Tool Reference

All 313 tools the Cosindra assistant can use inside your Unreal Engine project, by category — generated straight from the live tool registry. Prefer searching? The docs hub has an interactive version.

15 categories · a tool can appear in more than one category

Blueprints & Visual Scripting(62)

  • 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.

World Building(47)

  • add_landscape_layerCreate a ULandscapeLayerInfoObject asset and register it on a Landscape actor.
  • add_spline_pointAdd a point to an existing spline actor.
  • apply_cinematic_moodConfigure advanced cinematic lighting, fog, and post-processing.
  • auto_paint_by_height_slopeAutomatically paint landscape layers based on height and slope rules.
  • auto_paint_landscapeTags the landscape actor with MCP_Status_AutoPainted metadata + sets SlopeThreshold scalar parameter on any…
  • configure_renderingConfigure project-level rendering features: MegaLights (many dynamic shadowed lights; requires hardware ray tracing…
  • create_basic_landscapeCreate a basic flat landscape terrain (small size).
  • create_checkpointSpawn a tagged PlayerStart actor in the level to act as a respawn checkpoint.
  • create_data_layerCreate a UDataLayerAsset and register it in the World Partition data layer system.
  • create_environmentMeta-tool: creates a complete environment (landscape + foliage + atmosphere) in one call.
  • create_foliage_typeCreate a UFoliageType_InstancedStaticMesh asset.
  • create_landscapeCreate a real ALandscape terrain with heightmap presets.
  • create_levelCreate a new empty level with the given name, save it, and open it.
  • create_lighting_presetSpawn and configure a complete lighting setup (DirectionalLight + SkyAtmosphere + SkyLight + Fog) from a named preset.
  • create_roadCreate a spline-based road using SplineMeshComponents along waypoints.
  • create_roomCreate an enclosed room with walls, floor, and optional ceiling.
  • create_save_gameCreate a SaveGame Blueprint (parent: USaveGame) to store player data.
  • create_spline_pathCreate a spline-based path (road, river).
  • create_stairsCreate a staircase from scaled cubes.
  • create_water_bodyCreate a water body (lake, river, or ocean).
  • enable_world_partitionReports whether World Partition is enabled on the current editor world.
  • generate_procedural_meshGenerate a real 3D StaticMesh from parameters using GeometryScript, and save it as a /Game/...
  • get_landscape_infoQuery metadata of existing Landscape actor(s) in the current level: location, scale, material, component count…
  • get_world_partition_infoGet World Partition info: enabled status, streaming state, world settings (game mode, kill Z).
  • hunter_importDownload and import an asset from an external store into Unreal.
  • hunter_searchSearch for 3D assets in external stores (Sketchfab, etc).
  • import_landscape_heightmapImport a PNG (8/16-bit grayscale) or R16/RAW16 binary heightmap file into a new ALandscape actor.
  • inject_save_logicMarks a Blueprint with an MCP_SaveEnabled boolean variable + description note (does NOT generate Save/Load function…
  • landscape_flatten_along_splineFlatten the landscape heightmap along an existing spline actor.
  • open_levelOpen a specific level in the Unreal Editor.
  • paint_foliageAdd foliage instances to AInstancedFoliageActor using a FoliageType asset.
  • paint_landscape_layerPaint a weight layer on a landscape area using a circular brush with falloff.
  • remove_spline_pointRemove a point from a spline by index.
  • scatter_foliageScatter procedural vegetation/props in a circular area with presets.
  • sculpt_landscapeModify existing landscape heightmap.
  • set_default_levelSet the default startup and game level in Project Settings.
  • set_landscape_materialSwap the material on an already-spawned ALandscape actor (by actor label).
  • set_spline_meshAttach a static mesh along each segment of a spline.
  • set_spline_pointUpdate position, tangent, or rotation of a specific spline point.
  • set_spline_propertiesSet spline-level properties: closed_loop, default_up_vector, duration, draw_debug.
  • setup_atmosphereConfigure world atmosphere using presets with optional parameter overrides.
  • setup_game_modeCreate a GameMode Blueprint (parent: AGameModeBase) in the content browser.
  • setup_navmeshSetup NavMesh for the level.
  • setup_water_pluginIntegrate the UE5 Water Plugin to spawn a WaterBodyLake, WaterBodyRiver, WaterBodyOcean, or pond actor with Gerstner…
  • setup_weather_systemSet up a dynamic weather system in the level.
  • spawn_actors_along_splineSpawn actors at regular intervals along a spline.
  • spawn_lightSpawn a light (Point, Spot, Directional, Rect)

Core & Project(43)

  • add_input_eventAdd an input event node (key press) to a Blueprint.
  • analyze_and_fix_errorsAnalyze the latest logs and suggest/apply fixes for common Blueprint errors.
  • cloud_project_analyticsGet project analytics from the Cosindra cloud: tool usage stats, error rates, most used workflows, and productivity…
  • cloud_share_presetShare a tool preset configuration with your team via the Cosindra cloud.
  • edit_project_fileEdit a file in the Unreal project using search-and-replace.
  • execute_batchExecute multiple UE5 commands in a single round-trip.
  • execute_console_commandExecute a console command in the running PIE world or editor world.
  • get_actor_propertiesGet detailed properties of an actor: location, rotation, scale, tags, components with their class and key properties.
  • get_blueprint_detailsGet detailed information about a specific Blueprint asset.
  • get_build_errorsGet information about build errors and compiler results.
  • get_compile_statusCheck whether Unreal Engine is currently compiling (Live Coding) and retrieve recent compile-related messages from…
  • get_data_table_infoGet DataTable structure: row struct, row count, row names, and column definitions (property names and types).
  • get_engine_subsystemGet engine version and list available editor subsystems.
  • get_input_mappingsList all Input Action and Input Mapping Context assets in the project.
  • get_level_hierarchyGet all actors in the current level with parent-child relationships and editor folder paths.
  • get_logsGet recent Unreal logs.
  • get_macro_infoList all macros in a Blueprint or Macro Library with their node count and pin information.
  • get_network_infoGet network status: replicated actor count, net mode, game mode, server/client state.
  • get_performance_statsGet current performance statistics (FPS, frame time, actor count).
  • get_pie_logsGet recent log entries from the Unreal output log, optionally filtered by keyword.
  • get_plugin_listList all enabled plugins in the project.
  • get_project_infoGet lightweight project metadata: project name, type (cpp/blueprint), C++ source directory and header files, and key…
  • get_project_structureGet a comprehensive scan of all assets in the project with metadata.
  • get_selected_actorsGet all currently selected actors in the editor with their labels, classes, and locations.
  • get_spline_infoGet full spline data: all points with world positions, tangents, rotations, plus spline length, closed loop status…
  • get_ue_python_docFetch Unreal Engine Python API documentation for a class (supported engines: 5.7, 5.8 — pass engine_version to match…
  • get_viewport_infoGet the active viewport camera location, rotation, FOV, and perspective mode.
  • get_world_settingsGet world settings: game mode, gravity, kill Z, world bounds checks, world partition status.
  • hot_reloadTrigger a C++ hot reload / recompile in the editor.
  • list_actorsList all actors currently in the level
  • list_assets_with_metadataScan the project for all assets and return rich metadata (path, type, size, dependencies).
  • list_blueprintsList all Blueprint assets in the project
  • list_materialsList all Material and MaterialInstance assets in the project.
  • list_project_filesList files and directories in a project folder.
  • load_project_memoryLoad project context from cloud DB.
  • open_assetOpen an asset in the UE Editor (Blueprint, Widget Blueprint, Material, etc.).
  • play_in_editorStart a Play In Editor (PIE) session.
  • read_project_fileRead any file from the Unreal project directory and return its full contents to the agent.
  • run_python_scriptExecute arbitrary Python code in Unreal Engine.
  • save_project_memoryPersist project context to cloud DB (per user).
  • stop_pieStop the currently running Play In Editor (PIE) session and return to the editor.
  • take_screenshotCapture viewport screenshot.
  • write_project_fileWrite or overwrite any file in the Unreal project directory.

NPC & AI(26)

  • add_bt_compositeAdd a Selector, Sequence, or SimpleParallel composite node to a Behavior Tree.
  • add_bt_decoratorAdd a decorator (condition/modifier) to a Behavior Tree node.
  • add_bt_serviceAdd a periodic service to a Behavior Tree composite node.
  • add_bt_taskAdd a task node to a Behavior Tree composite.
  • apply_damage_to_npcApply damage to NPC (reduces MCP_Health tag).
  • apply_radial_damageApply radial physical damage to test destruction at a location.
  • assign_behavior_treeAssign a Behavior Tree to a Pawn's AIController and start running it.
  • configure_npc_perceptionAdd AI Perception (Sight/Hearing) to NPC.
  • create_behavior_treeCreate a new Behavior Tree asset with a default Blackboard.
  • generate_npc_voiceGenerate a voice for an NPC and link it in the level.
  • get_behavior_tree_infoGet the structure of a Behavior Tree as JSON — root node type, child count, and all Blackboard keys with their types.
  • get_npc_healthGet NPC health status (health, max_health, alive).
  • get_npc_stateGet NPC AI state: state (idle/patrol/chase/attack/flee/dead), health, target, location, is_moving.
  • inject_npc_soulMake an NPC interactable with dialogue.
  • make_destructibleConvert a StaticMeshActor into a Chaos Geometry Collection for destruction.
  • play_npc_animationPlay an AnimMontage on a Character NPC.
  • set_bt_blackboard_keyAdd a new key to a Behavior Tree's Blackboard.
  • set_npc_stateSet NPC AI state tag.
  • setup_npc_patrolCreate patrol waypoints around an NPC + NavMesh.
  • setup_trigger_interactionConnect a trigger to a target actor (e.g. Approach -> Door Opens).
  • spawn_npc_templateOne-call NPC setup from template.
  • start_npc_followNPC continuously follows another actor using timer-based AAIController::MoveToActor (0.5s poll).
  • start_npc_patrolStart NPC patrol movement (native C++ — spawns AAIController, Possess, MoveToLocation).
  • stop_npc_animationStop the current AnimMontage playing on a Character NPC with a 0.25s blend out.
  • stop_npc_followStop NPC follow — clears the follow timer, stops movement immediately, resets AI state to idle.
  • stop_npc_patrolStop NPC patrol movement.

Actors & Scene(22)

  • assemble_metahumanAssemble a MetaHuman Character so it becomes a usable preview (meshes/materials built).
  • batch_deleteDelete all actors matching a filter.
  • batch_renameRename multiple actors matching a filter.
  • batch_transformApply delta location, delta rotation, or scale to all actors matching a filter.
  • construct_buildingConstruct a modular building at a location.
  • create_metahuman_characterCreate a new MetaHuman Character asset.
  • decorate_surfaceSmart decoration of a surface (Table, Desk) based on a style preset.
  • delete_actorRemove an actor from the level
  • duplicate_actorDuplicate an existing actor in the level.
  • edit_metahuman_characterEdit a MetaHuman Character asset's body shape, skin tone and/or eye color in one atomic session (begin_edit -> apply…
  • group_actorsMove actors into an editor folder for organization.
  • import_assetImport an external file (FBX, OBJ, PNG, etc.) into the project.
  • import_voiceImport a voice/audio file into the project as a SoundWave asset.
  • scatter_assetsScatter multiple instances of an asset in an area.
  • set_actor_mobilitySet an actor's mobility (Static, Stationary, or Movable).
  • set_actor_tagAdd or remove a tag on an actor.
  • set_actor_transformUpdate an actor's location, rotation, or scale
  • set_actor_visibilityShow or hide an actor in the level.
  • set_view_targetSet the editor's viewport camera to look at a specific actor.
  • smart_spawn_actorSpawn a StaticMeshActor with optional ground snapping and mesh assignment.
  • spawn_actorSpawn an actor in the current level.
  • spawn_blueprint_actorSpawn a Blueprint class as an actor into the current level.

Build & Compile(22)

  • add_data_table_rowAdd a new row to a DataTable asset by name.
  • ai_analyze_performanceAI reads performance stats and provides optimization recommendations tailored to the current project.
  • ai_explain_blueprintAI reads a Blueprint graph and explains what it does in natural language — useful for understanding unfamiliar…
  • ai_fix_blueprint_errorsAI scans a Blueprint for compilation errors, diagnoses root causes, and suggests or applies fixes automatically.
  • ai_generate_materialAI generates a complete material graph from a text description using material graph tools.
  • ai_suggest_blueprint_logicAI analyzes a description and suggests a sequence of Blueprint nodes to implement the logic.
  • ai_world_optimizerAI analyzes the current world for performance issues and suggests LOD, Nanite, culling, and draw call optimizations.
  • compile_projectCompile the entire Unreal Engine project (hot reload).
  • cook_contentEditor-side geometry build (NOT a content cook/package operation).
  • create_curve_tableCreate a new CurveTable asset for storing float curves keyed by row name.
  • create_data_tableCreate a DataTable asset from JSON row data.
  • enable_naniteEnable or disable Nanite on a static mesh.
  • get_build_configGet current build configuration: engine version, project name, build config (Debug/Development/Shipping), platform…
  • hunter_importDownload and import an asset from an external store into Unreal.
  • hunter_searchSearch for 3D assets in external stores (Sketchfab, etc).
  • merge_static_meshesMerge multiple static mesh actors into a single combined mesh asset.
  • optimize_assetsBatch optimize meshes (Nanite/LOD).
  • package_projectPrepare a packaging command for the project.
  • set_build_configModify engine configuration values in DefaultEngine.ini.
  • set_collision_meshSet the collision trace type on a static mesh: Simple (use simple shapes as complex), Complex (use render mesh as…
  • set_project_settingsSet a value in a project .ini config file.
  • set_static_mesh_lodConfigure LOD (Level of Detail) settings on a static mesh.

Gameplay Systems(21)

  • add_interaction_logicInject interaction capability (overlap trigger + interact event) into a Blueprint.
  • add_mapping_context_to_beginplayConvenience: wires the full Enhanced Input activation chain (Event BeginPlay → GetPlayerController(0) →…
  • add_mapping_to_contextAdd a key mapping to an Input Mapping Context.
  • add_mouse_look_featureConvenience: injects mouse free-look into a Character/Pawn Blueprint's event graph in one call.
  • add_replicated_propertyMark a Blueprint variable as replicated with a replication condition.
  • add_third_person_cameraOne-call third-person camera for a Character/Pawn Blueprint: adds a SpringArm boom ('CameraBoom', follows the…
  • add_wasd_mappingsONE-CALL WASD setup: creates all four W/A/S/D key mappings for a single Axis2D move action with the correct Enhanced…
  • create_input_actionCreate a new Enhanced Input Action asset (IA_*).
  • create_input_mapping_contextCreate a new Input Mapping Context asset (IMC_*).
  • create_locomotion_systemConfigure a Character Blueprint with locomotion defaults (walk speed, jump, crouch).
  • create_spawn_pointSpawn a PlayerStart or TargetPoint actor.
  • create_trigger_volumeSpawn a TriggerBox, TriggerSphere, or TriggerCapsule actor in the level.
  • raycastCast a ray from origin in a direction and return hit information (actor, location, normal, material).
  • remove_mapping_from_contextRemove a key mapping from an Input Mapping Context.
  • set_actor_default_propertySet an Actor-level CDO property on a Blueprint (the Actor itself, NOT a component).
  • set_actor_replicationEnable/disable replication on an actor and configure movement replication.
  • set_collision_presetSet the collision preset on an actor's root component.
  • set_component_propertySet a DEFAULT property value on a Blueprint's component CDO (Class Default Object).
  • set_physics_simulationEnable or disable physics simulation on an actor's root primitive component.
  • setup_ragdollEnable ragdoll physics on a skeletal mesh actor or Character.
  • sphere_tracePerform a sphere sweep trace from a start point in a direction.

Animation(17)

  • add_anim_sequence_to_montageAdd an AnimSequence into an existing AnimMontage's slot track.
  • add_anim_slotAdd a Slot node to an AnimBlueprint's AnimGraph.
  • add_anim_stateAdd a state node to a state machine in an AnimBlueprint.
  • add_anim_state_machineAdd a state machine node to an AnimBlueprint's AnimGraph.
  • add_anim_transitionAdd a transition between two states in a state machine.
  • add_animation_nodeAdd a PlayAnimation node to a Blueprint and set its animation asset.
  • add_blend_space_to_stateWire a BlendSpace into an AnimBlueprint's AnimGraph: creates a BlendSpacePlayer node, connects its Pose output to…
  • auto_retarget_animationRetarget animations from one skeletal mesh to another (e.g. Mixamo -> UE5 Mannequin) by auto-generating IK Rigs + an…
  • create_anim_blueprintCreate a new Animation Blueprint asset linked to a Skeleton.
  • create_blend_spaceCreate a BlendSpace or BlendSpace1D asset, optionally pre-populated with animation samples.
  • create_cinematic_orbitCreate a circular camera rail (LevelSequence + CineCamera) that orbits 360° around a target actor.
  • create_control_rigCreate a Control Rig Blueprint for a skeleton/mesh.
  • create_level_sequenceCreate a new Level Sequence (cinematic/cutscene) asset.
  • create_locomotion_animbpONE-CALL working locomotion Animation Blueprint for a character: creates a speed-driven BlendSpace1D…
  • get_anim_blueprint_infoGet AnimBlueprint info: skeleton, graphs, node counts, state machines, and slot nodes.
  • play_animation_on_actorPlay an animation on a skeletal mesh.
  • setup_cine_cameraSpawn a CineCameraActor focused on a target.

Procedural (PCG)(13)

  • add_pcg_landscape_samplerAdd a SurfaceSampler node to a PCG graph pre-configured for landscape point sampling.
  • add_pcg_nodeAdd a node to a PCG Graph.
  • add_pcg_slope_filterAdd a slope-based density filter node to a PCG graph.
  • connect_pcg_nodesConnect two nodes in a PCG Graph by their indices.
  • create_pcg_biomeCreate a preset PCG biome graph (SurfaceSampler -> DensityFilter -> StaticMeshSpawner) with density based on biome…
  • create_pcg_graphCreate a new PCG (Procedural Content Generation) Graph asset.
  • create_pcg_spline_samplerCreate a preset PCG graph with SurfaceSampler → StaticMeshSpawner.
  • execute_pcg_graphExecute/regenerate the PCG graph on an actor's PCGComponent.
  • get_pcg_graph_infoGet the structure of a PCG Graph: all nodes with their settings class, pin connections, and labels.
  • list_pcg_graphsList PCG Graph (and Graph Instance) assets.
  • set_pcg_node_settingsSet properties on a PCG node's settings via JSON key-value pairs.
  • set_pcg_spawner_meshesAssign weighted static meshes to a StaticMeshSpawner node — REQUIRED before execute_pcg_graph, an empty spawner…
  • spawn_pcg_actorSpawn a PCG Volume actor in the world and assign a PCG Graph to it.

Materials & Textures(12)

  • add_material_expressionAdd an expression node to a material graph.
  • add_texture_sampleAdd a TextureSample node to a material graph, optionally with a texture already assigned.
  • connect_material_expressionsConnect two material expressions by index.
  • connect_to_material_outputConnect an expression to a material output pin (BaseColor, Metallic, Specular, Roughness, Normal, EmissiveColor…
  • create_materialCreate a new Material asset.
  • delete_material_expressionRemove an expression from a material graph by index.
  • generate_textureGenerate a texture using AI and import it into the project.
  • get_material_graph_infoRead the full structure of a material graph: all expressions with class, index, position, parameter values, and…
  • import_textureImport a texture from a local file path.
  • set_material_expression_valueSet values on a material expression.
  • set_material_parametersSet a scalar or vector/color parameter on an actor's material.
  • set_material_propertiesSet material-level properties: blend_mode (Opaque/Masked/Translucent/Additive/Modulate), shading_model…

UI & Widgets(11)

  • add_widget_elementAdd ONE UI element (TextBlock, Button, Image, ProgressBar, HorizontalBox, VerticalBox) to a Widget Blueprint's root…
  • bind_ui_button_actionBind a UMG widget button's OnClicked (or other) delegate to logic.
  • create_composite_fontCreate a RUNTIME composite UFont asset from imported UFontFace assets (import the .ttf/.otf first — that yields…
  • create_widget_blueprintCreate a new UMG Widget Blueprint.
  • create_widget_nodeAdd a 'Create Widget' node (UK2Node_CreateWidget) — the proper way to spawn a UMG UserWidget at runtime (list rows…
  • design_uiBuild a COMPLETE UMG widget tree in ONE call from a declarative JSON spec (like compose_blueprint but for UI).
  • set_widget_textSet the default text of a TextBlock element inside a Widget Blueprint.
  • setup_dialogue_uiGenerate a professional Dialogue box with portrait and name areas.
  • setup_game_hudGenerate a standard Gameplay HUD with health, crosshair, and ammo.
  • setup_game_menuGenerate a complete UI menu (Main Menu, Pause Menu, Lobby) with logic.
  • setup_inventory_uiGenerate a dynamic grid-based inventory system.

Cinematics & Sequencer(8)

  • add_audio_trackAdd a master audio track to a Level Sequence with a sound asset.
  • add_camera_cut_trackAdd a camera cut section to a Level Sequence.
  • add_sequencer_keyframeAdd a keyframe at a specific time for a bound actor in a Level Sequence.
  • add_sequencer_trackAdd a track to a Level Sequence.
  • bind_actor_to_sequenceBind an actor in the level to a Level Sequence as a Possessable.
  • get_sequence_infoGet Level Sequence info: duration, playback range, frame rates, all bindings with tracks, and master tracks.
  • preview_sequenceOpen a Level Sequence in the Sequencer editor for preview and playback.
  • set_sequencer_rangeSet the playback range of a Level Sequence.

Gameplay Abilities (GAS)(8)

  • add_ability_to_actorGrant a GameplayAbility to an actor that has an AbilitySystemComponent.
  • add_gameplay_tagAdd a loose GameplayTag to an actor's AbilitySystemComponent.
  • apply_gameplay_effectApply a GameplayEffect to an actor at runtime.
  • create_abilityCreate a new GameplayAbility Blueprint asset.
  • create_attribute_setCreate a new AttributeSet Blueprint.
  • create_gameplay_effectCreate a new GameplayEffect Blueprint.
  • get_ability_system_infoGet the GAS state of an actor: granted abilities (name, level, active), owned gameplay tags, and active effects count.
  • remove_gameplay_tagRemove a loose GameplayTag from an actor's AbilitySystemComponent.

Audio(3)

  • create_sound_cueSpawns an AAmbientSound actor in the current world that plays a SoundWave/SoundCue asset.
  • spawn_ambient_audioSpawn background environment sounds.
  • spawn_niagara_presetSpawn a complete VFX package with particle system, light, and sound.

C++(1)

  • get_ue_cpp_docFetch Unreal Engine C++ API documentation for a class (valid for UE 5.7/5.8 — Epic serves the current API page…

Every tool, one chat box

You never call these directly — describe what you want and the assistant picks and chains the right tools in your open editor.

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