Documentation

Getting Started

Everything you need to start building with Cosindra.

Quick Start Guide

Step 1

Install the Desktop App

Download the Cosindra companion app for your platform (Windows or macOS). Run the installer and create an account or log in.

Step 2

Connect to Your UE Project

Click "Select Project" and point to your .uproject file. The app will automatically detect recent Unreal projects on your machine.

Step 3

Plugin Auto-Injection

The native C++ plugin is injected into your project's Plugins directory. Launch the editor — you'll see "CosindraMCP: Connected" in the output log.

Step 4

Start Chatting

Type natural language commands in the chat. The AI understands Unreal Engine context — actors, Blueprints, materials, lighting, and more.

Tool Reference

The complete, live reference — all 313 tools across 15 categories, generated straight from the tool registry.

Blueprints & Visual Scripting(62 tools)

add_async_nodePlace an ASYNC/latent Blueprint node (UK2Node_AsyncAction) for a UBlueprintAsyncActionBase proxy factory…
add_blueprint_nodeAdd a function-call node to a Blueprint's EventGraph.
add_branch_nodeAdd a Branch (If/Then/Else) flow control node to a Blueprint.
add_break_struct_nodeAdd a BreakStruct node (BreakVector, BreakRotator, BreakTransform, or any registered struct).
add_cast_nodeAdd a Cast To node in a Blueprint graph.
add_component_to_blueprintAdd a new component to a Blueprint (e.g. StaticMeshComponent, PointLightComponent, CameraComponent…
add_component_to_bpAdd a component to a Blueprint's component hierarchy (SCS).
add_construct_object_nodeAdd a ConstructObjectFromClass node.
add_custom_eventAdd a Custom Event node to a Blueprint graph.
add_delay_nodeAdd a Delay node to a Blueprint graph.
add_do_once_nodeAdd a DoOnce macro node to a Blueprint graph.
add_enhanced_input_action_eventAdd an Enhanced Input Action event node to a Blueprint.
add_event_dispatcherAdd a custom Event Dispatcher (multicast delegate) to a Blueprint.
add_event_nodeAdd an Event node to a Blueprint graph (BeginPlay, Tick, AnyDamage, etc.).
add_flipflop_nodeAdd a FlipFlop macro node to a Blueprint graph.
add_for_each_loopAdd a ForEachLoop macro node to a Blueprint graph.
add_for_loop_nodeAdd a native ForLoop node to a Blueprint graph.
add_function_parameterAdd an input or output parameter to an existing Blueprint function.
add_macro_graphAdd a new macro graph to a Blueprint or Macro Library.
add_macro_instancePlace a macro instance node in a Blueprint graph.
add_make_array_nodeAdd a MakeArray node to a Blueprint graph.
add_make_struct_nodeAdd a MakeStruct node (MakeVector, MakeRotator, MakeTransform, MakeLinearColor, or any registered struct).
add_movement_input_featureConvenience: injects control-relative WASD locomotion into a Character/Pawn Blueprint's event graph in one call.
add_select_nodeAdd a Select node to a Blueprint graph.
add_sequence_nodeAdd an Execution Sequence node to a Blueprint graph.
add_spawn_actor_nodeAdd a SpawnActorFromClass node to a Blueprint graph.
add_switch_has_authorityAdd a SwitchHasAuthority macro node (network authority gate) to a Blueprint graph.
add_switch_nodeAdd a Switch node to a Blueprint graph.
add_timeline_nodeAdd a Timeline node to a Blueprint.
add_variableAdd a new member variable to a Blueprint.
add_variable_nodeAdd a Get or Set node for a Blueprint variable.
analyze_blueprintCompile a specific Blueprint and check for errors.
analyze_blueprint_graphDeep analysis of a Blueprint: returns all variables, functions (with signatures), event graph (nodes + connections)…
call_function_on_componentAdd a Blueprint node that calls a UFUNCTION (e.g. 'Crouch', 'Jump', 'LaunchCharacter').
compile_blueprintCompile a specific Blueprint asset.
compose_blueprintBuild a complete Blueprint graph from a JSON plan.
connect_blueprint_pinsConnect two pins in a Blueprint graph.
create_blueprintCreate a new Blueprint asset.
create_blueprint_from_templateCreate a new Blueprint from a template (Actor, Pawn, Character, GameMode, etc.).
create_blueprint_functionCreate a new function in a Blueprint.
create_blueprint_interfaceCreate a Blueprint Interface (BPI) asset.
create_macro_libraryCreate a new Blueprint Macro Library asset.
create_widget_nodeAdd a 'Create Widget' node (UK2Node_CreateWidget) — the proper way to spawn a UMG UserWidget at runtime (list rows…
delete_blueprint_functionDelete a function from a Blueprint by name.
delete_blueprint_nodeDelete a node from a Blueprint graph by its GUID.
delete_macro_graphRemove a macro graph from a Blueprint or Macro Library.
get_blueprint_nodesList all nodes in a Blueprint graph with their class, GUID, position, pins, and connection status.
get_class_hierarchyGet the class hierarchy for a UE5 class: parent chain and direct subclasses.
get_component_ref_nodeAdd a GetComponentByClass node to a Blueprint graph.
implement_interfaceAdd a Blueprint Interface to a Blueprint class.
import_single_nodeImport a single Blueprint graph node from a T3D block (no LinkedTo references).
import_t3dImport Blueprint graph nodes from T3D text into a Blueprint's EventGraph.
import_t3d_incrementalImports only the changed/added nodes from a refined T3D and removes nodes that no longer exist.
rename_blueprint_variableRename a variable in a Blueprint.
save_allSave ALL dirty packages — maps AND content (the editor 'Save All' equivalent, no dialog).
save_blueprintSave a single Blueprint asset to disk (persists its .uasset).
scan_for_bp_errorsScan the entire project for Blueprints with errors or warnings.
set_blueprint_pin_valueSet a default value on a Blueprint pin by node GUID and pin name.
set_macro_inputs_outputsConfigure the input and output pins of a macro graph.
set_property_nodeAdd a Blueprint graph node that sets a component property AT RUNTIME (not CDO default).
set_variable_default_valueSet the default value of a Blueprint variable.
set_variable_flagsSet flags on a Blueprint variable: editable (Instance Editable), expose_on_spawn, replicated, and category.

Pro Tips

Be Specific

Instead of "add a character", say "spawn a third-person character at location 0,0,100 with the default mannequin mesh".

Chain Commands

The AI remembers context. "Now add a material to it" works after spawning an actor — no need to re-specify.

Use Blueprint AI for Complex Logic

For systems with 5+ nodes (weapon switching, health systems), describe the full behavior and let Blueprint AI generate the graph.

Test with PIE

Ask the AI to "play in editor and check logs" to quickly verify your changes work in runtime.

Ready to start building?

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