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
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_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)…
bind_component_event
Create a REAL bound event node for an SCS component's delegate in any Actor Blueprint — same as the green '+' event…
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.
disconnect_pins
Break pin link(s) in a Blueprint's EventGraph without deleting nodes.
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
Reference a component inside 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 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.
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_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…
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
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.
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).
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_blackboard_value
Set a Blackboard key's value on a RUNNING AI (PIE): finds the pawn by label, reaches its AIController's Blackboard…
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 & Scene22
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 & 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.
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 Systems22
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_movement_input_feature
Convenience: injects control-relative WASD locomotion 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.
Animation17
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 & Textures15
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.
assign_material
Assign a material to a mesh slot on a PLACED LEVEL ACTOR (actor_name = label, case-insensitive; level stays dirty…
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.
create_material_instance
Create a MaterialInstanceConstant asset from a parent material, optionally setting scalar/vector/texture parameter…
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.
materialforge_generate
Generate a full PBR material with MaterialForge (Cosindra cloud) and build it in the editor in one call: prompt →…
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 & Widgets12
add_widget_element
Add ONE UI element (TextBlock, Button, Image, ProgressBar, HorizontalBox, VerticalBox) to a Widget Blueprint's root…
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_inventory_ui
Generate a dynamic grid-based inventory system.
Cinematics & Sequencer8
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 transform keyframe at a 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.
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…