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Workflows

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Task-oriented MCP workflows

한국어 · Documentation index

These examples show the order in which to use tools, not shell commands. The named calls are MCP tools invoked by Claude Code or Codex connected to the editor. See the tool reference for argument schemas and access levels.

Before making any change, call editor_get_state to confirm the project, current level, PIE state, and unsaved changes.

1. Find the impact of a Blueprint change

editor_get_state
  → asset_find / blueprint_inspect
  → blueprint_find_usages
  → blueprint_get_graph or blueprint_read_graph
  → review affected callers and graphs
  • blueprint_find_usages queries the Find in Blueprints index for function calls, variable reads/writes, casts, and event bindings, including Blueprints that are not currently loaded.
  • For large graphs, use the entry-point or connected-chain options of blueprint_get_graph, or the compact representation from blueprint_read_graph.
  • Inspect the targets before making edits rather than treating search results alone as the full context.

2. Author and review a Widget Blueprint

umg_inspect (for existing widgets)
  → umg_create_widget_blueprint
  → umg_add_widgets / umg_set_widget_properties
  → blueprint_compile
  → pie_start
  → viewport_capture
  → log_get_recent
  → pie_stop
  → asset_save
  • Before deleting an existing subtree, use the umg_remove_widgets dry run and review affected references, then pass bConfirm when ready.
  • With a C++ widget parent, check actual BindWidget / BindWidgetOptional names and types using umg_inspect.
  • Prefer reusable Widget Blueprint components and data-driven collections over copied subtrees. See the Dungeon UI case study and the umg-authoring Skill.
  • Compile success alone is not a visual review: inspect the PIE capture and logs.

3. Edit Blueprint logic

blueprint_inspect
  → blueprint_get_graph
  → blueprint_find_node_types
  → blueprint_add_members (if needed)
  → blueprint_edit_graph
  → blueprint_compile
  → pie_start → log_get_recent → pie_stop
  → asset_save
  • Find real editor node types and compatible pins with blueprint_find_node_types rather than guessing type IDs.
  • A graph-edit call is a single Undo step and rolls back its operations if that call fails.
  • Adding variables, functions, and event dispatchers is supported; several removal, rename, and automatic-layout operations remain out of scope.

4. Inspect and modify C++ or configuration

source_find / source_search
  → source_read
  → review intended change
  → source_replace
  → livecoding_compile (where applicable)
  → log_get_recent
  • Source tools operate on text files in configured SourceFolders and support UTF-8, UTF-16, and CP949.
  • source_replace and source_write are not Unreal Editor Undo transactions. Check source control before changing files.
  • Changes to reflected UCLASS, USTRUCT, UPROPERTY, or UFUNCTION declarations require a full build rather than Live Coding.

5. Inspect assets and show them in the editor

asset_find / actor_find
  → asset_inspect / actor_inspect
  → editor_show_in_content_browser or editor_open_assets
  → actor_select or viewport_set_camera

These inspection and navigation calls do not edit project content. To change an asset value, first check available properties using object_list_properties / object_get_properties, then use object_set_properties.

6. Measure and compare performance

Close the editor
  → Run fixed scenes repeatedly using perf-investigation Skill's run.py
  → perf_summarize_csv (CSV captures)
  → perf_trace_hotspots (Insights trace, if needed)
  → perf_read_gpu_profile (ProfileGPU log, if needed)
  → change code or assets
  → replay the same scenes and conditions
  → perf_compare_csv
  • The perf-investigation Skill guides standalone-game runs, warm-up, machine-load checks, and replaying disturbed runs.
  • perf_summarize_csv summarizes run sets and marked events; perf_compare_csv compares changes against run-to-run variation.
  • Mark significant moments using CSV_EVENT and inspect per-timer costs in an Insights trace when investigating causes.
  • Record the scene, resolution, build, and run conditions alongside measurements. A single differing run is not sufficient evidence of improvement.
  • See Performance investigation tooling and the Sonheim example for the scripts, MCP tools and interpretation of their results.

Direct clients versus in-editor AI chat

In-editor AI chat uses permission modes and approval cards. The same cards are not automatically applied to a directly connected Claude Code or Codex client. See Connecting clients and Safety for the differences.

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