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AgentUX for Programmers

662 methods across 45 handlers. JSON-RPC 2.0 over WebSocket. Every editor operation is an API call. Pair the surface with Claude's 1M-token context to keep the entire UE API in a single session, and use the Pro GraphRAG knowledge base when source-accurate engine understanding matters.

662
Methods
45
Handlers
95
Blueprint Methods
90
PCG Methods

Batch Scene Assembly

Demo: WF01 · Transcript: 02-batch-scene-assembly

A demo that spawns 100 actors in a 10x10 grid with computed positions, mesh assignment via editor.rc.call(SetStaticMesh), layer organization, and overhead lighting. 200 API calls in roughly 10 seconds. The pattern scales to thousands of actors with pagination.

API patterns demonstrated:
  • editor.actor.spawn + editor.rc.call(SetStaticMesh) for visible mesh actors
  • editor.layers.create + addActorToLayer for organization
  • Rate-limiting strategy: brief pauses every N spawns
  • 100 req/s default, configurable via Settings
Try it: "Create a 10x10 grid of cubes with layers"

Full API Surface

45 handler modules covering every editor subsystem. The RC (Remote Control) handler is the escape hatch: call any BlueprintCallable function and read or write any BlueprintVisible property on any UObject in the editor.

Key namespaces:
  • editor.blueprint -- 95 methods: BP authoring lifecycle (variables, functions, nodes, interfaces, dispatchers, components, validation, portability)
  • editor.pcg -- 90 methods: procedural content generation (graph CRUD, node inspection, parameters, instances, debug)
  • editor.sequencer -- 27 methods: cinematic sequencing (sequences, tracks, sections, keyframes, camera cuts)
  • editor.material -- 21 methods: PBR material graphs (expressions, parameters, compilation, parameter collections)
  • editor.rc -- 3 methods: call, property, describe on any UObject

Version Migration Check

Demo: WF10 · Requires Pro GraphRAG

A demo that uses the Pro GraphRAG knowledge base (16M+ nodes across 27 UE releases) to compare APIs between engine versions. Check commonly-used classes for added, removed, and changed functions. Get a migration advisory before upgrading your project.

GraphRAG capabilities:
  • get_version_diff -- compare any class between two UE versions
  • get_version_history -- full lifecycle of a class across all releases
  • search_ue_class, find_api_surface -- discover APIs
  • 33 MCP tools for source-accurate engine understanding

Multi-Blueprint Workflow

Demo: WF13

A demo that creates two independent Blueprints (EnemySpawner and Enemy), each with components and variables, then orchestrates a level layout: 4 spawners at arena corners and 12 typed enemies with type-specific materials. Demonstrates the multi-asset orchestration pattern.

Patterns demonstrated:
  • Multi-Blueprint creation in a single session
  • SCS component hierarchy (BoxComponent, CapsuleComponent, StaticMeshComponent)
  • Typed instance spawning with per-type material assignment
  • Computed placement from spawner positions and offsets

Ready to script against the full editor surface?

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