⬡
Blueprint & Graph Authoring
Create classes, components, variables, functions, interfaces, macros, and complete event graphs. Inspect graph intent, repair pins, compile, save, and validate behavior.
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Materials, Cloning & Shaders
Build master materials, clone Engine or plugin materials into project content, override parameters, wire expression graphs, export/import legal graph structure, and manage MPCs.
⬢
Vehicles & Driving Games
Author simple raycast-suspension cars and trucks, full Chaos wheeled vehicles, wheel classes, movement tuning, engine and transmission setup, first-person cameras, play-start pawns, and drivable PIE checks.
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Water, Boats & Buoyancy
Create or reuse WaterBody oceans and rivers, configure collision profiles and waves, clone water materials, and tune real Water buoyancy with reusable stability presets.
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Physics, Collision & Simulation
Set simulation, mass, damping, gravity, collision profiles, simple mesh collision, physics assets, constraints, destructible geometry, overlap validation, and blocker diagnostics.
✦
Terrain Graph, PCG & Foliage
Use the built-in terrain graph, biome authoring, landscape grass, foliage types, procedural foliage spawners, PCG volumes, splat maps, erosion, and Landscape application tools.
⚡
World Building & Level Systems
Spawn actors, author semantic geometry assemblies, run curated scene macros, create clean example levels under /Game/MacrosAndExamples, inspect scene bounds, build navmesh, create splines, manage sublevels, data layers, and World Partition.
▶
UI, HUDs & Menus
Create Widget Blueprints, scaffold HUDs from specs, bind text and events to Blueprint logic, add menu surfaces, and author UMG animations with keyframes.
⇄
Animation, IK & Motion Matching
Author Animation Blueprints, state machines, blend spaces, montages, notifies, IK Rig goals, retarget chains, Pose Search databases, and Motion Matching setup.
⊞
Gameplay, AI & Save Systems
Compose reusable counters, trigger volumes, overlap effects, actor roles, GameMode and pawn setup, Behavior Trees, EQS, StateTree, Gameplay Ability System assets, SaveGame data, and subsystem classes.
⊙
Sequencer, Cameras & Cinematics
Create Level Sequences, bind actors, add camera cuts, place transform, animation, and event keyframes, configure camera components, and validate player-facing views.
⛰
Networking & Multiplayer
Configure actor and function replication, roles, dormancy, session helpers, server travel, multiplayer-safe gameplay patterns, and network review guidance.
◆
Data, Input & Messaging
Create DataTables, Data Assets, UserDefinedStructs, UserDefinedEnums, Enhanced Input actions and mappings, Gameplay Message Router listeners, and input behavior diagnostics.
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Assets, Import & 3D Generation
Import assets, inspect textures and meshes, organize content, discover Bridge/Fab cache assets, generate Static Meshes with Tripo or Meshy, auto-rig supported humanoids, and create explicit procedural SkeletalMesh rigs.
✦
VFX, Audio & Presentation
Create Niagara systems and emitters with Niagara authoring tools, expose runtime parameters, control playback, author sound cues, configure audio assets, decals, reflection captures, lights, atmosphere, and polish passes.
⌕
Agent QA & PIE Validation
Run PIE-focused checks, inject commands, verify drivable pawns, inspect screenshots and camera views, surface warnings, and return structured failure hints agents can act on.
›
Prompt Agent Panel
Launch OpenAI Codex, Claude, Kimi, Ollama via Codex, Direct Ollama, or a custom command from Unreal with project context, a context profile selector, a bottom-pinned prompt composer, a visible live log pane, saved run bundles under Saved/Rekall/AgentRuns, auto-refreshed stdout/stderr from agent.log, and a live Rekall MCP tool activity feed. Each context.json includes context_attachments and recommended_toolsets for Selected Context, Blueprint Authoring, World / Level, or Full Discovery runs. Rekall does not proxy tool calls for external agents; those agents are prompted to start with agent_context_snapshot and use Rekall MCP tools directly. Direct Ollama bypasses Codex and uses Ollama's native /api/chat tool-calling loop with compact Rekall routing tools.
☉
Guide Tools, Review Packs & Authoring Sessions
Use built-in workflow guides, authoring sessions, cleanup summaries, and 22+ review packs for Blueprint quality, performance, networking, AI, UI, packaging, architecture, and more.
↺
Change Tracking & Rollback
Mutating tools automatically record durable package changes, capture preimage snapshots under Saved/Rekall/ChangeTracking, show asset history in the Rekall panel, and can roll package-backed assets back when a change needs to be undone.