209 Tool Reference
Both products expose the same C++ tool layer. These are the tools the AI sees and can invoke.
Categories
| Category | Count | Highlights |
|---|---|---|
| Blueprint | 18 | read_blueprint, edit_blueprint, create_blueprint, set_pin_value, connect_pins, add_variable, find_unconnected_pins, debugger ops |
| Material | 12 | read_material, edit_material, create_material_instance, parameter edits |
| World / Actors | 17 | spawn_actor, move_actor, delete_actor, set_camera, level streaming |
| Asset (universal) | 5 | find_assets, read_asset (any UObject via reflection), rename, move, duplicate, delete |
| Animation | 9 | Anim BP read/edit, state machines, blend spaces, IK rigs, notifies |
| Niagara / FX | 4 | system edits, emitter + module edits |
| Sequencer | 6 | tracks, sections, keyframes |
| Data | 6 | Data Tables, Data Assets, Curve Tables, Struct edits |
| Enhanced Input | 5 | Input Actions, Mapping Contexts, trigger + modifier setup |
| Widget / UMG | 4 | widget tree edits, event bindings, animations |
| State Tree | 3 | create, edit, transitions, tasks |
| Gameplay | 7 | AI Controller / Blackboard / Behavior Tree edits |
| PIE / Runtime | 14 | teleport actors in PIE, set blackboard keys live, control AI movement |
| GAS | 6 | Gameplay Abilities, Attribute Sets, Effects, Tags |
| IK Rigs & Retargeters | 8 | rig setup, retarget chains, batch retarget (UE 5.7+) |
| Motion Matching | 4 | pose search, database, schema |
| Environment | 5 | fog, skylight, directional light, reflection capture, post-process volume |
| Physics | 4 | constraints, physics assets, physical materials |
| Spline | 7 | spline components, mesh-along-spline, tangent edits |
| Navigation | 3 | nav mesh bounds, nav invokers, nav queries |
| Audio | 3 | sound cues, sound class, attenuation |
| Game Framework | 8 | Game Mode, Player Controller, HUD, Game State |
| PCG | 4 | graph read / edit / compile (Pro: Biome Generator uses these) |
| Level | 5 | new levels, level actors, streaming volumes |
| Landscape | 3 | heightmaps, layers, material assignment |
| Foliage | 4 | foliage types, paint, scatter, foliage instancer |
| Networking | 3 | replication configuration, RPCs, multiplayer setup |
| World Partition | 2 | grids, streaming |
| Debug | 10 | breakpoints, watch, trace, log subscriptions |
| File Operations | 4 | Pro: File Editor extension; Kit: the CLI’s own file tools |
Discovery
- Pro: you don’t need to know the tools by name. The AI picks; the chat shows which one it called.
- Integration Kit: the activated AI tool (Claude Code, Codex, etc.) queries the tool layer automatically and learns the schema. You never need to pass tool names by hand.
Tool categories in depth
Blueprint tools
Read any blueprint’s graph, variable list, function signatures, component hierarchy. Edit nodes and pins. Create new blueprints with parent classes and initial components. Manipulate the blueprint debugger: set breakpoints, watch pin values, find unconnected pins, step through execution.
Material tools
Read a material’s expression graph and compile errors. Edit expression inputs. Create Material Instances off a master. Set scalar / vector / texture parameters. Works across both the material graph and the instance parameter panels.
Level & actor tools
Spawn actors from any class in the viewport. Move, rotate, scale selections. Group and tag actors. Work with sublevels and level streaming. Adjust camera positions programmatically.
Animation tools
Anim BP read / edit for blend nodes, state machines, transitions, and notify triggers. Blend space creation. IK Rig chains. Motion Matching databases and schemas (UE 5.7+).
Niagara / FX
Create Niagara Systems and emitters. Edit modules for spawn rate, lifetime, velocity, rotation, and color. Bind module parameters to system user parameters for runtime control.
Sequencer
Create Level Sequences. Add tracks, sections, keyframes. Automate camera cuts, property animations, visibility toggles. Useful for cinematics and in-game cutscenes.
Enhanced Input
Create Input Actions and Mapping Contexts. Set up triggers (Pressed / Released / Hold / Tap) and modifiers (Dead Zone, Swizzle, Negate). Bind keys to actions. Add Mapping Contexts to Player Controllers.
PIE / Runtime
Work with a running PIE session: teleport actors, read blackboard keys, set them live, command AI movement, trigger gameplay events. Useful for building and debugging AI behavior without stopping the simulation.
GAS
Create Gameplay Abilities, Attribute Sets, Gameplay Effects, Gameplay Tags, Ability System Components. Wire them into actors and Player States.
Debug
Set breakpoints in blueprints and C++, configure watch expressions, subscribe to log categories, trace execution paths. The debug surface is read-oriented; the AI can inspect but not force state.
File Operations
Pro: enables the File Editor extension so the AI can create / read / write / delete / rename any project file.
Integration Kit: the activated CLI (Claude Code, Codex) has its own file tools; Nwiro’s File Editor extension doesn’t apply to the Kit.
API schema
Every tool has a JSON schema with strict typing on parameters. For Integration Kit users, the schemas are returned by tools/list; your AI client reads them automatically. For Pro users, the plugin handles this internally.