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Engine and Tool Integrations

scarecr0w12 edited this page Oct 18, 2026 · 1 revision

Engine and tool integrations

Install/license editors separately. Registered executables, connected servers and identity-verified editors are distinct states. Start with a disposable game.

Inspect capability layers

In PlayWeld > Build & Connect > Engine, select the Project, detect/register installations and refresh capabilities after adding native files.

Layer Meaning
project-file Supported native-file operations
headless-process Implemented batch/commandlet operations using a registered executable
live-editor Operations from a connected identity-verified bridge

Inspect reason/status first; inspect logs, parsed tests, exit code and artifacts afterward. Exit zero alone does not establish passing tests.

Editor bridges and live evidence

Current source provides Install editor plugin, Unreal Build editor plugin and explicit connection operations. Supply the real native Unity folder, Unreal .uproject or Godot project.godot within the selected Project. Reload/open the editor as instructed and verify exact Project identity before edits.

Recorded Windows operations cover Unity 6000.6.0f1, Unreal 5.8.3 and Godot 4.7.2. The owned Unreal PlayWeldEditor bridge is editor-only with no in-editor model dependency. Other versions/targets, arbitrary authoring and complete lifecycle remain separate. Historical CodeFizz evidence is optional compatibility history.

Creative Tools opens DCC Tools. Blender 5.2.2 LTS has scoped scene/export/render evidence; other adapters need live installed-tool verification.

External connections

Tool Connections separates Servers, Add connection, Tool safety, Logs and A2A agents. Configure Command/Endpoint/Docker, save, explicitly connect, inspect negotiation and classify effects. Transport readiness does not prove editor identity.

A2A is separate from MCP. Its implemented JSON-RPC/text/static-credential scope and local inbound grants do not imply public inbound access, OAuth, gRPC or webhooks.

Use integration details, editor acceptance and live acceptance for exact prerequisites and limits.

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