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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.

558
Methods
35
Handlers
95
Blueprint Methods
88
PCG Methods

Batch Scene Assembly

Demo: WF01 · Transcript: 02-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.

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

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.

Key namespaces:
  • editor.blueprint — 95 methods: full BP authoring lifecycle
  • editor.pcg — 88 methods: procedural content generation
  • editor.sequencer — 27 methods: cinematic sequencing
  • editor.material — 19 methods: PBR material graphs
  • editor.rc — 3 methods: call/property/describe on any UObject

Version Migration Check

Demo: WF10

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.

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
  • 23 MCP tools for source-accurate engine understanding

Multi-Blueprint Workflow

Demo: WF13

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.

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 + offsets

Ready to automate your editor workflows?

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