API Reference
Complete reference for all 563 methods across 39 handlers.
Protocol
AgentUX exposes the Unreal Editor via JSON-RPC 2.0 over WebSocket on port 9877. All methods follow the standard JSON-RPC request/response format.
Request Format
{
"jsonrpc": "2.0",
"id": 1,
"method": "namespace.methodName",
"params": { "param_name": "value" }
}
Batch Requests
Send multiple operations in a single WebSocket message:
[
{ "jsonrpc": "2.0", "id": 1, "method": "agentux.ping" },
{ "jsonrpc": "2.0", "id": 2, "method": "editor.state.getSelection" }
]
Requests are processed sequentially in order. Notifications (no id) produce no response entry.
Handlers
System
| Namespace | Methods | Description |
| agentux | 6 | Ping, method listing, capabilities, GraphRAG status, safety check, safety status |
| editor.state | 11 | Selection, open editors, world info, viewport state, undo stack, play state, project info |
| editor.slate | 12 | Widget tree inspection, widget state, click simulation, editor context, menus, tabs, dialogs |
Scene
| Namespace | Methods | Description |
| editor.actor | 12 | Spawn, destroy, select, transform, properties, duplicate, components |
| editor.level | 7 | New/open/save maps, sub-level loading/removal/enumeration |
| editor.layers | 13 | Layer CRUD, actor-layer membership, visibility |
| editor.viewport | 5 | Camera get/set, render mode, realtime, focus |
| editor.mode | 5 | Widget mode, editor mode, coordinate system |
| editor.outliner | 10 | Outliner items, selection, refresh, folder CRUD, actor search, move to folder |
Assets
| Namespace | Methods | Description |
| editor.asset | 23 | Find, load, save, duplicate, rename, delete, import, reimport, bulk import, tags, validation, cross-project migration, dependency queries, unique naming |
| editor.graph | 12 | Node graph CRUD, pin connections, selection |
| editor.browser | 8 | Content Browser sync, navigate, search, collections |
Blueprints
| Namespace | Methods | Description |
| editor.blueprint | 90 | Create, compile, variables, functions, nodes, interfaces, event dispatchers, timelines, SCS, macros, auto-layout, comments, segments |
Rendering
| Namespace | Methods | Description |
| editor.material | 19 | Create, expressions, connections, parameters, compile, material functions |
| editor.texture | 6 | Texture info, settings, compression, LOD group, sRGB, max size |
| editor.staticmesh | 18 | Mesh info, LODs, collision, Nanite (full settings, fallback, stats, CVars, mesh listing), LOD generation, material slots |
| editor.skeletalmesh | 7 | Skeletal mesh info, bones, morph targets, LODs, sockets, material slots |
| editor.landscape | 14 | Landscape info, materials, layers, heightmap, foliage |
Animation & Sequencing
| Namespace | Methods | Description |
| editor.sequencer | 27 | Sequences, bindings, tracks, sections, sub-sequences, folders, markers, keyframes, playback |
| editor.animation | 20 | Anim info, curves, keys, notifies, bone tracks, metadata |
| editor.curve | 11 | Curve assets, keys, evaluation, tangents, extrapolation |
| editor.niagara | 18 | Niagara system info, emitters, modules, renderers, data interfaces, variables, properties, simulation stages, compile |
Physics & Audio
| Namespace | Methods | Description |
| editor.physicsasset | 11 | Physics bodies, constraints, collision state, constraint limits, body details |
| editor.sound | 14 | Sound info, classes, submixes, cue nodes, attenuation, concurrency, dialogue waves, playback |
World
| Namespace | Methods | Description |
| editor.worldpartition | 10 | World partition info, HLOD layers, world settings, spatial queries, content bundles, streaming |
| editor.datalayer | 10 | Data layer CRUD, rename, actor assignment, runtime state, enumeration |
Build & Tools
| Namespace | Methods | Description |
| editor.build | 8 | Lighting, geometry, reflection captures, texture streaming, HLODs, navigation |
| editor.pie | 5 | Play-in-Editor control: play, stop, pause, resume, state query |
| editor.config | 4 | Config/INI read/write, section enumeration, project settings |
| editor.utility | 4 | Editor Utility Widget spawn/close, Message Log retrieval |
| editor.sourcecontrol | 8 | Status, checkout, checkin, revert, history, diff, sync, changelists |
| editor.fab | 8 | Fab library inventory: sync, status, library, search, classify, cleanup |
Render & Audio
| Namespace | Methods | Description |
| editor.render | 10 | Movie Render Queue: queue management, job config, PIE render execution, progress monitoring, cancellation |
| editor.metasound | 10 | MetaSound procedural audio: asset discovery, builder lifecycle, I/O introspection, interface queries |
AI & State
| Namespace | Methods | Description |
| editor.statetree | 6 | State Tree introspection: states hierarchy, parameters, schema, extensions, asset listing |
Advanced
| Namespace | Methods | Description |
| editor.pcg | 88 | Procedural Content Generation: graph CRUD, node discovery, parameters, instances, data inspection, batch ops, debug, profiling |
| agentux.events | 3 | Event subscription, unsubscription, available event listing; server-push notifications |
| editor.rc | 3 | Remote Control passthrough: call BlueprintCallable functions, read/write properties, describe UObjects |
Bridge
| Namespace | Methods | Description |
| bridge | 7 | Claude Agent SDK bridge: prompt, interrupt, permissions, state, models, config |
NVIDIA NvRTX Handlers
For developers with access to NVIDIA's NvRTX Unreal Engine fork,
AgentUX provides 8 additional handlers with 125 methods for RTX-exclusive features.
These ship on the nvrtx branch and require the NvRTX engine build.
| Namespace | Methods | Description |
| editor.nvrtx.dlss | 6 | DLSS Super Resolution / Ray Reconstruction / DLAA mode control, quality queries, driver version |
| editor.nvrtx.streamline | 15 | Frame Generation (DLSS-FG/MFG), Reflex latency, Dynamic Vibrance (DeepDVC) |
| editor.nvrtx.rtxdi | 23 | RTXDI sampled direct lighting: enable/configure via CVars, per-light-type control |
| editor.nvrtx.restir | 24 | ReSTIR GI indirect lighting: multi-bounce, path tracing, hybrid Lumen mode |
| editor.nvrtx.megageometry | 25 | Nanite ray tracing (CLAS): memory management, stats, debug visualization |
| editor.nvrtx.denoiser | 19 | NRD Denoiser (ReLAX/ReBlur): history, reprojection, disocclusion, anti-lag |
| editor.nvrtx.nis | 8 | NVIDIA Image Scaling: mode, sharpness, recommended screen percentages |
| editor.nvrtx | 5 | Composite: hardware capabilities, preset system (cinematic/balanced/performance), aggregated stats |
Combined with the main branch: 688 total methods across 47 handlers.
MCP Access
All 563 methods are accessible through the agentux_raw MCP tool. Pass the method name and parameters directly:
agentux_raw(method="editor.actor.spawn", params={"class": "PointLight", "location": {"x": 0, "y": 0, "z": 300}})
See the Quick Start for setup instructions and the GraphRAG Guide for engine knowledge tools.