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.
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.
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
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.
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
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.
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- 33 MCP tools for source-accurate engine understanding
Multi-Blueprint Workflow
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.
- 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