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Reference209 Tool Reference

209 Tool Reference

Both products expose the same C++ tool layer. These are the tools the AI sees and can invoke.

Categories

CategoryCountHighlights
Blueprint18read_blueprint, edit_blueprint, create_blueprint, set_pin_value, connect_pins, add_variable, find_unconnected_pins, debugger ops
Material12read_material, edit_material, create_material_instance, parameter edits
World / Actors17spawn_actor, move_actor, delete_actor, set_camera, level streaming
Asset (universal)5find_assets, read_asset (any UObject via reflection), rename, move, duplicate, delete
Animation9Anim BP read/edit, state machines, blend spaces, IK rigs, notifies
Niagara / FX4system edits, emitter + module edits
Sequencer6tracks, sections, keyframes
Data6Data Tables, Data Assets, Curve Tables, Struct edits
Enhanced Input5Input Actions, Mapping Contexts, trigger + modifier setup
Widget / UMG4widget tree edits, event bindings, animations
State Tree3create, edit, transitions, tasks
Gameplay7AI Controller / Blackboard / Behavior Tree edits
PIE / Runtime14teleport actors in PIE, set blackboard keys live, control AI movement
GAS6Gameplay Abilities, Attribute Sets, Effects, Tags
IK Rigs & Retargeters8rig setup, retarget chains, batch retarget (UE 5.7+)
Motion Matching4pose search, database, schema
Environment5fog, skylight, directional light, reflection capture, post-process volume
Physics4constraints, physics assets, physical materials
Spline7spline components, mesh-along-spline, tangent edits
Navigation3nav mesh bounds, nav invokers, nav queries
Audio3sound cues, sound class, attenuation
Game Framework8Game Mode, Player Controller, HUD, Game State
PCG4graph read / edit / compile (Pro: Biome Generator uses these)
Level5new levels, level actors, streaming volumes
Landscape3heightmaps, layers, material assignment
Foliage4foliage types, paint, scatter, foliage instancer
Networking3replication configuration, RPCs, multiplayer setup
World Partition2grids, streaming
Debug10breakpoints, watch, trace, log subscriptions
File Operations4Pro: 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.

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