AgentUX for Programmers
558 methods across 38 handlers. JSON-RPC 2.0 over WebSocket. Every editor operation is an API call. Combine with Claude's 1M context to hold the entire UE API surface in a single session.
Batch Scene Assembly
Spawn 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 10 seconds. The pattern scales to thousands of actors with pagination.
editor.actor.spawn+editor.rc.call(SetStaticMesh)for visible mesh actorseditor.layers.create+addActorToLayerfor organization- Rate limiting strategy: brief pauses every N spawns
- 100 req/s default, configurable via Settings
"Create a 10x10 grid of cubes with layers" Full API Surface
38 handler modules covering every editor subsystem. The RC (Remote Control) handler is the escape hatch: call any BlueprintCallable function and read/write any BlueprintVisible property on any UObject in the editor.
editor.blueprint— 95 methods: full BP authoring lifecycleeditor.pcg— 88 methods: procedural content generationeditor.sequencer— 27 methods: cinematic sequencingeditor.material— 19 methods: PBR material graphseditor.rc— 3 methods: call/property/describe on any UObject
Version Migration Check
Use the GraphRAG knowledge base (19.1M+ 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.
get_version_diff— compare any class between two UE versionsget_version_history— full lifecycle of a class across all releasessearch_ue_class,find_api_surface— discover APIs- 23 MCP tools for source-accurate engine understanding
Multi-Blueprint Workflow
Create two independent Blueprints (EnemySpawner and Enemy), each with components and variables, then orchestrate a level layout: 4 spawners at arena corners, 12 typed enemies with type-specific materials. Shows how AgentUX handles multi-asset workflows.
- 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 + offsets