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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.
editor_get_state
→ asset_find / blueprint_inspect
→ blueprint_find_usages
→ blueprint_get_graph or blueprint_read_graph
→ review affected callers and graphs
-
blueprint_find_usagesqueries 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 fromblueprint_read_graph. - Inspect the targets before making edits rather than treating search results alone as the full context.
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_widgetsdry run and review affected references, then passbConfirmwhen ready. - With a C++ widget parent, check actual
BindWidget/BindWidgetOptionalnames and types usingumg_inspect. - Prefer reusable Widget Blueprint components and data-driven collections over copied subtrees. See the Dungeon UI case study and the
umg-authoringSkill. - Compile success alone is not a visual review: inspect the PIE capture and logs.
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_typesrather 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.
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
SourceFoldersand support UTF-8, UTF-16, and CP949. -
source_replaceandsource_writeare not Unreal Editor Undo transactions. Check source control before changing files. - Changes to reflected
UCLASS,USTRUCT,UPROPERTY, orUFUNCTIONdeclarations require a full build rather than Live Coding.
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.
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-investigationSkill guides standalone-game runs, warm-up, machine-load checks, and replaying disturbed runs. -
perf_summarize_csvsummarizes run sets and marked events;perf_compare_csvcompares changes against run-to-run variation. - Mark significant moments using
CSV_EVENTand 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.
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.