Environment Tools

72 methods across 5 handlers for AI-driven environment art -- water, foliage, procedural vegetation, volumetric clouds, and atmosphere.

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Overview

The Environment & Creative Tools milestone (EC1--EC5) added 5 new handlers with 72 methods covering every major environment art workflow in Unreal Engine 5.7. AI agents can now create complete outdoor environments -- from ocean waves to procedurally generated trees to volumetric cloud layers -- entirely through the JSON-RPC API.

HandlerNamespaceMethodsHighlight
WaterHandlereditor.water30100% Water plugin BC API coverage
MeshPaintHandlereditor.meshpaint8First non-BC handler (direct C++)
FoliageHandlereditor.foliage146 procedural + 8 legacy methods
VegetationHandlereditor.vegetation12All 11 PVE node types via reflection
AtmosphereHandlereditor.atmosphere8One-call atmosphere spawn

Water System -- editor.water (30 methods)

Full coverage of UE 5.7's Water plugin BlueprintCallable API. Covers water body creation and configuration, surface physics queries, wave settings, river spline properties, materials, global ocean state, zone control, Niagara integration, and buoyancy callbacks.

Key capabilities:

  • List and inspect all water bodies (ocean, lake, river, custom)
  • Configure wave parameters (amplitude, wavelength, direction)
  • Set river width, depth, velocity, and audio intensity per spline key
  • Assign water materials, underwater materials, and transition materials
  • Query surface height and buoyancy state at any world position

Optional plugin: Requires the Water plugin (Experimental). Returns graceful -32001 error if not enabled.


Mesh Painting -- editor.meshpaint (8 methods)

Vertex color operations via direct C++ calls to UMeshPaintModeSubsystem. This was the first AgentUX handler without a BlueprintCallable API surface -- it calls the subsystem's public C++ methods directly.

Key capabilities:

  • Propagate vertex colors across LODs
  • Remove per-LOD vertex color overrides
  • Fix texture vertex color data
  • Import/export between vertex colors and textures

Foliage & Procedural Foliage -- editor.foliage (14 methods)

Procedural-first design: 6 methods for AI-driven ecosystem generation via UProceduralFoliageSpawner / UProceduralFoliageComponent / AProceduralFoliageVolume, plus 8 legacy methods for instance-based foliage workflows.

Procedural foliage (6 methods):

  • Discover all procedural foliage volumes with spawner configuration
  • Deep inspect per-type procedural settings (seed density, spread, collision, shade, age)
  • Configure volume settings (seed, tile size, surface filters)
  • Resimulate volumes and count generated instances
  • Clear procedural content or pre-compute tile simulation

Legacy foliage (8 methods):

  • Type CRUD: add/remove foliage types from static meshes
  • Property read/write: 50+ properties across painting, placement, procedural, and rendering categories
  • Instance management: query, add (batch, up to 1000), and remove by bounding box

Procedural Vegetation / Megaplants -- editor.vegetation (12 methods)

The headline feature: AI-driven tree and plant customization through UE's Procedural Vegetation Editor (PVE). PVE graphs are PCG graphs -- the existing editor.pcg handler (88 methods) handles graph structure, while this handler adds the vegetation-specific layer.

Key capabilities:

  • Discover all PVE assets and species presets in the project
  • Inspect graph structure: nodes, types, connections
  • Read/write ALL properties on ANY of the 11 PVE node types via UE reflection (no private header inclusion needed)
  • Load species presets and apply variations
  • Execute PVE graphs via the PCG subsystem
  • Query export readiness and plant pipeline stages

11 PVE node types accessible: FoliageDistributor (36+ props), MeshBuilder (20+ props), Gravity, Carve, Scale, Slope, BoneReduction, RemoveBranches, Importer, PresetLoader, Output.

Optional plugin: Requires the ProceduralVegetation plugin (Experimental). Returns graceful -32001 error if not enabled.


Atmosphere, Sky & Fog -- editor.atmosphere (8 methods)

Convenience methods for the 4 core atmosphere components. Individual property setters (94 BlueprintCallable functions) are available via editor.rc.call -- this handler adds discovery, bulk operations, and spawn convenience.

Key capabilities:

  • Discover all atmosphere components in the level (clouds, sky, fog, skylight, sun)
  • Bulk read all properties from any atmosphere component via reflection
  • Bulk write cloud and fog properties
  • Spawn a complete atmosphere setup in one call (5 actors, idempotent)

Components covered: VolumetricCloudComponent (21 setters), SkyAtmosphereComponent (29 setters), ExponentialHeightFogComponent (30 setters), SkyLightComponent (14 setters).