm_node

Promote collapse<->function

add_rig_vm_local_variable

Add a graph-scoped local variable

remove_rig_vm_local_variable

Remove a graph-scoped local variable

list_rig_vm_local_variables

List a graph's local variables

unresolve_rig_vm_node

Reset a template node's pins to wildcard

add_rig_vm_event

Add a solve event node by friendly name

list_rig_vm_graphs

List every graph in the rig

start_rig_motion_capture

Sample the live preview rig per frame

get_rig_motion_report

Per-bone jitter/motion statistics

start_rig_physics_probe

THE physics alive-gate: shake a control, freeze it, measure residual jiggle

get_rig_physics_probe_report

Per-bone residual jiggle after the driver stopped

set_rig_preview_mesh

Set an existing rig's preview skeletal mesh

add_rig_module

Add a Rig Module to a Modular Rig

connect_rig_module_connector

Bind a module connector to an element

auto_connect_rig_modules

Auto-resolve module connectors

get_rig_module_connector_candidates

List engine-valid targets for a module connector

list_rig_modules

List a Modular Rig's modules

remove_rig_module

Delete a module from a Modular Rig

list_rig_module_assets

Query the Rig Module asset library

get_rig_module_config

Read a module instance's config

set_rig_module_config

Set or reset a module config value

bind_rig_module_variable

Bind a module variable to another module's variable

rename_rig_module

Rename a module instance

reparent_rig_module

Reparent a module instance

reorder_rig_module

Reorder a module among its siblings (5.7+)

mirror_rig_module

Mirror a module (e.g. left arm to right arm)

swap_rig_module

Swap a module's source asset

list_rig_sockets

List rig sockets with placement hints and claimed state

list_rig_components

List hierarchy components (physics solvers/bodies/joints)

get_rig_pose

Numeric live pose: current vs rest per bone, worst deviation first

validate_rig_deformation

Detect melted / twisted / inside-out skinning on the preview mesh

validate_rig_physics

Physics invariant checks: unjointed bodies, free joints, conflicts, drift

analyze_rig_module_asset

Inspect a module asset's internal graphs (any module, incl. custom)

set_rig_autosave

Toggle per-command disk saves for rig commands (default off)

fit_rig_chain_collision

Size a ChainPhysics module's collision from the real skinned mesh

create_rig_body_collider_module

Generate a kinematic body-collider rig module asset

measure_mesh_penetration

Mesh-vs-mesh clip depth: cloth/hair vertices inside body volume

get_skeletal_bone_bounds

Real per-bone geometry from skinned vertices + physics asset

place_rig_pole_vector

Place a pole control out in the bend plane, and verify it moved

remove_rig_components

Purge persisted components from the blueprint hierarchy

dump_rig_components

Full field dump of live hierarchy components via reflection

list_rig_channels

List animation channels with hosts and live values

set_rig_channel_value

Write animation channel values on the running instance

play_rig_preview_animation

Play an animation on the rig's asset-editor preview

stop_rig_preview_animation

Stop the preview animation and restore forwards-only solve

add_rig_jiggle_bob

One-shot soft-tissue jiggle setup (tip bone + rebind + tune)

validate_rig_controls

Flag dead controls and undriven bones from live VM truth

validate_rig_graph

Graph red-squiggle report: bad refs, missing channels, dead exec, runtime log

analyze_rig_io

Ground-truth rig I/O: events, AnimBP pins, control reads, measured bone writes, safety verdict

profile_rig

Headless rig performance report: solve ms, hot nodes, physics census, red flags

analyze_rig_control_impact

Which controls actually MOVE bones, empirical connectivity map

simulate_rig

Headless N-frame simulation: anim input, limb crossing, ground clipping, deviation, NaN checks

disconnect_cyclic_rig_connectors

Disconnect every connector that is part of a cycle

convert_control_rig

Turn a rig into a module, or a module back into a standalone rig

select_rig_modules

Select modules of a Modular Rig

localize_rig_vm_function

Copy a function of another rig into this rig

swap_rig_vm_function_reference

Make call nodes call another function

upgrade_rig_vm_nodes

Replace outdated nodes with the current ones

promote_rig_vm_pin_to_variable

Make a variable from a pin

set_rig_vm_pin_display_name

Set the name a pin shows

set_rig_vm_pin_override

Mark pin values as overrides, or clear the override

list_rig_vm_trait_types

List the trait types, and which of them a node takes

add_rig_vm_trait

Add a trait to a node

remove_rig_vm_trait

Remove a trait from a node

edit_rig_vm_function_variant

Make a variant of a function, tag it, split it or join it

list_rig_component_types

List the component types, and which of them an element takes

add_rig_component

Add a component to a rig element

set_rig_component

Change the content, the name or the element of a component

switch_rig_control_space

Switch the space of a control on the rig the open editor previews

copy_rig_elements

Copy elements from another rig

copy_rig_module_settings

Copy one module's settings onto other modules

disconnect_rig_module_connector

Clear a module connector's binding

add_rig_element_parent

Give a null or a control one more parent

remove_rig_element_parent

Remove one parent of an element, or all of them

set_rig_parent_weight

Set how much an element follows one of its parents

edit_rig_control_spaces

Add, remove or move a space in a control's space list

duplicate_rig_elements

Copy hierarchy elements

mirror_rig_elements

Make a mirrored copy of hierarchy elements

reorder_rig_element

Move an element to a new place among its siblings

set_rig_element_metadata

Write one metadata entry of a hierarchy element

remove_rig_element_metadata

Remove metadata of a hierarchy element

import_control_rig

Create a new rig from an export_control_rig file

export_control_rig

Export a complete Control Rig to JSON

Niagara

135 tools

Full FX system control. Emitters, modules, scratch pad, simulation stages, renderers, custom HLSL, parameter wiring, validation.

validate_niagara_stack

Scan a Niagara system's full stack for issues (the per-module warnings/errors the editor shows)

fix_niagara_stack_issue

Apply a stack issue's fix (the editor's "Fix issue" button), one issue or all auto-fixes

list_niagara_asset_types

List standalone Niagara data/utility asset types creatable via create_niagara_asset

create_niagara_asset

Create a standalone Niagara data/utility asset

add_niagara_parameter_collection_parameter

Add a named parameter (with optional default value) to a parameter collection

create_niagara_system

Create a new Niagara particle system

get_niagara_system_info

Get full info about a Niagara system

list_niagara_systems

List Niagara system assets

delete_niagara_system

Delete a Niagara system asset

compile_niagara_system

Compile a Niagara system

compile_niagara_script

Compile a standalone Niagara script (module / dynamic input / function)

apply_niagara_script

Apply a standalone Niagara script's edits to the asset (editor Apply button)

get_niagara_emitters

List emitters in a Niagara system

create_niagara_emitter

Create a standalone Niagara emitter asset

add_niagara_emitter

Add an emitter to a Niagara system

remove_niagara_emitter

Remove an emitter from a Niagara system

set_niagara_emitter_property

Set a property on an emitter

duplicate_niagara_emitter

Duplicate an emitter within a system

reorder_niagara_emitter

Move an emitter to a new position

get_niagara_modules

List modules in an emitter's stack

add_niagara_module

Add a module to an emitter's stack

remove_niagara_module

Remove a module from an emitter's stack

set_niagara_module_enabled

Enable or disable a module

reorder_niagara_module

Move a module to a new position in stack

get_niagara_module_inputs

Get input parameters for a module (keyword + top-N)

set_niagara_module_input

Set an input value on a module

set_niagara_dynamic_input

Set a dynamic input on a module

set_niagara_curve

Set a curve on a module input

set_niagara_stack_value

Set any module input value via the stack (local/enum/linked/hlsl/dynamic_input/data_interface/reset)

get_niagara_stack_value

Read a module input's current value and kind (round-trips to set_niagara_stack_value)

get_niagara_user_parameters

Get user-exposed parameters

add_niagara_user_parameter

Add a user parameter to a system

set_niagara_user_parameter

Set a user parameter value

remove_niagara_user_parameter

Remove a user parameter from a system

link_niagara_parameter

Link a module input to a parameter

add_niagara_renderer

Add a renderer to an emitter

remove_niagara_renderer

Remove a renderer from an emitter

get_niagara_renderer_info

Get renderer properties and bindings

set_niagara_renderer_property

Set a property on a renderer

set_niagara_renderer_binding

Bind a renderer slot to a particle attribute

layout_niagara_graph

Auto-layout a Niagara script graph

create_niagara_scratch_pad_module

Create a scratch pad module on a system or an emitter

set_niagara_scratch_pad_hlsl

Set HLSL code on a scratch pad module

create_niagara_module_asset

Create a standalone Niagara script asset (module / dynamic input / function)

add_niagara_event_handler

Add an event handler to an emitter

add_niagara_simulation_stage

Add a simulation stage to an emitter

get_niagara_event_handlers

List event handlers on an emitter

spawn_niagara_effect

Spawn a Niagara effect in the level

control_niagara_effect

Control a Niagara effect in the level (play, stop, reset, pause, advance, seek, debug)

add_niagara_component

Add a Niagara component to an actor

get_niagara_actors

List Niagara effect actors in the level

list_niagara_modules

List available Niagara modules

list_niagara_emitter_templates

List available emitter templates

list_niagara_data_interfaces

List Niagara data interface types

list_niagara_parameter_types

List Niagara parameter types by scope

get_niagara_emitter_attributes

Get attributes available on an emitter

get_niagara_renderer_properties

List editable properties on a renderer with current values

set_niagara_system_property

Set a system-level property via reflection

get_niagara_rapid_iteration_parameters

Get actual module input values (spawn rate, colors, forces, etc.)

set_niagara_rapid_iteration_parameter

Set a module input value (spawn rate, color, force, size, etc.)

get_niagara_system_errors

Get compilation errors and warnings for a Niagara system

get_niagara_particle_stats

Get live particle counts and emitter execution state

set_niagara_playback_range

Set the timeline playback range in the Niagara editor

get_niagara_playback_range

Get the current playback range and frame rate settings

get_niagara_module_versions

Check for outdated modules in an emitter

export_niagara

Export a full Niagara System / Script / Emitter as reflection-grounded JSON

get_niagara_graph_nodes

Introspect every node inside a Niagara graph

get_niagara_node_info

Deep inspect a single Niagara node by index, class, or GUID

trace_niagara_connection

BFS trace of connections upstream or downstream from a node

validate_niagara_graph

Classify orphaned, dead-end, and missing-input nodes in a Niagara graph

apply_niagara_scratch_pad

Apply scratch pad changes in an open Niagara System (Apply Scratch button)

apply_and_save_niagara_scratch_pad

Apply a scratch pad module's edit-copy and save the asset (Apply & Save button)

list_niagara_scratch_pad_modules

List all scratch pad modules on a Niagara System

delete_niagara_scratch_pad_module

Delete a scratch pad module from a system or emitter

duplicate_niagara_scratch_pad_module

Duplicate a scratch pad module with a new name

rename_niagara_scratch_pad_module

Rename a scratch pad module

get_niagara_script_properties

Read the details-panel properties of a Niagara script

set_niagara_script_properties

Batch-set details-panel properties on a Niagara script

list_niagara_script_parameters

List input + output parameters of a Niagara script

add_niagara_script_parameter

Add an input or output parameter to a Niagara script

remove_niagara_script_parameter

Remove a named input or output parameter, cascades to Map Get/Set pins; an unknown name is refused

rename_niagara_script_parameter

Rename a script parameter across asset and edit-copy graphs; an input also renames its Map Get/Set pins

add_niagara_graph_node

Create a new node inside a Niagara graph

delete_niagara_graph_node

Delete a node from a Niagara graph

build_niagara_graph

Build a whole Niagara graph at once, many nodes + connections in one call

add_niagara_custom_hlsl_input

Add an input pin to a Custom HLSL node

add_niagara_custom_hlsl_output

Add an output pin to a Custom HLSL node (a name the node already has is refused)

rename_niagara_custom_hlsl_pin

Rename 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_pin

Remove a pin from a Custom HLSL node

add_niagara_map_get_pin

Add a typed output pin to the first ParameterMapGet node in a scratch pad graph

add_niagara_map_set_pin

Add a typed input pin to the first ParameterMapSet node in a scratch pad graph

add_niagara_node_pin

Add 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_pin

Rename a pin on a dynamic-pin node

remove_niagara_node_pin

Remove a dynamic pin from any node in a scratch pad graph

connect_niagara_pins

Wire one node's output pin to another node's input pin inside a scratch pad graph

disconnect_niagara_pins

Break a pin connection in a scratch pad graph

list_niagara_node_types

Enumerate Niagara node classes available for spawning

get_niagara_node_type_info

Get pin schema for a node class (class_name) or a script asset (script_path); either one is enough

search_niagara_functions

Find Niagara function, dynamic input or module scripts by words

get_niagara_schema_actions

Search the full Niagara node palette (the right-click menu) by keyword + category

describe_niagara_type

Generic type query, handles registered Niagara types AND raw UEnums/UScriptStructs

get_niagara_data_interface_schema

Walk a UNiagaraDataInterface class default object and return its editable property schema

list_niagara_available_parameters

List available Niagara parameters (Engine.*, Particles.*, Emitter.*, User.*)

get_niagara_module_input_binding

Resolve the actual binding of each module input, Default / Local / Linked / Dynamic / Data

clear_niagara_module_input

Reset a module input to its default (including nested paths like 'Spawn Count.Position Array')

list_niagara_input_source_menu

Reproduce the stack-UI source dropdown for a specific input

find_niagara_scratch_pad_usage

Find where a scratch pad script is referenced across all emitter/system graphs

resolve_niagara_built_in_dynamic_input

Discover built-in dynamic-input script paths via AssetRegistry (replaces hardcoded guesses)

list_niagara_data_interface_functions

Enumerate member functions on a Niagara data interface class

get_niagara_particle_data

Read live particle attributes (the Attribute Spreadsheet) from a running Niagara system

get_niagara_runtime_parameters

Read the live parameter values a running Niagara instance is simulating with

get_niagara_script_stats

VM op counts and GPU instruction counts for a Niagara system's scripts

get_niagara_generated_code

Read the HLSL, VM assembly or GPU HLSL a Niagara script compiled to

set_niagara_debug_playback

Pause, step, loop or slow down every Niagara effect (the Niagara Debugger toolbar)

set_niagara_debug_hud

Configure the Niagara Debug HUD: presets, filters and any HUD setting by name

get_niagara_debug_state

Read back the Niagara Debugger's playback and HUD state, with a verdict

capture_niagara_outliner

Capture the Niagara FX Outliner: every live system and component, with state and timings

get_niagara_outliner_capture

Collect a delayed FX Outliner capture, or re-slice the latest one

get_niagara_simulation_options

Read the Niagara editor's Simulation menu options and playback speeds

set_niagara_simulation_options

Set the Niagara editor's Simulation menu options (auto play, reset on change...)

niagara_preview_playback

Play, pause, step, seek or read the timeline of an open Niagara system editor

profile_niagara_system

Measure a running Niagara system's game thread, render thread, GPU and per-script cost

set_niagara_fixed_bounds

Set a Niagara system's or emitter's fixed bounds from the preview or an explicit box

get_niagara_bounds

Read a Niagara system's fixed and live bounds, with a verdict

get_niagara_baker_settings

Read a Niagara system's Baker settings, outputs and available output classes

set_niagara_baker_settings

Edit a Niagara system's Baker settings and outputs

get_niagara_scalability

Read a Niagara system's effect type and resolved scalability, per quality level

set_niagara_effect_type

Assign or clear a Niagara system's Effect Type

preview_niagara_quality_level

Preview a Niagara quality level in one system's editor or for every effect

capture_niagara_thumbnail

Capture an open Niagara system's thumbnail from its preview viewport

remove_niagara_simulation_stage

Remove a simulation stage and its modules from an emitter

remove_niagara_event_handler

Remove an event handler and its modules from an emitter

add_niagara_set_parameters_module

Add a Set Parameters module (write attributes directly) to a Niagara stage

add_niagara_set_parameter_entry

Add one entry to a Set Parameters module

remove_niagara_set_parameter_entry

Remove one entry from a Set Parameters module

PCG

100 tools

Procedural Content Generation. Graphs, nodes, edges, runtime generation, partition inspection, compute sources, subgraphs, validation.

create_pcg_graph

Create a new empty PCG Graph asset

create_pcg_graph_instance

Create a PCG Graph Instance bound to a parent graph

create_pcg_builder_settings

Create a new PCG Builder Settings asset

create_pcg_compute_source

Create a new PCG Compute Source asset

get_pcg_compute_source

Read the HLSL source and AdditionalSources of a PCG Compute Source asset

set_pcg_compute_source

Write the HLSL source text on a PCG Compute Source asset

add_pcg_compute_source_additional

Append a UComputeSource to a PCG Compute Source's AdditionalSources

remove_pcg_compute_source_additional

Remove an entry from a PCG Compute Source's AdditionalSources

list_pcg_compute_sources

List all UPCGComputeSource assets via Asset Registry

list_pcg_kernel_types

List EPCGKernelType enum values for the Custom HLSL node

list_pcg_templates

List PCG Graph assets marked as templates

create_pcg_graph_from_template

Create a new PCG Graph by duplicating a template

search_pcg_nodes

Search PCG node types (UPCGSettings subclasses) by name or category

list_pcg_node_categories

List EPCGSettingsType category values for search_pcg_nodes

list_pcg_advanced_nodes

List PCG nodes with advanced or preconfigured-only behavior

list_pcg_node_preconfigured_variants

List preconfigured variants for a PCG settings class

get_pcg_node_type_info

Get full schema for a PCG node type

get_pcg_property_valid_values

Get valid values for a PCG settings property (enums, attribute pickers, extractors)

read_pcg_graph

Read a PCG graph at a chosen verbosity

get_pcg_node

Get full info on one PCG node

get_pcg_node_connections

Get pin-by-pin connections for one node

trace_pcg_connection

Trace reachable nodes from a starting node

get_pcg_graph_parameters

Enumerate UserParameters on a PCG graph

get_pcg_graph_properties

List editable UPROPERTYs on the UPCGGraph asset

set_pcg_graph_property

Set a graph-level UPROPERTY on the UPCGGraph (HiGen, landscape, cosmetic)

add_pcg_node

Add a node to a PCG graph

delete_pcg_node

Delete a node from a PCG graph

connect_pcg_pins

Connect two PCG pins (add edge)

build_pcg_graph

Atomically build a PCG graph (nodes + edges + auto-layout) in one call

disconnect_pcg_pin

Remove all edges from one pin

disconnect_pcg_edge

Remove a specific edge

set_pcg_node_property

Set a property on a node's UPCGSettings

set_pcg_node_position

Move a node

set_pcg_node_comment

Set a node's comment string

add_pcg_dynamic_input_pin

Add a dynamic input pin

remove_pcg_dynamic_input_pin

Remove a dynamic input pin

add_pcg_graph_parameter

Add a graph-level user parameter

remove_pcg_graph_parameter

Remove a graph parameter

rename_pcg_graph_parameter

Rename a graph parameter

set_pcg_graph_parameter_value

Set a graph parameter's default value

set_pcg_graph_parameter_type

Change a graph parameter's type

set_pcg_subgraph_target

Re-target a subgraph node

get_pcg_subgraph_overrides

List subgraph parameter overrides

set_pcg_subgraph_override

Override a subgraph parameter

reset_pcg_subgraph_override

Clear a subgraph parameter override, putting the target graph default back

validate_pcg_graph

Validate a PCG graph

get_pcg_graph_errors

Read cached graph validation findings

layout_pcg_graph

Auto-layout the graph

add_pcg_comment

Attach a comment to the graph

force_regen_pcg_components

Generate() all components bound to a graph

cancel_pcg_generation

CancelGeneration() on all components

pause_pcg_regen

Toggle UPCGComponent::bActivated for a graph

set_pcg_node_property_path

Set a nested PCG node property via a property path

get_pcg_node_property

Read a nested PCG node property value

list_pcg_node_property_paths

Discover nested property paths on a PCG node

add_pcg_node_property_array_element

Append or insert an element into a PCG node TArray property

remove_pcg_node_property_array_element

Remove an element from a PCG node TArray property

set_pcg_node_property_class

Replace an instanced FObjectProperty with a NewObject of a specified class

set_pcg_custom_hlsl_kernel_type

Switch a Custom HLSL node's kernel type (mirrors the engine's SetKernelType)

set_pcg_static_mesh_spawner_meshes

Set a Static Mesh Spawner's weighted mesh list in one call

pcg_generate_component

Call UPCGComponent::Generate on the named actor

pcg_cleanup_component

Call UPCGComponent::Cleanup on the named actor

pcg_generate_local

Call UPCGComponent::GenerateLocal(Trigger, bForce, Grid)

pcg_cleanup_local

Call UPCGComponent::CleanupLocal(bRemoveComponents)

pcg_cleanup_local_immediate

Call UPCGComponent::CleanupLocalImmediate, synchronous, no delayed tasks

pcg_cancel_component_generation

Call UPCGComponent::CancelGeneration on the named actor

pcg_set_component_graph

Call UPCGComponent::SetGraph to assign a PCG graph to a component

pcg_get_generated_output

Read the last generated FPCGDataCollection from a component

pcg_clear_pcg_link

Call UPCGComponent::ClearPCGLink, detach generated content into a standalone actor

pcg_is_partitioned

Check whether a UPCGComponent is partitioned

pcg_list_partition_actors

List APCGPartitionActors in the world, optionally filtered by an original PCG component

pcg_get_partition_actor_info

Get detailed info on one APCGPartitionActor by name

pcg_aggregate_partition_output

Aggregate generated output across all partition actors of a partitioned PCG component

pcg_schedule_graph

Not available: always refuses; use pcg_set_component_graph then pcg_schedule_component

pcg_schedule_component

Schedule a PCG component's own graph for async execution

pcg_schedule_cleanup

Schedule cleanup of a PCG component's graph

pcg_schedule_refresh

Refresh a PCG component on the current or next frame (editor only)

pcg_generate_all_components

Generate every registered PCG component in the world (editor only)

pcg_cleanup_all_components

Cleanup every registered PCG component in the world (editor only)

pcg_refresh_runtime_gen_sources

Refresh all GenerateAtRuntime PCG execution sources

pcg_dirty_runtime_gen_sources

Mark all runtime-gen PCG execution sources as dirty (5.8+ only)

pcg_refresh_all_components_filtered

Refresh PCG components matching a filter predicate (editor only)

pcg_flush_cache

Flush PCG results cache and compiled-graph cache

pcg_runtime_generation_refresh

Clean up and re-generate all runtime-gen PCG components including partition actors

pcg_refresh_pcg_runtime_component

Refresh a single GenerateAtRuntime PCG component (optionally flushing cache first)

pcg_build_landscape_cache

Build the PCG landscape cache for the current world

pcg_clear_landscape_cache

Clear the PCG landscape cache for the current world

pcg_is_inspecting

Check whether per-node inspection is enabled on a UPCGComponent

pcg_enable_node_inspection

Enable per-node inspection on a UPCGComponent

pcg_disable_node_inspection

Disable per-node inspection on a UPCGComponent

pcg_was_node_executed

Check whether a node's task executed during the last generation

pcg_has_node_produced_data

Check whether a node produced data in the last execution

pcg_get_node_inactive_pin_mask

Get the bitmask of output pins deactivated by dynamic branching

pcg_did_node_trigger_gpu_to_cpu_readback

Check whether a node triggered a GPU->CPU readback during last execution

pcg_did_node_trigger_cpu_to_gpu_upload

Check whether a node triggered a CPU->GPU upload during last execution

pcg_node_applied_data_overrides

Check whether data overrides were applied to a node during last execution

pcg_inspect_node_output

Inspect a node's output data collection (compact, AI-friendly summary)

pcg_inspect_partition_node_output

Inspect a node's output across ALL partition cells of a partitioned PCG component

pcg_list_executed_nodes

List all nodes executed during last generation (compact)

pcg_clear_inspection_data

Clear cached inspection data on a UPCGComponent

Procedural Vegetation

9 tools

Trees 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_nodes

Search the Procedural Vegetation add-node menu (UE 5.8 only)

list_pv_node_categories

List Procedural Vegetation node categories with node counts (UE 5.8 only)

describe_pv_nodes

Get full schema for one or more Procedural Vegetation nodes (UE 5.8 only)

export_pv_schema

Write the full Procedural Vegetation node schema to a JSON file (UE 5.8 only)

create_procedural_vegetation

Create a Procedural Vegetation asset (UE 5.8 only)

export_procedural_vegetation

Export a Procedural Vegetation asset to mesh assets (UE 5.8 only)

preview_pv_node

Preview a node's output in the open editor viewport (UE 5.8 only)

export_pcg_graph_config

Dump a PCG/vegetation graph's AUTHORED configuration to a file (UE 5.8 only)

list_pv_samples

List Procedural Vegetation assets available as creation samples (UE 5.8 only)

Materials

52 tools

Material 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_material

Create a new Material

create_material_instance

Create a Material Instance

build_material_graph

Build complete node graph in one atomic call

get_material_info

Inspect material properties, parameters, textures

set_material_properties

Bulk-set material properties

recompile_material

Force recompile and save

apply_material

Apply edits to the asset (clicks the editor's Apply button)

get_material_errors

Get material compilation errors

material_stats

Report the engine's own shader cost counters for a material

add_material_comments

Add comment boxes to material graph

get_material_graph_nodes

Read graph nodes with verbosity control

get_material_expression_info

Inspect one material expression node with its available pins

get_material_property_connections

Show which material outputs (BaseColor, etc.) are connected

add_material_expression

Add a material expression node

connect_material_expressions

Connect two material expression nodes

delete_material_expression

Delete a material expression by index

set_material_expression_property

Set a property on a material expression

move_material_expression

Move a material expression node

duplicate_material_expression

Duplicate a material expression

layout_material_graph

Auto-layout the material graph (data-flow, right-to-left)

layout_material_expressions

Auto-layout all material expressions (alias of layout_material_graph)

layout_material_function_graph

Auto-layout a Material Function graph (data-flow, right-to-left)

get_material_instance_parameters

Get all parameters of a material instance

set_material_instance_parameter

Set a parameter on a material instance

set_material_instance_parent

Reparent a material instance

clear_material_instance_parameter

Clear a parameter override (revert to parent)

list_material_expression_types

List available material expression types

get_expression_type_info

Look up pins & properties for a node type

get_available_material_pins

Query available material output pins

disconnect_material_expression

Disconnect a specific input pin

search_material_functions

Find Material Functions by name

validate_material_graph

Diagnose orphaned, dead-end, and unconnected nodes

trace_material_connection

Trace upstream/downstream from a node

cleanup_material_graph

Delete orphaned/dead-end nodes

create_material_function

Create a new Material Function asset

create_material_function_instance

Create a Material Function Instance

set_material_function_instance_parameter

Override a parameter on a Material Function Instance

get_material_function_instance_parameters

Read overrides on a Material Function Instance

set_material_layers

Set the material attribute layer stack (base or instance)

get_material_layers

Read the material attribute layer stack

get_material_function_info

Inspect a Material Function

build_material_function_graph

Build complete MF node graph in one call

add_material_function_input

Add a FunctionInput pin

add_material_function_output

Add a FunctionOutput pin

set_material_function_input

Modify an existing FunctionInput

set_material_function_output

Modify an existing FunctionOutput

validate_material_function

Validate a Material Function

cleanup_material_function

Cleanup orphaned nodes in a Material Function

create_material_parameter_collection

Create a Material Parameter Collection

set_material_parameter_collection_parameter

Add or update an MPC scalar/vector entry

get_material_parameter_collection

List all entries of a Material Parameter Collection

delete_material_parameter_collection_parameter

Remove an entry from a Material Parameter Collection

Gameplay Ability System

25 tools

Build 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_tags

List gameplay tags with source, comment and children

get_gameplay_tag

Read one tag's comment, sources, parent and children

add_gameplay_tag

Add a gameplay tag to an ini source

remove_gameplay_tag

Remove a gameplay tag from its ini source

rename_gameplay_tag

Rename a tag, leaving a redirector behind

add_gameplay_tag_source

Create a new tag source ini

list_gameplay_tag_sources

List tag sources and which are writable

validate_gameplay_tags

Check the tag library and return a verdict

list_attribute_sets

List AttributeSet classes, including unopened Blueprints

list_attributes

List an AttributeSet's attributes with defaults

create_attribute_set

Create a Blueprint AttributeSet, optionally with attributes

add_attribute

Add an attribute to a Blueprint AttributeSet

validate_attribute_set

Check an AttributeSet and return a verdict

create_gameplay_effect

Create a GameplayEffect Blueprint

list_gameplay_effect_components

List the effect component classes this engine has

add_gameplay_effect_component

Attach a gameplay effect component

remove_gameplay_effect_component

Remove a gameplay effect component by class

set_gameplay_effect_modifier

Add or edit a modifier on a gameplay effect

validate_gameplay_effect

Run the engine's own validation over an effect

create_gameplay_ability

Create a GameplayAbility Blueprint

create_gameplay_cue_notify

Create a cue notify Blueprint bound to its cue tag

list_gameplay_cue_notifies

List cue notify assets and the tag each answers to

validate_gameplay_cues

Cross-check cue tags against notifies, both directions

search_gas

Ranked bulk search across tags, attributes, effects and abilities

get_ability_system_info

Inspect an actor's AbilitySystemComponent

World Building

55 tools

Shape 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_layers

Paint every landscape layer in one normalised pass

create_volume

Spawn a volume with real brush geometry at a given size

validate_volume

Verify a volume has brush geometry and actually does something

create_landscape

Create a landscape at a chosen resolution

sculpt_landscape

Sculpt landscape heights with a shape

paint_landscape_layer

Paint a landscape weight layer

get_landscape_info

Read a landscape's resolution, scale, height range and layers

clear_landscape_splines

Remove all landscape splines

add_landscape_spline

Deform the landscape along a spline

edit_terrain_region

Edit one region of an existing landscape

add_river

Carve a river into an existing landscape

generate_terrain

Generate a complete eroded terrain into a landscape

validate_landscape

Verify a landscape is usable

build_lighting

Start a Lightmass lighting build

lighting_build_status

Poll a lighting build

recapture_sky

Recapture sky lights

update_reflection_captures

Flush or fully rebake reflection captures

validate_lighting

Verify lighting is built

build_navigation

Start a navigation mesh build (asynchronous)

navigation_build_status

Poll an in-flight navigation build

validate_navigation

Verify navigation is built and actually pathable

set_spline_points

Set or append a spline's points

set_spline_point

Edit one spline point: location, tangents, rotation, scale, type

get_spline

Read a spline's points, length and sampled transforms

validate_spline

Verify a spline is usable

add_component

Add a component to a placed actor in the level

create_foliage_type

Create a foliage type asset from a static mesh

scatter_foliage

Place foliage in a reproducible pattern (the brush, without the brush)

clear_foliage_instances

Remove placed foliage instances, keeping the types

remove_foliage_type

Remove a foliage type from the level entirely

get_foliage_info

List foliage types in the level with instance counts

validate_foliage

Verify placed foliage is actually going to render

list_editor_modes

List the editor modes this build registers, and which is active

set_editor_mode

Switch the level editor to a mode by id

apply_terrain_process

Run one geomorphic process over an existing landscape

regenerate_terrain_region

Regenerate one region of a landscape and merge it seamlessly

get_world_partition_info

Report a World Partition level's grids, data layers and loaded actor counts

list_world_partition_actors

List every actor in a partitioned level without loading it

load_world_partition_region

Load a region of a partitioned level so its actors can be edited

unload_world_partition_region

Release a region loaded by load_world_partition_region

pin_world_partition_actors

Keep matched actors loaded regardless of camera position

set_actor_spatially_loaded

Set whether an actor streams with the grid or is always loaded

create_data_layer

Create a data layer asset and an instance of it in this world

list_data_layers

List data layers with type, parent, state and actor counts

assign_actors_to_data_layer

Add or remove matched actors to a data layer

set_data_layer_state

Set a data layer's editor visibility, editor loading and initial runtime state

remove_data_layer

Remove a data layer instance from this world

create_hlod_layer

Create an HLOD layer asset

list_hlod_layers

List HLOD layer assets with type, cell size, loading range and parent

set_actor_hlod_layer

Assign an HLOD layer to matched actors, or clear the override

build_world_partition

Run a World Partition builder (hlod, minimap, navigation, foliage...)

set_world_partition_settings

Set any editable UWorldPartition property by reflection

set_runtime_grid

Add, edit or remove a named runtime grid

set_actor_runtime_grid

Put matched actors onto a named runtime grid

validate_world_partition

Check a partitioned world is actually partitioned

Behavior Trees

24 tools

Author 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_nodes

Search Behavior Tree node classes, ranked

get_bt_node_type_info

Read a node class: its properties and what each accepts

list_blackboard_key_types

List available blackboard key types

create_behavior_tree

Create a Behavior Tree with its graph and Root node

create_blackboard

Create a Blackboard

set_bt_blackboard

Attach a Blackboard to a Behavior Tree, or set what it inherits from

create_bt_node_blueprint

Create a Blueprint task, service or decorator

get_behavior_tree

Read a Behavior Tree as a tree

get_blackboard

Read a Blackboard's keys

validate_behavior_tree

Check a Behavior Tree and return a verdict

add_bt_node

Add composites and tasks to a Behavior Tree

add_bt_subnode

Attach decorators and services to a node

connect_bt_nodes

Re-parent a node or change its sibling order

remove_bt_node

Remove a node, a subtree, or a sub-node

set_bt_node_property

Set properties on a node, decorator or service

compile_behavior_tree

Rebuild the runtime node chain from the graph

arrange_behavior_tree

Auto-arrange the graph layout

add_bt_composite_decorator

Combine decorators with AND, OR or NOT

get_bt_runtime

Inspect Behavior Trees running in play

control_bt_runtime

Start, stop, restart, pause or resume running logic

set_bt_dynamic_subtree

Swap the subtree behind a Run Behavior Dynamic task

add_blackboard_keys

Add keys to a Blackboard

remove_blackboard_key

Remove a key from a Blackboard

set_blackboard_key

Rename, retype or edit a Blackboard key

Environment Queries

12 tools

Build 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_nodes

Search EQS generators, tests and contexts, ranked

get_eqs_node_type_info

Read an EQS generator, test or context class

create_env_query

Create an Environment Query

get_env_query

Read a query's options and tests

add_eqs_option

Add a generator option to a query

remove_eqs_option

Remove an option from a query

add_eqs_test

Add a test to an option

remove_eqs_test

Remove a test from an option

set_eqs_node_property

Set a property on a generator or a test

validate_env_query

Check a query and return a verdict

run_env_query

Run a query in the editor and return the engine's debug view

get_eqs_runtime

During play, the EQS queries each actor last ran

StateTree

42 tools

Author StateTree assets. States, transitions, tasks, evaluators, conditions, global tasks, parameters, bindings, compilation.

get_statetree_info

Get StateTree overview (schema, counts)

export_statetree

Export a StateTree to a complete self-contained JSON file

get_statetree_states

Get state hierarchy tree

get_statetree_state

Get detailed info for a single state

get_statetree_evaluators

Get global evaluators with properties

get_statetree_global_tasks

Get global tasks with properties

get_statetree_parameters

Get tree-level parameters

get_statetree_node

Get detailed info for a single node by GUID

get_statetree_bindings

Get property bindings with full path details

get_statetree_full_info

Get complete StateTree data in one call

search_statetree_nodes

Search for nodes by class name or category

create_statetree

Create a new StateTree asset

add_statetree_state

Add a state to the tree

add_statetree_task

Add a task to a state

add_statetree_evaluator

Add a global evaluator

add_statetree_global_task

Add a global task

add_statetree_condition

Add a condition to state enter or transition

add_statetree_consideration

Add a utility consideration to a state

add_statetree_transition

Add a transition to a state

add_statetree_parameter

Add a tree-level parameter

set_statetree_parameter

Set the value of an existing tree-level parameter

set_statetree_state_property

Set a property on a state

set_statetree_node_property

Set a property on a task/evaluator/condition

set_statetree_transition_property

Set a property on a transition

set_statetree_schema

Change the schema of a StateTree

set_statetree_component_tree

Assign a StateTree asset to a StateTree component (placed actor or Blueprint)

add_statetree_binding

Add a property binding between nodes / tree parameters

bind_statetree_delegate

Bind a delegate dispatcher to a listener

bind_statetree_task_completion

Bind a listener to a task's completion (UE 5.8+)

set_statetree_color

Add or update a theme color

remove_statetree_state

Remove a state and its children

remove_statetree_node

Remove a task/evaluator/condition by GUID

remove_statetree_transition

Remove a transition from a state

remove_statetree_binding

Remove a property binding

remove_statetree_parameter

Remove a tree-level parameter

compile_statetree

Compile a StateTree and return errors

list_statetree_node_types

List available task/evaluator/condition types

get_statetree_binding_sources

List valid binding sources for a node (context/params/functions)

search_statetree_properties

Deep type-aware property search across a node's binding sources

list_statetree_schemas

List available StateTree schema classes

get_statetree_transition_targets

List valid transition targets for a StateTree

list_statetree_enum_values

List valid enum values for StateTree properties

Sequencer

220 tools

Author 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_sequence

Create a new Level Sequence asset

open_level_sequence

Open a Level Sequence in the Sequencer editor

get_sequence_info

Read timeline settings + binding/track counts

set_playback_range

Set the playback range (frames or seconds)

set_display_rate

Set the display rate / FPS

set_tick_resolution

Set the tick resolution (migrating)

add_possessable

Bind an existing level actor as a possessable

add_spawnable_from_class

Add a spawnable binding from a class

add_spawnable_from_actor

Add a spawnable binding from a level actor template

list_bindings

List bindings (possessables + spawnables), filterable by type/name

rename_binding

Rename a binding by GUID

remove_binding

Remove a binding by GUID

convert_to_spawnable

Convert a possessable binding to spawnable

convert_to_possessable

Convert a spawnable binding to possessable

list_track_types

List available track classes (reflection)

list_tracks

List tracks on a binding (or root tracks)

add_track

Add an object-bound track to a binding

add_root_track

Add a root/master track (camera cut, audio...)

remove_track

Remove a track by index

add_section

Add a section to a track

list_sections

List sections on a track (display-rate frames; reports ease_in/ease_out and blend_type when set)

set_section_range

Set a section's range (frames or seconds)

remove_section

Remove a section by index

set_track_property

Set a property on a track (universal writer)

set_section_property

Set a property on a section (universal writer)

list_channels

List a section's animatable channels

add_key

Add a keyframe to a channel

list_keys

List keys on a channel (compact: time + value, one shared interp)

remove_key

Remove a key from a channel by index or by frame

set_channel_default

Set or clear a channel's default value

add_transform_keys

DEPRECATED: use add_keys. Key location/rotation/scale on a transform section in one call

create_camera

Spawn a cine camera and bind it in the sequence

add_camera_cut

Add a camera cut to the camera (auto-creates the cut track)

render_sequence

Render a Level Sequence to disk via Movie Render Queue (async)

render_status

Report Movie Render Queue progress + written files

set_key_value

Set an existing key's value (float/double channel)

set_key_time

Move an existing key in time

set_key_interpolation

Set a key's interpolation + tangent mode

set_key_tangent

Set a key's tangents (arrive/leave + weights)

set_channel_extrapolation

Set channel pre/post-infinity extrapolation (looping)

copy_keys

Read a channel's keys into a portable payload

paste_keys

Write a copy_keys payload onto a channel at an offset

offset_keys

Shift every key on a channel (or section) by a delta

retime_keys

Move keys explicitly, or scale a range about a pivot

reduce_keys

Key reduction / curve optimise within a tolerance

tween_keys

Blend selected keys with one of the editor's blend tools

key_all_at_frame

Key every channel of a binding at one frame (current value)

bake_channel_keys

Sample a channel per frame over a range and write keys

set_track_mute

Mute or unmute a track or one of its rows (headless)

set_track_solo

Solo or unsolo a track or one of its rows (headless)

set_track_eval_disabled

Disable or enable evaluation of a track or row (saved; not mute)

list_outliner_state

Mute/solo/eval-disabled/colour/sort/lock state per binding, track, row and section

set_section_flags

Set a section's active, locked, row, colour, pre-roll and post-roll

set_track_color

Set a track's colour tint

set_track_display_name

Rename a track or one of its rows

set_track_sorting

Set a track's sort order among its siblings

set_binding_sorting

Set a binding's sort order among its siblings

add_child_folder

Create a folder nested under another folder

rename_sequence_folder

Rename a sequence folder

set_folder_color

Set a sequence folder's colour

remove_from_folder

Unlink a binding or root track from a folder

remove_sequence_folder

Remove a folder (its contents return to the root)

sequencer_select

Set the Sequencer selection (window-gated)

sequencer_get_selection

Read the Sequencer selection (window-gated)

sequencer_playback

Drive the open Sequencer: play, pause, play_to, speed, loop, lock (window-gated)

sequencer_window_status

Current/focused sequence, playing, speed, loop, lock and camera-cut lock of the open Sequencer

add_subsequence_on_row

Add a sub-sequence on a given row of the existing shot track

set_subsequence_params

Set a sub-section's bias, time scale, loop, offsets, sequence or shot name

set_shot_display_name

Rename a cinematic shot section

list_sub_sequences

Sub-sequence/shot sections with ranges, bias, time scale and loop settings

list_camera_cuts

Camera cuts with binding, range, ease, lock-previous, plus track blend settings and gaps

set_camera_cut

Retarget, retime, ease or lock-previous one camera cut

set_camera_cut_track

Camera cut track settings: can_blend, auto-manage sections, rearrange

remove_camera_cut

Remove one camera cut

set_spawnable_template

Edit the spawnable's template actor (any property, any component)

set_spawnable_ownership

Spawn ownership, continuous respawn and net-addressable name of a spawnable

set_custom_binding

Convert a binding to a custom binding class (headless)

list_custom_bindings

Custom binding class and properties per binding

list_binding_tags

Every binding tag and the bindings it marks

remove_binding_tag

Unregister a binding tag sequence-wide

repair_bindings

Find (and optionally prune) possessable references that no longer resolve

get_director_blueprint

Report the sequence's director Blueprint and its functions

set_condition

Put a condition on a section, track or track row (native on 5.6/5.7/5.8)

get_condition

Read the condition on a section, track or track row

clear_condition

Remove the condition from a section, track or track row

add_event_key

Key an event bound to a director-Blueprint endpoint, with payload values

copy_sections

Copy sections into a portable payload (also lands on the OS clipboard)

paste_sections

Paste a copy_sections payload onto a track at a frame

copy_tracks

Copy tracks into a portable payload (also lands on the OS clipboard)

paste_tracks

Paste a copy_tracks payload into a sequence (bound tracks need a target binding)

add_dynamic_binding_resolver

Create a director-Blueprint resolver function for a binding (dynamic binding)

set_dynamic_binding

Point a binding's dynamic binding at an existing director-Blueprint function

add_condition_endpoint

Put a director-Blueprint condition on a section, track or row and create its function

export_sequence_fbx

Export a Level Sequence to FBX (headless)

import_sequence_fbx

Import an FBX onto a Level Sequence's bindings (headless, no dialog)

export_anim_sequence

Bake a binding's animation to an AnimSequence asset

export_anim_sequence_async

Bake to an AnimSequence after a delay (5.7+), letting spawnables settle first

link_anim_sequence

Link an existing AnimSequence to a binding

list_linked_anim_sequences

Linked AnimSequences of a sequence, or the sequence an AnimSequence links to

clear_linked_anim_sequences

Drop every AnimSequence link from a sequence

import_fbx_to_control_rig

Import an FBX onto a binding's Control Rig track channels

export_fbx_from_control_rig

Export a binding's Control Rig track channels to FBX

list_render_queue

Jobs in the Movie Render Queue with config mode, presets and shots

add_render_job

Add a render job for a Level Sequence to the Movie Render Queue

remove_render_job

Remove a job from the Movie Render Queue

duplicate_render_job

Duplicate a job in the Movie Render Queue

set_render_job_config

Assign a preset, a graph preset, a config mode or setting values to a job

set_render_shot

Enable/disable a shot or give it an override config or graph preset

save_render_queue

Save the Movie Render Queue as an asset and/or a manifest file

load_render_queue

Replace the Movie Render Queue from a queue asset or a manifest file

cancel_render

Cancel the active render (editor queue and CLI-started renders)

list_render_presets

Primary, shot and graph render config assets in the project

start_take_recording

Start a headless Take Recorder take (the Sequencer window is not opened)

stop_take_recording

Stop the active take and report the recorded sequence

cancel_take_recording

Cancel the active take

take_recorder_status

Take Recorder plugin/enabled/recording state and the pending sources

add_take_source

Add actor (or other) sources to the pending take

list_take_sources

Pending take sources

list_takes

Recorded takes for a slate

set_section_easing

Set section ease-in/out (fade) length

set_section_blend_type

Set section blend type (additive layering)

add_audio

Add a sound on a master audio track

add_subsequence

Add a sub-sequence (shot) on a cinematic shot track

add_event_section

Add an event track section (repeater/trigger)

add_timewarp

Add a time-warp track with a fixed play rate

add_marked_frame

Add a timeline marker

list_marked_frames

List timeline markers

remove_marked_frame

Remove a timeline marker by index

add_folder

Add a root folder (organization)

list_sequence_folders

List root folders

add_to_folder

Add a binding or root track to a folder

set_evaluation_type

Set evaluation type (framelocked/withsubframes)

tag_binding

Add a tag to a binding

untag_binding

Remove a tag from a binding

get_binding

Deep report for one binding: tracks, sections, channels (filterable), optional keys

evaluate_channels

Evaluate channel value(s) at a frame/time (e.g. Location.X at frame 500)

set_playhead

Move the Sequencer timeline bar to a frame/time (sequence must be open)

get_playhead

Read the Sequencer playhead position (sequence must be open)

set_playback_state

Play or pause the open Sequencer

list_animatable_properties

List keyable properties of a binding's object/component (discover what you can animate)

possess_component

Possess an actor's component as a child binding (needed to animate LightColor/Intensity)

add_property_track

Add a property track bound to a property (auto-picks track class); enables color/intensity/etc.

add_keys

Batch-add keys to multiple channels of a section in ONE call

validate_sequence

Verdict for a whole sequence: broken bindings, dead sections, missing assets, compile state

evaluate_sequence

Scrub a headless player to a frame and read back what the bindings actually evaluate to

add_skeletal_animation

Add an animation to a skeletal-mesh binding; loops to fill the section by default

list_control_rigs

Control Rig tracks on a sequence, with their rig class and priority

list_rig_controls

The channel map: every control's channel indices, kinds, labels and mask state

add_control_rig_track

Add a Control Rig track + section to a binding, headless

add_control_rig_key

Key one control at one frame

add_control_rig_keys

Batch: N controls x M frames on a rig section in ONE call and one undo step

list_control_rig_keys

Read a rig section's keys back per control and channel

remove_control_rig_keys

Delete a control's keys, all of them or inside a frame range

set_control_rig_control_default

Set a control's channel defaults - the value it holds with no keys

set_control_rig_controls_mask

Show or hide controls on a rig section

set_control_rig_apply_mode

Set an FK Control Rig track's apply mode

set_control_rig_priority

Set a Control Rig track's evaluation priority order

rename_control_rig_channels

Repoint a track's channels at renamed rig controls

add_control_rig_anim_layer

Add an anim layer for some controls of a rig track

remove_control_rig_anim_layer

Delete one anim layer and its sections

duplicate_control_rig_anim_layer

Copy one anim layer with its keys

merge_control_rig_anim_layers

Merge two or more anim layers into the lowest one

set_control_rig_anim_layer

Change an anim layer: name, weight, type, mute, lock, key target, controls

reorder_control_rig_anim_layer

Move an anim layer to another index (UE 5.8+)

get_control_rig_world_transform

Read controls in WORLD space at given frames

set_control_rig_world_transform

Key a control at a WORLD transform on given frames

move_control_rig_space_key

Move one space key of a control to another frame

move_constraint_key

Move one activation key of a timeline constraint to another frame

compensate_control_rig_space

Add the transform keys that stop a control jumping at a space key

compensate_timeline_constraint

Add the transform keys that stop a constrained control jumping at an activation key

bake_timeline_constraint

Bake a timeline constraint into plain keys on the child

list_control_rig_anim_layers

Read the sequence's Control Rig anim layers (index, name, weight, type, controls)

select_control_rig_controls

Select controls of a rig track

get_control_rig_selection

Read which controls of a rig track are selected

mirror_control_rig_pose

Mirror the pose of some controls to or from the other side

reset_control_rig_controls

Put controls back to their default values

tween_control_rig

Key controls between their key before and their key after

replace_control_rig

Change the rig of a Control Rig track and keep its keys

create_control_rig_pose

Save the pose of a Sequencer rig as a pose asset

paste_control_rig_pose

Paste a pose asset onto a Sequencer rig

get_control_rig_pose

Read the controls a pose asset holds

rename_control_rig_pose_control

Rename one control inside a pose asset

get_control_rig_track_settings

Read the rig settings of a Control Rig track: the public variables of its rig

set_control_rig_track_settings

Set public variables of a track's rig and build the rig again with them

get_control_rig_rotation_orders

Read the rotation order each control uses on a Control Rig track

sync_control_rig_rotation_orders

Convert the rotation keys of a track to the rotation order the rig has now

list_control_rig_selection_sets

List the selection sets of a Level Sequence (UE 5.7+)

create_control_rig_selection_set

Make a selection set from controls of a rig track, or mirror a set (UE 5.7+)

set_control_rig_selection_set

Rename a selection set, change its colour or row, add or remove controls (UE 5.7+)

remove_control_rig_selection_set

Remove one selection set, or all of them (UE 5.7+)

apply_control_rig_selection_set

Use a selection set: select, deselect, show, hide, isolate, show all or key its controls (UE 5.7+)

validate_control_rig_track

Verdict for the rig tracks: rig class resolvable, every control has channels, mask consistent

add_control_rig_space_key

Key a space switch on a rig control (world, default parent, another control, or a bone)

list_control_rig_space_keys

Space keys per control: keyed frames, the unique space list, and the resulting intervals

remove_control_rig_space_key

Delete one space key from a control's space channel

add_timeline_constraint

Constrain a rig control or actor to another, with an activation channel on the rig section

list_timeline_constraints

Constraints on a rig section: name, type, child, parent, and their activation keys

set_constraint_active_key

Key a timeline constraint on or off at a frame

remove_constraint_key

Delete one constraint activation key

load_anim_into_control_rig

Bake an AnimSequence onto a Control Rig section, headless

bake_to_control_rig

Bake a skeletal binding's animation onto a new Control Rig track (needs an open Sequencer)

export_control_rig_to_anim_sequence

Export a binding's animation back out to an AnimSequence (needs an open Sequencer)

smart_reduce_control_rig

Key reduction tuned for rig channels (needs an open Sequencer)

snap_control_rig

Snap controls onto an actor or another control over a frame range (needs an open Sequencer)

collapse_control_rig_anim_layers

Flatten every section and layer on a rig track into one (needs an open Sequencer)

bake_control_rig_space

Bake space switches into plain keys over a range (needs an open Sequencer)

set_control_rig_layered_mode

Toggle a rig track between layered/additive and absolute (needs an open Sequencer)

refresh_control_rig_track

Rebuild a rig track's instance against the blueprint's current compiled class, keeping the keys

list_mixer_layers

Layers of an Animation Mixer track (UE 5.8+, MovieSceneAnimMixer plugin)

add_mixer_layer

Append or insert a layer on an Animation Mixer track (UE 5.8+)

set_mixer_layer_name

Rename a mixer layer (UE 5.8+)

add_mixer_animation

Put an animation sequence on a mixer layer (UE 5.8+); overlapping sections on one layer auto-create a crossfade transition

add_mixer_child_track

Put a child track (e.g. MovieSceneControlRigParameterTrack) on an empty mixer layer (UE 5.8+)

list_mixer_transitions

Transitions on an Animation Mixer track (UE 5.8+)

set_mixer_transition_type

Change a transition's class, e.g. MovieSceneAnimInertialDeadBlendTransitionSection (UE 5.8+)

list_decorations

Decorations on a track, section or mixer layer plus the compatible classes (UE 5.8+)

add_decoration

Add a decoration (weight, mask, mirroring, root motion target...) to a track, section or mixer layer (UE 5.8+)

remove_decoration

Remove a decoration from a track, section or mixer layer (UE 5.8+)

set_mixer_layer_weight

Set 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_track

Verdict on an Animation Mixer track: layers, section/child-track exclusivity, transitions (UE 5.8+)

Level Actors

58 tools

Spawn, 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_level

List all actors in the current level

find_actors_by_name

Find actors by name pattern

spawn_actor

Spawn an actor in the level

search_classes

Search available UClasses by name, optionally filtered by a base class

delete_actor

Delete an actor from the level

set_actor_transform

Set actor location/rotation/scale

spawn_blueprint_actor

Spawn a Blueprint actor instance

spawn_actor_from_class

Spawn an actor from a class name

get_selected_actors

Get currently selected viewport actors

get_world_info

Get current level info (world name, actor count)

take_screenshot

Capture the level viewport or a named editor window to PNG

wait_for_compilation

Block until asset and shader compilation finishes

read_message_log

Read an editor Message Log listing

validate_project_assets

Run the project's own data validators over its assets

validate_blueprint_compile

Compile a Blueprint and report which nodes failed

validate_collision

Find static meshes with missing or unusable collision

validate_replication

Check a class for silent multiplayer bugs

list_editor_windows

List open editor windows and asset editors

focus_asset_editor

Bring an asset's editor tab to the front

list_tabs

List editor tabs you can open, and which are open

open_tab

Open any editor tab, docked or in its own window

close_tab

Close an open editor tab

set_window_state

Maximize, minimize, restore or raise an editor window

focus_viewport

Frame the level viewport on an actor or move the camera

get_scene_map

Context-friendly clustered understanding of the level

get_mesh_info

Native shape/bounds/pivot of a static mesh asset (before placing)

spawn_actors_batch

Spawn many actors from one computed array in a single call

delete_actors_batch

Bulk-delete actors by name/label prefix or an explicit list

move_actors_to_folder

Put actors into an outliner folder (organization only)

create_folder

Create an empty outliner folder

delete_folder

Delete an outliner folder (and subfolders)

list_folders

List all outliner folders in the level

rename_folder

Rename/move an outliner folder

group_actors

Group actors into an editor Group (AGroupActor)

ungroup_actors

Dissolve the editor Group(s) containing the given actors

attach_actors

Attach actors as children of a parent (transform hierarchy)

detach_actors

Detach actors from their parent (become independent)

capture_top_down

Off-screen orthographic top-down (floor-plan) render to PNG

set_actor_property

Set a property at any nested path on a placed actor

get_actor_property_metadata

Inspect property type/clamp/enum metadata on a placed actor

get_material_slots

List 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_batch

Assign 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_class

Spawn ANY AActor subclass, engine, plugin, or Blueprint

find_actors

Flexible actor search by name, label, class, or tag

get_actor_properties

Get property values from a live placed actor instance

quit_editor

Close the connected Unreal Editor the safe way (no process kill)

play_in_editor

Start Play-In-Editor (PIE), in the active viewport, or a new window

stop_play_in_editor

Stop the running Play/Simulate-In-Editor session

list_level_templates

List the New-Level templates the editor offers (Basic, Open World, blanks, project templates)

create_level

Create and open a new level (blank, partitioned, or from a template)

open_level

Open an existing level in the editor

save_level

Save the current level in place

save_level_as

Save the current level to a new asset path

setup_default_scene

Drop a ready-to-light environment (sun, sky, fog, floor) into the current level, with optional lighting presets

get_undo_history

Read the editor's undo stack, newest first

undo

Roll back the last N transactions, as Ctrl+Z does

batch

Run many commands in one round trip and one undo step

redo

Re-apply the last N undone transactions

Project Settings

3 tools

Read 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_settings

Search Project/Editor Settings sections by name

get_project_settings

Read all properties of a settings section

set_project_settings

Set one or more properties on a settings section and persist to Default*.ini

Blueprints

57 tools

Create 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_graph

Bring a graph to the front in the Blueprint editor

search_parent_classes

Search for classes usable as Blueprint parents

search_types

Search types by keyword for variables/pins (top-N)

create_blueprint

Create a Blueprint from any parent class

export_blueprint

Export a Blueprint as complete reflection-grounded JSON

export_graph

Read a graph as the canonical round-trip document

build_graph

Rebuild a graph from an export_graph document

apply_graph_patch

Bring a graph in line with a document, changing only what differs

diff_graph

Compare a graph document against the live graph

export_object

Export any UObject/asset/struct as reflection-grounded JSON

export_asset

Export any graph-bearing asset as reflection-grounded JSON (auto-dispatch)

export_actor

Export a placed level actor + its full component hierarchy as JSON

add_component_to_blueprint

Add a component to a Blueprint or a placed actor

set_blueprint_component_property

Set a property on a Blueprint's component template

delete_component

Delete a component from a Blueprint or a placed actor

reparent_component

Move a component under a new parent (or to root)

set_root_component

Make a scene component the root

compile_blueprint

Compile a Blueprint

read_blueprint_content

Read complete BP: graph, functions, variables, components

analyze_blueprint_graph

Analyze a graph (nodes, connections, execution flow)

create_blueprint_variable

Create a variable in a Blueprint

create_local_variable

Create a function-local variable

get_blueprint_variable_details

Inspect variable(s) in a Blueprint

set_blueprint_variable_properties

Modify variable properties (full Details panel)

delete_blueprint_variable

Delete a variable from a Blueprint

reparent_blueprint

Change a Blueprint's parent class

create_blueprint_function_library

Create a Blueprint Function Library asset

set_function_properties

Set Details-panel properties on any blueprint function

create_blueprint_interface

Create a Blueprint Interface asset

implement_blueprint_interface

Implement an interface on a Blueprint class

remove_blueprint_interface

Remove an implemented interface from a Blueprint

list_blueprint_interfaces

List a Blueprint's implemented interfaces

create_blueprint_function

Create a new function in a Blueprint

override_blueprint_function

Override a parent-class function or event (My Blueprint > Override)

create_event_graph

Create a new event graph in a Blueprint

rename_event_graph

Rename an event graph in a Blueprint

delete_event_graph

Delete an event graph from a Blueprint

get_blueprint_function_details

Inspect function(s) with graph

add_function_input

Add input parameter to a function

add_function_output

Add output parameter to a function

delete_blueprint_function

Delete a function from a Blueprint

rename_blueprint_function

Rename a function

create_event_dispatcher

Add an event dispatcher (multicast delegate) to a Blueprint

search_nodes

Search ANY placeable node by keyword (top-N)

list_blueprint_nodes

List nodes already in a Blueprint graph (instance GUIDs)

describe_node

List a node's pins (name/dir/type) WITHOUT placing it

build_blueprint_graph

Build a whole graph fragment at once (nodes + connections)

arrange_blueprint_graph

Auto-arrange a whole graph (straight exec spines, clustered inputs, reroute knots)

set_pin_default

Set one input pin's default literal on a placed node

break_node_link

Break links on a node pin (disconnect)

insert_node_in_exec

Splice an existing node into an exec link

add_blueprint_node

Add a node to a Blueprint graph

connect_blueprint_nodes

Wire two nodes together

delete_blueprint_node

Delete a node by GUID

set_blueprint_node_property

Set node property or perform semantic editing

get_blueprint_class_defaults

Read a Blueprint class's default (CDO) property values

set_blueprint_class_defaults

Set default property values on a Blueprint's class (CDO)

Blueprint Structs and Enums

10 tools

Author 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_enum

Create a Blueprint enum with its entries

get_enum

Read a Blueprint enum's entries

set_enum

Edit a Blueprint enum's entries, description and bitflags

validate_enum

Check a Blueprint enum with a verdict

create_blueprint_struct

Create a Blueprint struct (UserDefinedStruct), optionally with members

add_blueprint_struct_variable

Add a member variable to a Blueprint struct

set_blueprint_struct_variable

Rename, retype, re-default, or re-tooltip a struct member

remove_blueprint_struct_variable

Remove a member from a Blueprint struct

describe_blueprint_struct

List a Blueprint struct's members (name, type, default, tooltip)

list_blueprint_structs

Search Blueprint structs in the project (ranked best-match first)

Enhanced Input

21 tools

Author Input Actions and Mapping Contexts. Configure triggers, modifiers, key mappings, and inspect available keys.

create_input_action

Create a new UInputAction asset

get_input_action

Read all properties, triggers, and modifiers of an Input Action

set_input_action_properties

Set properties on an Input Action

add_input_action_trigger

Add a trigger to an Input Action

add_input_action_modifier

Add a modifier to an Input Action

remove_input_action_trigger

Remove a trigger by index

remove_input_action_modifier

Remove a modifier by index

list_input_actions

List all UInputAction assets

create_input_mapping_context

Create a new UInputMappingContext asset

get_input_mapping_context

Read all key mappings with triggers/modifiers

add_key_mapping

Add a key-to-action mapping

remove_key_mapping

Remove a mapping by index or action+key

set_key_mapping

Change key or action on existing mapping

add_mapping_trigger

Add a trigger to a specific mapping

add_mapping_modifier

Add a modifier to a specific mapping

remove_mapping_trigger

Remove a trigger from a mapping

remove_mapping_modifier

Remove a modifier from a mapping

list_input_mapping_contexts

List all UInputMappingContext assets

list_trigger_types

List all UInputTrigger subclasses with properties

list_modifier_types

List all UInputModifier subclasses with properties

list_input_keys

List available FKey values (keyboard, mouse, gamepad)

Asset Management

18 tools

Find, list, import, save, duplicate, rename, and delete assets. Read metadata and properties on any asset.

find_assets

Search the Asset Registry by class, path, and/or name pattern

list_assets

List assets in a Content Browser directory

get_asset_info

Get asset metadata (class, package, properties)

get_asset_properties

Get all editable properties of any asset

set_asset_property

Set a single property on any asset

find_references

Find dependents/dependencies of an asset

open_asset

Open asset in the editor

save_asset

Save a specific asset to disk

save_all

Save all unsaved (dirty) assets

reload_asset

Reload an asset from disk, discarding in-memory edits

close_asset

Close the asset editor without killing the editor process

delete_asset

Delete an asset or directory (checks references)

duplicate_asset

Copy an asset to a new location

rename_asset

Rename/move an asset (auto-fixes references)

import_asset

Import external file into Content Browser

import_assets_batch

Batch import files into Content Browser

get_selected_assets

Get currently selected Content Browser assets

sync_browser

Navigate Content Browser to show an asset

Bulk Asset Ops

5 tools

Batch move, rename, and delete assets with automatic reference repointing. Fix up redirectors, find same-class replacements, and replace references between assets.

move_assets

Batch move/rename assets (auto-fixes references and redirectors)

delete_assets

Batch delete assets (reference-checked unless forced)

fixup_redirectors

Fix up and delete redirectors under a content path

find_replacement_candidates

Find same-class assets that can replace a given asset (ranked, top-N)

replace_references

Replace all references to source assets with a target asset (consolidate)

Data Assets

5 tools

Create UDataAsset instances and discover their classes and valid property types. Edit their values with the Object Properties commands.

list_data_asset_classes

List all loaded UDataAsset subclasses

create_data_asset

Create a new UDataAsset subclass instance

get_property_valid_types

Query valid dropdown values for a property slot

search_class_paths

Search for class paths by filter

list_data_assets

List data assets by path/class

Object Properties

3 tools

Read 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_object

Introspect any object's properties (filtered, top-N, with types and enum values)

get_object_property

Read one property value at a property path

set_object_property

Set, append, or remove properties and array elements at dotted/indexed paths

UMG Widgets

54 tools

Create 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_tree

Get the widget hierarchy of a Widget Blueprint

add_widget

Add a widget to a Widget Blueprint

remove_widget

Remove a widget from a Widget Blueprint

move_widget

Move a widget to a new parent

rename_widget

Rename a widget

duplicate_widget

Duplicate a widget

create_widget_blueprint

Create a new Widget Blueprint asset

list_widget_types

Search the widget palette

build_widget_tree

Author a whole widget hierarchy in one command

wrap_widget

Wrap a widget in a new panel

replace_widget

Replace a widget with another class

set_root_widget

Set the tree root widget

get_widget_properties

Read a widget's properties

set_widget_properties

Set a widget's properties (faithful)

get_slot_properties

Read a widget's slot (layout) properties

set_slot_properties

Set a widget's slot (layout) properties (faithful)

set_widget_is_variable

Toggle a widget's Is Variable flag

set_widget_editor_mode

Switch a Widget Blueprint between its Designer and Graph tabs

get_widget_class_info

Explain one or many widget classes

set_widget_blueprint_parent

Reparent a Widget Blueprint

list_named_slots

List the Widget Blueprint's named slots

get_named_slot_content

Get a named slot's content

set_named_slot_content

Place a widget in a named slot

clear_named_slot

Clear a named slot

set_widget_navigation

Set a widget's navigation rule for a direction

get_widget_navigation

Get a widget's navigation

clear_widget_navigation

Reset a widget's navigation

add_property_binding

Bind a widget property to a function (legacy)

remove_property_binding

Remove a legacy property binding

list_property_bindings

List legacy property bindings

list_widget_events

List a widget's event delegates

add_ui_component

Add a UI component to a widget (UE 5.8+)

remove_ui_component

Remove a UI component from a widget (UE 5.8+)

list_ui_components

List a widget's UI components (UE 5.8+)

create_widget_animation

Create a UMG animation

list_widget_animations

List a Widget Blueprint's animations

remove_widget_animation

Remove a UMG animation

add_animation_widget_binding

Bind a widget to an animation

remove_animation_widget_binding

Remove a widget binding from an animation

add_animation_track

Add a track to an animation

add_animation_key

Add a keyframe to an animation track

list_animation_tracks

List an animation's tracks

list_animation_keys

Read keyframes on an animation track

add_viewmodel

Add an MVVM viewmodel

remove_viewmodel

Remove an MVVM viewmodel

rename_viewmodel

Rename an MVVM viewmodel

list_viewmodels

List MVVM viewmodels

add_mvvm_binding

Add an MVVM binding

set_mvvm_binding

Modify an MVVM binding

list_mvvm_conversion_functions

List MVVM conversion functions

set_viewmodel_settings

Set viewmodel settings

set_variable_field_notify

Set variable Field Notify

remove_mvvm_binding

Remove an MVVM binding

list_mvvm_bindings

List MVVM bindings

Data Tables

10 tools

Read, add, update, delete, duplicate, and rename data table rows. Inspect the row struct schema.

create_data_table

Create a new Data Table with a chosen row struct

list_data_table_row_structs

Search structs usable as Data Table row structures (ranked best-match first)

get_data_table_rows

Get all rows from a Data Table

get_data_table_row

Get a single row by name

get_data_table_schema

Get column names and types from row struct

add_data_table_row

Add a new row with optional initial data

update_data_table_row

Update specific fields on an existing row

delete_data_table_row

Delete a row by name

rename_data_table_row

Rename a row in-place

duplicate_data_table_row

Copy a row under a new name

Curves

13 tools

Author 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_curve

Create a Curve asset (float, vector, or linear color)

get_curve

Read a curve asset's keys, settings, and ranges

set_curve_keys

Write keys on one sub-curve of a curve asset

delete_curve_keys

Delete keys from one sub-curve

import_curve

Replace a curve asset's data from JSON or CSV

create_curve_table

Create a Curve Table (or Composite Curve Table)

get_curve_table

Read a curve table's rows and keys

set_curve_table_row

Add or update one curve table row

delete_curve_table_row

Delete a row from a curve table

rename_curve_table_row

Rename a row in a curve table

import_curve_table

Replace ALL rows of a curve table from CSV or JSON

create_curve_atlas

Create a Curve Atlas from linear color curves

set_curve_atlas

Edit a Curve Atlas (resize, add/remove/replace curves)

Retargeting

32 tools

Move 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_rig

Create an IK Rig for a skeletal mesh, auto-characterized for retargeting

get_ik_rig

Read an IK Rig: mesh, retarget root, chains, goals and solvers

list_ik_solver_types

List the IK solver types this engine offers

add_ik_solver

Add a solver (FullBodyIK, Limb, Pole, SetTransform, BodyMover...) to an IK Rig

remove_ik_solver

Remove a solver from an IK Rig

set_ik_solver

Change a solver: enabled, start/end bone, stack position, settings fields

add_ik_goal

Add an IK goal on a bone, optionally connected to a solver

remove_ik_goal

Remove an IK goal

set_ik_goal

Rename, re-bone, connect/disconnect a goal, or set its properties and per-solver settings

set_ik_bone

Exclude a bone from solving, or set/remove its per-solver bone settings

add_retarget_chain

Add a retarget chain (start bone to end bone) to an IK Rig

remove_retarget_chain

Remove a retarget chain

set_retarget_chain

Rename a chain or change its start bone, end bone or goal

set_retarget_root

Set the retarget root (pelvis) and, on UE 5.8, the root motion bone

validate_ik_rig

Verdict on an IK Rig: mesh, retarget root, chains, goals, solver wiring

create_retargeter

Create an IK Retargeter between two IK Rigs, set up like Epic's Retarget Animations dialog

auto_setup_retargeter

Re-run Epic's automatic retarget setup on an existing retargeter

get_retargeter

Read an IK Retargeter: rigs, meshes, op stack, chain mapping, retarget poses

set_retargeter

Set the source/target IK Rig or preview mesh

list_retarget_op_types

List the retarget op types this engine offers

add_retarget_op

Add an op (PinBone, StrideWarping, CurveRemap, ScaleSource...) to the op stack

remove_retarget_op

Remove one op or every op

set_retarget_op

Change an op: enabled, name, stack position, settings fields

get_retarget_op

Read one op's settings (field names and values)

auto_map_chains

Map target chains to source chains by name (fuzzy, exact or clear)

set_chain_mapping

Map a target chain to a source chain, or many at once

create_retarget_pose

Create a named retarget pose on the source or target skeleton

set_retarget_pose

Select a retarget pose and edit bone rotation offsets, pelvis offset, or reset bones

remove_retarget_pose

Remove a retarget pose

auto_align_retarget_pose

Auto-align the retarget pose so the two skeletons' chains match

batch_retarget

Duplicate and retarget animation assets through an IK Retargeter

validate_retarget

Verdict on an IK Retargeter: rigs, meshes, retarget roots, chain mapping, op stack

Skeletal Meshes

38 tools

Read 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_mesh

Read a skeletal mesh or skeleton: bones, LODs, materials, sockets, morph targets, physics asset

list_bones

List bones with parents, optionally under one bone, with reference-pose transforms

get_bone

Read one bone: local/global reference transform, children, retarget mode, sockets

add_socket

Add a socket on a bone of a skeletal mesh (mesh-only) or skeleton (shared)

set_socket

Rename a socket, move it to another bone, or change its transform

remove_socket

Remove a socket from the mesh or its skeleton

list_sockets

List sockets of a mesh (own + skeleton) or a skeleton

add_virtual_bone

Add a virtual bone from a source bone to a target bone

remove_virtual_bone

Remove virtual bones

set_bone_retarget_mode

Set a bone's translation retargeting mode, optionally for its subtree

edit_skeleton

Add, remove, rename, re-parent or move bones in one committed edit

set_skeletal_mesh_lod

Set a LOD's screen size, hysteresis, CPU access, build or reduction settings

regenerate_lods

Regenerate generated LODs, optionally to a new count

remove_lods

Remove LODs (never LOD 0)

set_skeletal_mesh_material

Assign a material to a slot or rename the slot

assign_physics_asset

Assign a Physics Asset to a mesh after a compatibility check

set_compatible_skeleton

Add or remove a compatible skeleton

list_morph_targets

List morph targets with how many vertices each moves

get_morph_target

Read a morph target: moved vertices and its largest deltas

set_morph_target

Create or edit a morph target from per-vertex deltas and rebuild

remove_morph_target

Remove a morph target from every LOD and rebuild

get_skin_weights

Read per-vertex bone influences from the mesh data

set_skin_weights

Write per-vertex bone influences (normalised) and rebuild

clean_skin_weights

Prune tiny influences, cap the influence count, renormalise, rebuild

validate_skinning

Verdict on a LOD's skin weights: no-influence vertices, unnormalised, over limit, bad bones

create_physics_asset

Generate a Physics Asset from a skeletal mesh's skinned vertices

get_physics_asset

Read bodies, shapes, constraints and collision pairs of a Physics Asset

add_physics_body

Add a body on a bone, fitted from the mesh, with a constraint to its parent body

remove_physics_body

Remove a body, re-hanging its children's constraints on the next body up

set_physics_body

Change a body's physics type, mass scale, or any body setup property

add_physics_shape

Add a sphere, box, capsule or tapered capsule to a body

set_physics_shape

Change a shape's placement, size, collision or any field

remove_physics_shape

Remove a shape from a body

add_physics_constraint

Add a constraint between two bodies, frames snapped to the bones

remove_physics_constraint

Remove a constraint by name or bone pair

set_physics_constraint

Set swing/twist/linear limits, collision, snap frames, or any constraint field

set_physics_collision

Enable or disable collision between two bodies

validate_physics_asset

Verdict on a Physics Asset: shapeless bodies, missing bones, colliding overlaps, default frames, mass

Animation

56 tools

Build 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_blueprint

Create an Animation Blueprint

get_anim_blueprint_info

Read an Animation Blueprint's identity and graph tree

list_anim_graphs

List every graph in an Animation Blueprint

add_anim_state_machine

Add a state machine to an anim graph

add_anim_state

Add a state, conduit or alias to a state machine

add_anim_transition

Connect two states with a transition

set_anim_entry_state

Point a state machine's entry at a state

get_anim_state_machine

Read a state machine's states and transitions

remove_anim_state

Remove a state, conduit or alias

remove_anim_transition

Remove the transition between two states

set_anim_transition_property

Set a property on a transition

set_anim_node_pin_exposure

Expose or hide an anim node property as a pin

bind_anim_node_function

Bind a function to an anim node event slot

add_anim_layer

Add an animation layer to an Animation Blueprint

validate_anim_blueprint

Check an Animation Blueprint and return a verdict

list_anim_modifier_types

List the animation modifier classes

get_anim_modifiers

Read the animation modifiers on a sequence

add_anim_modifier

Add an animation modifier to a sequence and apply it

apply_anim_modifier

Apply or reapply an animation modifier

revert_anim_modifier

Revert an applied animation modifier

remove_anim_modifier

Remove an animation modifier from a sequence

create_anim_asset

Create any Animation menu asset

edit_anim_composite

Edit an Animation Composite's segments

edit_pose_asset

Rename, delete, add and rebuild a Pose Asset's poses

refresh_mirror_table

Fill a Mirror Data Table from its skeleton

create_anim_bank

Create an Animation Bank for instanced skinned meshes and crowds

create_blend_space

Create a blend space or aim offset

set_blend_space_axis

Configure a blend space axis

add_blend_space_sample

Place an animation in a blend space

remove_blend_space_sample

Remove a blend space sample

get_blend_space

Read a blend space

create_anim_montage

Create an Animation Montage

add_montage_slot

Add a slot track to a montage

add_montage_segment

Append an animation to a montage slot

add_montage_section

Add a named section to a montage

get_anim_montage

Read a montage

validate_anim_asset

Check an anim sequence, blend space or montage and return a verdict

create_anim_layer_interface

Create an Animation Layer Interface

build_anim_state_machine

Build a whole state machine in one call

list_anim_notify_classes

List placeable notify and notify-state classes

create_anim_notify_class

Create a notify or notify-state Blueprint

add_anim_notify_track

Add a notify track to an animation

remove_anim_notify_track

Remove a notify track

add_anim_notify

Place a notify or notify state on an animation

remove_anim_notify

Remove a notify from an animation

get_anim_notifies

Read the notifies on an animation

add_anim_sync_marker

Place a sync marker on an Anim Sequence

add_anim_curve

Add a curve to an animation

set_anim_curve_key

Set a key on a float curve

get_anim_curves

Read an animation's curves and sync markers

get_anim_slots

Read a skeleton's animation slots and groups

add_anim_slot

Register an animation slot on a skeleton

remove_anim_slot

Remove an animation slot from a skeleton

rename_anim_slot

Rename an animation slot

add_anim_slot_group

Add a slot group to a skeleton

remove_anim_slot_group

Remove a slot group from a skeleton

Chooser Tables

16 tools

Build 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_asset

Create a Chooser Table, Chooser Signature, Proxy Asset or Proxy Table

get_chooser

Read a Chooser Table, Signature or Proxy asset

set_chooser_signature

Set a chooser's result type, result class and parameters

list_chooser_types

List chooser column, result, parameter and binding types

add_chooser_column

Add a column to a Chooser Table

set_chooser_column

Rebind, change or move a Chooser Table column

remove_chooser_column

Remove a column from a Chooser Table

add_chooser_rows

Add rows to a Chooser Table

set_chooser_row

Change a Chooser Table row or the fallback

remove_chooser_rows

Remove rows from a Chooser Table

add_nested_chooser

Add a nested chooser to a Chooser Table

remove_nested_chooser

Remove a nested chooser from a Chooser Table

evaluate_chooser

Evaluate a Chooser Table against a context object

validate_chooser

Check a Chooser Table, Signature or Proxy asset with a verdict

set_proxy_table_entry

Add or change a Proxy Table entry

remove_proxy_table_entry

Remove a proxy asset's entry from a Proxy Table

UAF (Animation Framework)

25 tools

Author 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_asset

Create any UAF asset: graph, system, shared variables, state tree, layer stack, blend mask/profile, sets, labels

get_uaf_asset

Summarise a UAF asset: entries, functions, categories, compile state

export_uaf_asset

Export a whole UAF asset to JSON

add_uaf_variable

Add typed variables to a UAF asset

set_uaf_variable

Rename, retype or edit a UAF variable

remove_uaf_entry

Remove variables, graphs or shared-variable references

add_uaf_graph

Add an event graph or animation graph to a UAF asset

add_uaf_shared_variables

Use the variables of a Shared Variables asset or a struct

set_uaf_category

Add, rename or remove a variable/function category

compile_uaf_asset

Compile a UAF asset and return its errors and warnings

validate_uaf_asset

Validate a UAF asset with a verdict

get_uaf_blend_weights

Read a UAF Blend Mask or Blend Profile's weights

set_uaf_blend_weights

Edit a UAF Blend Mask or Blend Profile's weights

search_uaf_nodes

Rank the nodes a UAF graph accepts by keyword

describe_uaf_node_type

Describe a UAF node type before placing it

add_uaf_node

Add a node to a UAF graph, set it, wire it and place it

get_uaf_node

Read a UAF node: traits, properties, pins, links, layout

set_uaf_node

Set a UAF node's properties, layout, title or colour

add_uaf_trait

Add a trait to a UAF trait stack node

remove_uaf_trait

Remove a trait from a UAF trait stack node

move_uaf_trait

Move a trait within a UAF trait stack

set_uaf_node_template

Change a UAF trait stack node's template

list_uaf_instances

List running UAF components

get_uaf_runtime

Read live variable and pin values of a running UAF instance

set_uaf_runtime

Pause, resume or debug-draw a running UAF component

Console Commands

4 tools

List, inspect, and execute Unreal console commands and cvars. Capture log output for review.

list_console_commands

List engine + custom console commands and cvars (filterable)

get_console_command_info

Full metadata for one console command or cvar by exact name

console_command_exists

Boolean existence check (IConsoleManager registry only)

execute_console_command

Execute any console command in the editor

Revision Control

21 tools

Work 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_status

Which revision control provider is connected and what it supports

connect_revision_control

Switch the editor to a revision control provider

get_revision_control_state

Revision control state of assets or folders (Refresh)

get_asset_history

An asset's submitted revisions, newest first

check_out_assets

Check assets out for editing

mark_assets_for_add

Mark new assets for add

check_in_assets

Check assets in with a description

revert_assets

Throw away local changes to assets

sync_assets

Sync assets to the latest or a given revision

list_changelists

Pending changelists of this workspace, or the files and shelf of one

create_changelist

Create a pending changelist, with assets in it when given

set_changelist_description

Change a changelist's description

move_assets_to_changelist

Move checked-out assets into another changelist

delete_changelist

Delete an empty pending changelist

check_in_changelist

Check in every file of one changelist

shelve_assets

Shelve the files of a changelist

unshelve_assets

Put shelved content back into the workspace

delete_shelved_assets

Remove files from a changelist's shelf

load_asset_revision

Load an old revision of an asset as a read-only copy

diff_asset

What changed in an asset: against the depot, between revisions, or against another asset

restore_asset_property

Take one value back from an old revision or another asset

Profiling

16 tools

Profile 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_trace

Start recording a live .utrace from the running editor

performance_stop_trace

Stop recording and optionally auto-load for analysis

performance_analyze_insight

Analyze a performance trace (diagnose, spikes, flame, hotpath, etc.)

performance_list_channels

List every trace channel the running engine has (engine + custom) plus presets

performance_toggle_channel

Enable or disable a trace channel at runtime (mid-trace)

performance_trace_bookmark

Insert a named bookmark into the live trace timeline

performance_trace_snapshot

Write a trace snapshot (tail buffer) to a .utrace file

performance_trace_screenshot

Capture a screenshot into the live trace

performance_trace_object

Register UObject(s) for per-frame property tracing (objectproperties query)

performance_live_start

Start sampling live per-frame timing (no trace needed)

performance_live_stop

Stop live sampling and return the multi-frame timing distribution

performance_trace_status

Recording state (MB written, rate, limits) and background analysis progress

performance_job_status

Progress or final result of a background profiling job

performance_profile_gpu

Capture N frames of GPU timing and return the pass tree (ProfileGPU as JSON)

performance_ab

Console-variable A/B test: frame, stage, GPU pass and CPU timer deltas

performance_vsm_report

Virtual shadow map page cache report: cached vs redrawn pages per frame

Image Generation

3 tools

Make 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_models

List the image models OpenRouter offers right now, with the parameters each one takes

describe_image_model

Show one image model's parameters with their allowed values, and its providers and prices

generate_image

Generate one image or many (several prompts, several models) through OpenRouter and save them as files

Core

10 tools

Health check plus multi-editor routing: list every running Unreal editor and pick, clear, or inspect which one your commands target.

health_check

Report CLI, license, and editor-bridge status

execute_python

Execute arbitrary Python code inside the running Unreal Editor

dump_command_schema

Dump the C++ reflection-generated schema for reflected commands

list_editors

List every running Unreal editor (pid, project, engine, port)

connect_editor

Select which running editor later commands talk to

disconnect_editor

Clear the active editor selection

connection_status

Show the active selection and which editor commands would hit

get_project_context

Live facts about this editor and project in one read

get_skill_context

The bundled skill page with live facts from the running editor filled in

list_skill_templates

The substitution tokens the bundled skill uses and which pages carry them

Mass Entity (ECS)

19 tools

Debug 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_environments

Every live Mass entity manager

list_mass_archetypes

Archetypes with stats and debug names

get_mass_archetype

One archetype in full

list_mass_fragment_types

Registered Mass element types

describe_mass_fragment

One Mass element type in detail

list_mass_entities

Entity handles, streamed and capped

get_mass_entity

One entity with live fragment values

create_mass_entities

Create entities from fragment/tag names

destroy_mass_entities

Destroy entities by handle or archetype

set_mass_fragment

Write live fragment values on one entity

add_mass_element

Add a fragment or tag to an entity

remove_mass_element

Remove a fragment or tag from an entity

verify_mass_entities

Verdict check on live entities

list_mass_processors

Live processors and processor classes

get_mass_processor

One processor with its query requirements

get_mass_processing_graph

The solved per-phase execution order

run_mass_query

Ad-hoc archetype/entity query

select_mass_entity

Select or clear the debugged entity

signal_mass_entities

Send a named Mass signal to entities

Debug

17 tools

Halt 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_debug

Enable or disable MCP debug mode (token tracking)

get_mcp_token_stats

Get MCP token usage statistics

set_breakpoint

Put a breakpoint on a Blueprint node

remove_breakpoint

Remove one Blueprint breakpoint, or all in a blueprint

list_breakpoints

List Blueprint breakpoints

get_debug_state

Is execution halted, and where

debug_step

Continue, step or abort a halted editor

list_debug_objects

List live instances of a blueprint you can inspect

set_debug_object

Choose which instance the debugger reports values from

inspect_debug_value

Read values off the instance being debugged

get_call_stack

The Blueprint call stack at a halt

get_execution_trace

Which nodes recently executed

set_pin_watch

Watch a pin's value across halts

list_pin_watches

List watched pins, optionally with values

set_bt_breakpoint

Pause play when a Behavior Tree reaches a node

remove_bt_breakpoint

Remove a Behavior Tree breakpoint

list_bt_breakpoints

List armed Behavior Tree breakpoints