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Your editor tools, explained.

All 328 tools across 15 categories, generated from the tool registry. Browse by task or search for an exact tool name.

These tools work inside your connected Unreal project. Describe what you need to your assistant; review changes in the editor. A tool can appear in more than one category.

328 of 328 tools

Blueprints & Visual Scripting64

World Building47

  • add_landscape_layer

    Create a ULandscapeLayerInfoObject asset and register it on a Landscape actor.

  • add_spline_point

    Add a point to an existing spline actor.

  • apply_cinematic_mood

    Configure advanced cinematic lighting, fog, and post-processing.

  • auto_paint_by_height_slope

    Automatically paint landscape layers based on height and slope rules.

  • auto_paint_landscape

    Tags the landscape actor with MCP_Status_AutoPainted metadata + sets SlopeThreshold scalar parameter on any…

  • configure_rendering

    Configure project-level rendering features: MegaLights (many dynamic shadowed lights; requires hardware ray tracing…

  • create_basic_landscape

    Create a basic flat landscape terrain (small size).

  • create_checkpoint

    Spawn a tagged PlayerStart actor in the level to act as a respawn checkpoint.

  • create_data_layer

    Create a UDataLayerAsset and register it in the World Partition data layer system.

  • create_environment

    Meta-tool: creates a complete environment (landscape + foliage + atmosphere) in one call.

  • create_foliage_type

    Create a UFoliageType_InstancedStaticMesh asset.

  • create_landscape

    Create a real ALandscape terrain with heightmap presets (flat, valley, hills, mountain).

  • create_level

    Create a new empty level with the given name, save it, and open it.

  • create_lighting_preset

    Spawn and configure a complete lighting setup (DirectionalLight + SkyAtmosphere + SkyLight + Fog) from a named preset.

  • create_road

    Create a spline-based road using SplineMeshComponents along waypoints.

  • create_room

    Create an enclosed room with walls, floor, and optional ceiling.

  • create_save_game

    Create a SaveGame Blueprint (parent: USaveGame) to store player data.

  • create_spline_path

    Create a spline-based path (road, river).

  • create_stairs

    Create a staircase from scaled cubes.

  • create_water_body

    Create a water body (lake, river, or ocean).

  • enable_world_partition

    Reports whether World Partition is enabled on the current editor world.

  • generate_procedural_mesh

    Generate a real 3D StaticMesh from parameters using GeometryScript, and save it as a /Game/...

  • get_landscape_info

    Query metadata of existing Landscape actor(s) in the current level: location, scale, material, component count…

  • get_world_partition_info

    Get World Partition info: enabled status, streaming state, world settings (game mode, kill Z).

  • hunter_import

    Download and import an asset from an external store into Unreal.

  • import_landscape_heightmap

    Import a PNG (8/16-bit grayscale) or R16/RAW16 binary heightmap file into a new ALandscape actor.

  • inject_save_logic

    Marks a Blueprint with an MCP_SaveEnabled boolean variable + description note (does NOT generate Save/Load function…

  • landscape_flatten_along_spline

    Flatten the landscape heightmap along an existing spline actor.

  • open_level

    Open a specific level in the Unreal Editor.

  • paint_foliage

    Add foliage instances to AInstancedFoliageActor using a FoliageType asset.

  • paint_landscape_layer

    Paint a weight layer on a landscape area using a circular brush with falloff.

  • remove_spline_point

    Remove a point from a spline by index.

  • scatter_foliage

    Scatter procedural vegetation/props in a circular area with presets.

  • sculpt_landscape

    Modify existing landscape heightmap.

  • set_default_level

    Set the default startup and game level in Project Settings.

  • set_landscape_material

    Swap the material on an already-spawned ALandscape actor (by actor label).

  • set_spline_mesh

    Attach a static mesh along each segment of a spline.

  • set_spline_point

    Update position, tangent, or rotation of a specific spline point.

  • set_spline_properties

    Set spline-level properties: closed_loop, default_up_vector, duration, draw_debug.

  • setup_atmosphere

    Configure world atmosphere using presets with optional parameter overrides.

  • setup_game_mode

    Create a GameMode Blueprint (parent: AGameModeBase) in the content browser.

  • setup_navmesh

    Build the level's NavMesh SYNCHRONOUSLY and verify it: sizes one reusable bounds volume over all navigation-relevant…

  • setup_water_plugin

    Integrate the UE5 Water Plugin to spawn a WaterBodyLake, WaterBodyRiver, WaterBodyOcean, or pond actor with Gerstner…

  • setup_weather_system

    Set up a dynamic weather system in the level.

  • spawn_actors_along_spline

    Spawn actors at regular intervals along a spline.

  • spawn_light

    Spawn a light (Point, Spot, Directional, Rect)

Core & Project45

  • add_input_event

    Add an input event node (key press) to a Blueprint.

  • analyze_and_fix_errors

    Analyze the latest logs and suggest/apply fixes for common Blueprint errors.

  • cloud_project_analytics

    Get project analytics from the Cosindra cloud: tool usage stats, error rates, most used workflows, and productivity…

  • cloud_share_preset

    Share a tool preset configuration with your team via the Cosindra cloud.

  • delete_asset

    Delete content-browser asset(s) SAFELY.

  • edit_project_file

    Edit a file in the Unreal project using search-and-replace.

  • execute_batch

    Execute multiple UE5 commands in a single round-trip.

  • execute_console_command

    Execute a console command in the running PIE world or editor world.

  • get_actor_properties

    Get detailed properties of an actor: location, rotation, scale, tags, components with their class and key properties.

  • get_blueprint_details

    Get detailed information about a specific Blueprint asset.

  • get_build_errors

    Get information about build errors and compiler results.

  • get_compile_status

    Check whether Unreal Engine is currently compiling (Live Coding) and retrieve recent compile-related messages from…

  • get_data_table_info

    Get DataTable structure: row struct, row count, row names, and column definitions (property names and types).

  • get_engine_subsystem

    Get engine version and list available editor subsystems.

  • get_input_mappings

    List all Input Action and Input Mapping Context assets in the project.

  • get_level_hierarchy

    Get all actors in the current level with parent-child relationships and editor folder paths.

  • get_logs

    Get recent Unreal logs.

  • get_macro_info

    List all macros in a Blueprint or Macro Library with their node count and pin information.

  • get_network_info

    Get network status: replicated actor count, net mode, game mode, server/client state.

  • get_performance_stats

    Get current performance statistics (FPS, frame time, actor count).

  • get_pie_logs

    Get recent log entries from the Unreal output log, optionally filtered by keyword.

  • get_plugin_list

    List all enabled plugins in the project.

  • get_project_info

    Get lightweight project metadata: project name, type (cpp/blueprint), C++ source directory and header files, and key…

  • get_project_structure

    Compact project content inventory: per-folder asset counts by type plus a few sample StaticMesh paths per folder.

  • get_selected_actors

    Get all currently selected actors in the editor with their labels, classes, and locations.

  • get_spline_info

    Get full spline data: all points with world positions, tangents, rotations, plus spline length, closed loop status…

  • get_ue_python_doc

    Fetch Unreal Engine Python API documentation for a class (supported engines: 5.7, 5.8 — pass engine_version to match…

  • get_viewport_info

    Get the active viewport camera location, rotation, FOV, and perspective mode.

  • get_world_settings

    Get world settings: game mode, gravity, kill Z, world bounds checks, world partition status.

  • hot_reload

    Trigger a C++ hot reload / recompile in the editor.

  • list_actors

    List all actors currently in the level

  • list_assets_with_metadata

    Alias of scan_assets — prefer scan_assets directly.

  • list_blueprints

    List all Blueprint assets in the project

  • list_materials

    List all Material and MaterialInstance assets in the project.

  • list_project_files

    List files and directories in a project folder.

  • load_project_memory

    Load project context from cloud DB.

  • open_asset

    Open an asset in the UE Editor (Blueprint, Widget Blueprint, Material, etc.).

  • play_in_editor

    Start a Play In Editor (PIE) session.

  • read_project_file

    Read any file from the Unreal project directory and return its full contents to the agent.

  • run_python_script

    Execute arbitrary Python code in Unreal Engine.

  • save_project_memory

    Persist project context to cloud DB (per user).

  • scan_assets

    Find assets by filter — the discovery tool for concrete asset paths (e.g. tree/rock StaticMeshes for PCG mesh_paths).

  • stop_pie

    Stop the currently running Play In Editor (PIE) session and return to the editor.

  • take_screenshot

    Capture viewport screenshot.

  • write_project_file

    Write or overwrite any file in the Unreal project directory.

NPC & AI27

Actors & Scene22

Build & Compile22

  • add_data_table_row

    Add a new row to a DataTable asset by name.

  • ai_analyze_performance

    AI reads performance stats and provides optimization recommendations tailored to the current project.

  • ai_explain_blueprint

    AI reads a Blueprint graph and explains what it does in natural language — useful for understanding unfamiliar…

  • ai_fix_blueprint_errors

    AI scans a Blueprint for compilation errors, diagnoses root causes, and suggests or applies fixes automatically.

  • ai_generate_material

    AI generates a complete material graph from a text description using material graph tools.

  • ai_suggest_blueprint_logic

    AI analyzes a description and suggests a sequence of Blueprint nodes to implement the logic.

  • ai_world_optimizer

    AI analyzes the current world for performance issues and suggests LOD, Nanite, culling, and draw call optimizations.

  • compile_project

    Compile the entire Unreal Engine project (hot reload).

  • cook_content

    Editor-side geometry build (NOT a content cook/package operation).

  • create_curve_table

    Create a new CurveTable asset for storing float curves keyed by row name.

  • create_data_table

    Create a DataTable asset from JSON row data.

  • enable_nanite

    Enable or disable Nanite on a static mesh.

  • get_build_config

    Get current build configuration: engine version, project name, build config (Debug/Development/Shipping), platform…

  • hunter_import

    Download and import an asset from an external store into Unreal.

  • merge_static_meshes

    Merge multiple static mesh actors into a single combined mesh asset.

  • optimize_assets

    Batch optimize meshes (Nanite/LOD).

  • package_project

    Prepare a packaging command for the project.

  • set_build_config

    Modify engine configuration values in DefaultEngine.ini.

  • set_collision_mesh

    Set the collision trace type on a static mesh: Simple (use simple shapes as complex), Complex (use render mesh as…

  • set_project_settings

    Set a value in a project .ini config file.

  • set_static_mesh_lod

    Configure LOD (Level of Detail) settings on a static mesh.

Gameplay Systems22

Animation17

Procedural (PCG)13

Materials & Textures15

UI & Widgets12

  • add_widget_element

    Add ONE UI element (TextBlock, Button, Image, ProgressBar, HorizontalBox, VerticalBox) to a Widget Blueprint's root…

  • bind_ui_button_action

    Bind a UMG widget button's OnClicked (or other) delegate to logic.

  • create_composite_font

    Create a RUNTIME composite UFont asset from imported UFontFace assets (import the .ttf/.otf first — that yields…

  • create_widget_blueprint

    Create a new UMG Widget Blueprint.

  • create_widget_node

    Add a 'Create Widget' node (UK2Node_CreateWidget) — the proper way to spawn a UMG UserWidget at runtime (list rows…

  • design_ui

    Build a COMPLETE UMG widget tree in ONE call from a declarative JSON spec (like compose_blueprint but for UI).

  • get_widget_tree

    Read a Widget Blueprint's full UMG hierarchy as JSON: every widget's name, class, is_variable flag, TextBlock text…

  • set_widget_text

    Set the default text of a TextBlock element inside a Widget Blueprint.

  • setup_dialogue_ui

    Generate a professional Dialogue box with portrait and name areas.

  • setup_game_hud

    Generate a standard Gameplay HUD with health, crosshair, and ammo.

  • setup_game_menu

    Generate a complete UI menu (Main Menu, Pause Menu, Lobby) with logic.

  • setup_inventory_ui

    Generate a dynamic grid-based inventory system.

Cinematics & Sequencer8

Gameplay Abilities (GAS)8

Audio9

  • add_niagara_component_to_bp

    Attach a NiagaraComponent to an Actor Blueprint and assign a system to it.

  • add_niagara_emitter

    Add an emitter to a NiagaraSystem by copying an existing NiagaraEmitter asset into it, then recompile the system.

  • create_niagara_system

    Create a NiagaraSystem asset.

  • create_sound_cue

    Spawns an AAmbientSound actor in the current world that plays a SoundWave/SoundCue asset.

  • list_niagara_assets

    List NiagaraSystem and NiagaraEmitter assets in the project AND the engine (templates under /Niagara/DefaultAssets).

  • set_niagara_user_parameter

    Add (or set) a User.* parameter on a NiagaraSystem so Blueprints can drive the effect at runtime via Set Niagara…

  • spawn_ambient_audio

    Spawn background environment sounds.

  • spawn_niagara_preset

    Spawn a complete VFX package: persistent particle actor + light (+ sound with StarterContent).

  • spawn_niagara_system

    Spawn a NiagaraActor in the current level playing the given system — use it to eyeball an effect after authoring it.

C++1

  • get_ue_cpp_doc

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