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Blueprint & Graph Authoring
Create classes, components, variables, functions, interfaces, macros, and complete event graphs. Inspect graph intent with Blueprint intent validation aliases, repair pins, compile, save, validate behavior, and recover cleanly through structured MCP dispatcher errors.
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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.
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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.
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Terrain Graph, PCG & Foliage
Use the built-in terrain graph, biome authoring, landscape grass, foliage types, procedural foliage spawners, PCG authoring with pcg_list_node_types and pcg_get_graph_schema, reusable PCG graph primitives through pcg_list_primitives and pcg_spawn_graph_instance, PCG volumes, splat maps, erosion, and Landscape application tools.
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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, use generic procedural layout tools such as layout_create_corridor_network, layout_subdivide_parcels, and layout_spawn_massing, manage sublevels, data layers, and World Partition.
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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.
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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.
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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.
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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.
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Networking & Multiplayer
Configure actor and function replication, roles, dormancy, session helpers, server travel, multiplayer-safe gameplay patterns, and network review guidance.
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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, run Gen3D image workflows with Tripo or Meshy, auto-rig supported humanoids, and create explicit procedural SkeletalMesh rigs.
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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
The Prompt Agent opens automatically after the Level Editor is ready, with a per-user startup opt-out. 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. Windows npm installations of OpenAI Codex are supported through the resolved codex.cmd shim. 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.
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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.
📷
Vision, UI Automation & Console Introspection
Capture annotated viewport screenshots with actor bounding boxes for vision models, capture rich viewport images with world-space grid and actor bounds, export asset thumbnails, inspect and drive Slate widgets, inject keystrokes, read or set cvars and log verbosity, and author MVVM ViewModel bindings — all through MCP.
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MVVM Binding Authoring
Create ViewModel Blueprints, add FieldNotify properties, register ViewModels on Widget Blueprints, and wire one-way property bindings between ViewModels, widgets, and self-context for data-driven UIs.