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_node — Place an ASYNC/latent Blueprint node (UK2Node_AsyncAction) for a UBlueprintAsyncActionBase proxy factory…
- add_blueprint_node — Add a function-call node to a Blueprint's EventGraph.
- add_branch_node — Add a Branch (If/Then/Else) flow control node to a Blueprint.
- add_break_struct_node — Add a BreakStruct node (BreakVector, BreakRotator, BreakTransform, or any registered struct).
- add_cast_node — Add a Cast To node in a Blueprint graph.
- add_component_to_blueprint — Add a new component to a Blueprint (e.g. StaticMeshComponent, PointLightComponent, CameraComponent…
- add_component_to_bp — Add a component to a Blueprint's component hierarchy (SCS).
- add_construct_object_node — Add a ConstructObjectFromClass node.
- add_custom_event — Add a Custom Event node to a Blueprint graph.
- add_delay_node — Add a Delay node to a Blueprint graph.
- add_do_once_node — Add a DoOnce macro node to a Blueprint graph.
- add_enhanced_input_action_event — Add an Enhanced Input Action event node to a Blueprint.
- add_event_dispatcher — Add a custom Event Dispatcher (multicast delegate) to a Blueprint.
- add_event_node — Add an Event node to a Blueprint graph (BeginPlay, Tick, AnyDamage, etc.).
- add_flipflop_node — Add a FlipFlop macro node to a Blueprint graph.
- add_for_each_loop — Add a ForEachLoop macro node to a Blueprint graph.
- add_for_loop_node — Add a native ForLoop node to a Blueprint graph.
- add_function_parameter — Add an input or output parameter to an existing Blueprint function.
- add_macro_graph — Add a new macro graph to a Blueprint or Macro Library.
- add_macro_instance — Place a macro instance node in a Blueprint graph.
- add_make_array_node — Add a MakeArray node to a Blueprint graph.
- add_make_struct_node — Add a MakeStruct node (MakeVector, MakeRotator, MakeTransform, MakeLinearColor, or any registered struct).
- add_movement_input_feature — Convenience: injects control-relative WASD locomotion into a Character/Pawn Blueprint's event graph in one call.
- add_select_node — Add a Select node to a Blueprint graph.
- add_sequence_node — Add an Execution Sequence node to a Blueprint graph.
- add_spawn_actor_node — Add a SpawnActorFromClass node to a Blueprint graph.
- add_switch_has_authority — Add a SwitchHasAuthority macro node (network authority gate) to a Blueprint graph.
- add_switch_node — Add a Switch node to a Blueprint graph.
- add_timeline_node — Add a Timeline node to a Blueprint.
- add_variable — Add a new member variable to a Blueprint.
- add_variable_node — Add a Get or Set node for a Blueprint variable.
- analyze_blueprint — Compile a specific Blueprint and check for errors.
- analyze_blueprint_graph — Deep analysis of a Blueprint: returns all variables, functions (with signatures), event graph (nodes + connections)…
- call_function_on_component — Add a Blueprint node that calls a UFUNCTION (e.g. 'Crouch', 'Jump', 'LaunchCharacter').
- compile_blueprint — Compile a specific Blueprint asset.
- compose_blueprint — Build a complete Blueprint graph from a JSON plan.
- connect_blueprint_pins — Connect two pins in a Blueprint graph.
- create_blueprint — Create a new Blueprint asset.
- create_blueprint_from_template — Create a new Blueprint from a template (Actor, Pawn, Character, GameMode, etc.).
- create_blueprint_function — Create a new function in a Blueprint.
- create_blueprint_interface — Create a Blueprint Interface (BPI) asset.
- create_macro_library — Create a new Blueprint Macro Library asset.
- create_widget_node — Add a 'Create Widget' node (UK2Node_CreateWidget) — the proper way to spawn a UMG UserWidget at runtime (list rows…
- delete_blueprint_function — Delete a function from a Blueprint by name.
- delete_blueprint_node — Delete a node from a Blueprint graph by its GUID.
- delete_macro_graph — Remove a macro graph from a Blueprint or Macro Library.
- get_blueprint_nodes — List all nodes in a Blueprint graph with their class, GUID, position, pins, and connection status.
- get_class_hierarchy — Get the class hierarchy for a UE5 class: parent chain and direct subclasses.
- get_component_ref_node — Add a GetComponentByClass node to a Blueprint graph.
- implement_interface — Add a Blueprint Interface to a Blueprint class.
- import_single_node — Import a single Blueprint graph node from a T3D block (no LinkedTo references).
- import_t3d — Import Blueprint graph nodes from T3D text into a Blueprint's EventGraph.
- import_t3d_incremental — Imports only the changed/added nodes from a refined T3D and removes nodes that no longer exist.
- rename_blueprint_variable — Rename a variable in a Blueprint.
- save_all — Save ALL dirty packages — maps AND content (the editor 'Save All' equivalent, no dialog).
- save_blueprint — Save a single Blueprint asset to disk (persists its .uasset).
- scan_for_bp_errors — Scan the entire project for Blueprints with errors or warnings.
- set_blueprint_pin_value — Set a default value on a Blueprint pin by node GUID and pin name.
- set_macro_inputs_outputs — Configure the input and output pins of a macro graph.
- set_property_node — Add a Blueprint graph node that sets a component property AT RUNTIME (not CDO default).
- set_variable_default_value — Set the default value of a Blueprint variable.
- set_variable_flags — Set flags on a Blueprint variable: editable (Instance Editable), expose_on_spawn, replicated, and category.
World Building(47)
- 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.
- 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.
- hunter_search — Search for 3D assets in external stores (Sketchfab, etc).
- 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 — Setup NavMesh for the level.
- 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 & Project(43)
- 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.
- 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 — Get a comprehensive scan of all assets in the project with metadata.
- 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 — Scan the project for all assets and return rich metadata (path, type, size, dependencies).
- 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).
- 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 & AI(26)
- add_bt_composite — Add a Selector, Sequence, or SimpleParallel composite node to a Behavior Tree.
- add_bt_decorator — Add a decorator (condition/modifier) to a Behavior Tree node.
- add_bt_service — Add a periodic service to a Behavior Tree composite node.
- add_bt_task — Add a task node to a Behavior Tree composite.
- apply_damage_to_npc — Apply damage to NPC (reduces MCP_Health tag).
- apply_radial_damage — Apply radial physical damage to test destruction at a location.
- assign_behavior_tree — Assign a Behavior Tree to a Pawn's AIController and start running it.
- configure_npc_perception — Add AI Perception (Sight/Hearing) to NPC.
- create_behavior_tree — Create a new Behavior Tree asset with a default Blackboard.
- generate_npc_voice — Generate a voice for an NPC and link it in the level.
- get_behavior_tree_info — Get the structure of a Behavior Tree as JSON — root node type, child count, and all Blackboard keys with their types.
- get_npc_health — Get NPC health status (health, max_health, alive).
- get_npc_state — Get NPC AI state: state (idle/patrol/chase/attack/flee/dead), health, target, location, is_moving.
- inject_npc_soul — Make an NPC interactable with dialogue.
- make_destructible — Convert a StaticMeshActor into a Chaos Geometry Collection for destruction.
- play_npc_animation — Play an AnimMontage on a Character NPC.
- set_bt_blackboard_key — Add a new key to a Behavior Tree's Blackboard.
- set_npc_state — Set NPC AI state tag.
- setup_npc_patrol — Create patrol waypoints around an NPC + NavMesh.
- setup_trigger_interaction — Connect a trigger to a target actor (e.g. Approach -> Door Opens).
- spawn_npc_template — One-call NPC setup from template.
- start_npc_follow — NPC continuously follows another actor using timer-based AAIController::MoveToActor (0.5s poll).
- start_npc_patrol — Start NPC patrol movement (native C++ — spawns AAIController, Possess, MoveToLocation).
- stop_npc_animation — Stop the current AnimMontage playing on a Character NPC with a 0.25s blend out.
- stop_npc_follow — Stop NPC follow — clears the follow timer, stops movement immediately, resets AI state to idle.
- stop_npc_patrol — Stop NPC patrol movement.
Actors & Scene(22)
- assemble_metahuman — Assemble a MetaHuman Character so it becomes a usable preview (meshes/materials built).
- batch_delete — Delete all actors matching a filter.
- batch_rename — Rename multiple actors matching a filter.
- batch_transform — Apply delta location, delta rotation, or scale to all actors matching a filter.
- construct_building — Construct a modular building at a location.
- create_metahuman_character — Create a new MetaHuman Character asset.
- decorate_surface — Smart decoration of a surface (Table, Desk) based on a style preset.
- delete_actor — Remove an actor from the level
- duplicate_actor — Duplicate an existing actor in the level.
- edit_metahuman_character — Edit a MetaHuman Character asset's body shape, skin tone and/or eye color in one atomic session (begin_edit -> apply…
- group_actors — Move actors into an editor folder for organization.
- import_asset — Import an external file (FBX, OBJ, PNG, etc.) into the project.
- import_voice — Import a voice/audio file into the project as a SoundWave asset.
- scatter_assets — Scatter multiple instances of an asset in an area.
- set_actor_mobility — Set an actor's mobility (Static, Stationary, or Movable).
- set_actor_tag — Add or remove a tag on an actor.
- set_actor_transform — Update an actor's location, rotation, or scale
- set_actor_visibility — Show or hide an actor in the level.
- set_view_target — Set the editor's viewport camera to look at a specific actor.
- smart_spawn_actor — Spawn a StaticMeshActor with optional ground snapping and mesh assignment.
- spawn_actor — Spawn an actor in the current level.
- spawn_blueprint_actor — Spawn a Blueprint class as an actor into the current level.
Build & Compile(22)
- 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.
- hunter_search — Search for 3D assets in external stores (Sketchfab, etc).
- 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 Systems(21)
- add_interaction_logic — Inject interaction capability (overlap trigger + interact event) into a Blueprint.
- add_mapping_context_to_beginplay — Convenience: wires the full Enhanced Input activation chain (Event BeginPlay → GetPlayerController(0) →…
- add_mapping_to_context — Add a key mapping to an Input Mapping Context.
- add_mouse_look_feature — Convenience: injects mouse free-look into a Character/Pawn Blueprint's event graph in one call.
- add_replicated_property — Mark a Blueprint variable as replicated with a replication condition.
- add_third_person_camera — One-call third-person camera for a Character/Pawn Blueprint: adds a SpringArm boom ('CameraBoom', follows the…
- add_wasd_mappings — ONE-CALL WASD setup: creates all four W/A/S/D key mappings for a single Axis2D move action with the correct Enhanced…
- create_input_action — Create a new Enhanced Input Action asset (IA_*).
- create_input_mapping_context — Create a new Input Mapping Context asset (IMC_*).
- create_locomotion_system — Configure a Character Blueprint with locomotion defaults (walk speed, jump, crouch).
- create_spawn_point — Spawn a PlayerStart or TargetPoint actor.
- create_trigger_volume — Spawn a TriggerBox, TriggerSphere, or TriggerCapsule actor in the level.
- raycast — Cast a ray from origin in a direction and return hit information (actor, location, normal, material).
- remove_mapping_from_context — Remove a key mapping from an Input Mapping Context.
- set_actor_default_property — Set an Actor-level CDO property on a Blueprint (the Actor itself, NOT a component).
- set_actor_replication — Enable/disable replication on an actor and configure movement replication.
- set_collision_preset — Set the collision preset on an actor's root component.
- set_component_property — Set a DEFAULT property value on a Blueprint's component CDO (Class Default Object).
- set_physics_simulation — Enable or disable physics simulation on an actor's root primitive component.
- setup_ragdoll — Enable ragdoll physics on a skeletal mesh actor or Character.
- sphere_trace — Perform a sphere sweep trace from a start point in a direction.
Animation(17)
- add_anim_sequence_to_montage — Add an AnimSequence into an existing AnimMontage's slot track.
- add_anim_slot — Add a Slot node to an AnimBlueprint's AnimGraph.
- add_anim_state — Add a state node to a state machine in an AnimBlueprint.
- add_anim_state_machine — Add a state machine node to an AnimBlueprint's AnimGraph.
- add_anim_transition — Add a transition between two states in a state machine.
- add_animation_node — Add a PlayAnimation node to a Blueprint and set its animation asset.
- add_blend_space_to_state — Wire a BlendSpace into an AnimBlueprint's AnimGraph: creates a BlendSpacePlayer node, connects its Pose output to…
- auto_retarget_animation — Retarget animations from one skeletal mesh to another (e.g. Mixamo -> UE5 Mannequin) by auto-generating IK Rigs + an…
- create_anim_blueprint — Create a new Animation Blueprint asset linked to a Skeleton.
- create_blend_space — Create a BlendSpace or BlendSpace1D asset, optionally pre-populated with animation samples.
- create_cinematic_orbit — Create a circular camera rail (LevelSequence + CineCamera) that orbits 360° around a target actor.
- create_control_rig — Create a Control Rig Blueprint for a skeleton/mesh.
- create_level_sequence — Create a new Level Sequence (cinematic/cutscene) asset.
- create_locomotion_animbp — ONE-CALL working locomotion Animation Blueprint for a character: creates a speed-driven BlendSpace1D…
- get_anim_blueprint_info — Get AnimBlueprint info: skeleton, graphs, node counts, state machines, and slot nodes.
- play_animation_on_actor — Play an animation on a skeletal mesh.
- setup_cine_camera — Spawn a CineCameraActor focused on a target.
Procedural (PCG)(13)
- add_pcg_landscape_sampler — Add a SurfaceSampler node to a PCG graph pre-configured for landscape point sampling.
- add_pcg_node — Add a node to a PCG Graph.
- add_pcg_slope_filter — Add a slope-based density filter node to a PCG graph.
- connect_pcg_nodes — Connect two nodes in a PCG Graph by their indices.
- create_pcg_biome — Create a preset PCG biome graph (SurfaceSampler -> DensityFilter -> StaticMeshSpawner) with density based on biome…
- create_pcg_graph — Create a new PCG (Procedural Content Generation) Graph asset.
- create_pcg_spline_sampler — Create a preset PCG graph with SurfaceSampler → StaticMeshSpawner.
- execute_pcg_graph — Execute/regenerate the PCG graph on an actor's PCGComponent.
- get_pcg_graph_info — Get the structure of a PCG Graph: all nodes with their settings class, pin connections, and labels.
- list_pcg_graphs — List PCG Graph (and Graph Instance) assets.
- set_pcg_node_settings — Set properties on a PCG node's settings via JSON key-value pairs.
- set_pcg_spawner_meshes — Assign weighted static meshes to a StaticMeshSpawner node — REQUIRED before execute_pcg_graph, an empty spawner…
- spawn_pcg_actor — Spawn a PCG Volume actor in the world and assign a PCG Graph to it.
Materials & Textures(12)
- add_material_expression — Add an expression node to a material graph.
- add_texture_sample — Add a TextureSample node to a material graph, optionally with a texture already assigned.
- connect_material_expressions — Connect two material expressions by index.
- connect_to_material_output — Connect an expression to a material output pin (BaseColor, Metallic, Specular, Roughness, Normal, EmissiveColor…
- create_material — Create a new Material asset.
- delete_material_expression — Remove an expression from a material graph by index.
- generate_texture — Generate a texture using AI and import it into the project.
- get_material_graph_info — Read the full structure of a material graph: all expressions with class, index, position, parameter values, and…
- import_texture — Import a texture from a local file path.
- set_material_expression_value — Set values on a material expression.
- set_material_parameters — Set a scalar or vector/color parameter on an actor's material.
- set_material_properties — Set material-level properties: blend_mode (Opaque/Masked/Translucent/Additive/Modulate), shading_model…
UI & Widgets(11)
- 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).
- 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 & Sequencer(8)
- add_audio_track — Add a master audio track to a Level Sequence with a sound asset.
- add_camera_cut_track — Add a camera cut section to a Level Sequence.
- add_sequencer_keyframe — Add a keyframe at a specific time for a bound actor in a Level Sequence.
- add_sequencer_track — Add a track to a Level Sequence.
- bind_actor_to_sequence — Bind an actor in the level to a Level Sequence as a Possessable.
- get_sequence_info — Get Level Sequence info: duration, playback range, frame rates, all bindings with tracks, and master tracks.
- preview_sequence — Open a Level Sequence in the Sequencer editor for preview and playback.
- set_sequencer_range — Set the playback range of a Level Sequence.
Gameplay Abilities (GAS)(8)
- add_ability_to_actor — Grant a GameplayAbility to an actor that has an AbilitySystemComponent.
- add_gameplay_tag — Add a loose GameplayTag to an actor's AbilitySystemComponent.
- apply_gameplay_effect — Apply a GameplayEffect to an actor at runtime.
- create_ability — Create a new GameplayAbility Blueprint asset.
- create_attribute_set — Create a new AttributeSet Blueprint.
- create_gameplay_effect — Create a new GameplayEffect Blueprint.
- get_ability_system_info — Get the GAS state of an actor: granted abilities (name, level, active), owned gameplay tags, and active effects count.
- remove_gameplay_tag — Remove a loose GameplayTag from an actor's AbilitySystemComponent.
Audio(3)
- create_sound_cue — Spawns an AAmbientSound actor in the current world that plays a SoundWave/SoundCue asset.
- spawn_ambient_audio — Spawn background environment sounds.
- spawn_niagara_preset — Spawn a complete VFX package with particle system, light, and sound.
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…
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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