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AgentUX for Technical Artists

Starter examples that scaffold the repetitive setup work. Each demo below shows what the API produces from a single prompt. Treat the output as a starting layout you tune for your project. The 662-method API surface lets you script anything the editor can do.

What these examples are not: finished look-development work or shipping-quality lighting. They are runnable starting layouts that demonstrate API patterns. Final tuning, color grading, and shot composition are yours to author.

Material Pipeline Starter

Demo: WF02 · Transcript: 01-getting-started

A demo prompt produces three PBR materials (Chrome, Wood, Glass) with full parameter setup: VectorParameter base colors, ScalarParameter roughness and metallic values, expression wiring, and translucent blend mode for the glass. Materials are applied to display cubes. A starting kit; final look development is yours.

What the demo scaffolds:
  • Three PBR materials (Chrome, Wood, Glass) with parameter setup
  • Material expressions wired to BaseColor, Roughness, Metallic, Opacity
  • Translucent blend mode for glass with opacity parameter
  • Materials assigned to display cubes
What you author: texture authoring, normal maps, layered material setups, instance variants, and the look that fits your project.
Try it: "Create a red metallic material and a rough wood material, apply them to two cubes"

Lighting Rig Starter

Demo: WF03

A demo prompt produces a 3-point lighting setup: key SpotLight with warm temperature, fill RectLight for soft secondary, rim SpotLight for edge definition, plus a PostProcessVolume with default exposure and color grading. A reasonable starting rig; tuning intensity, color, and falloff is yours.

What the demo scaffolds:
  • Key light (SpotLight, warm, high intensity)
  • Fill light (RectLight, cool, soft)
  • Rim/back light (SpotLight, neutral)
  • PostProcessVolume with exposure and grading defaults
What you author: intensity balance, color temperature choices, falloff tuning, IES profiles, light functions, and shot-specific overrides.

Cinematic Flythrough Starter

Demo: WF07 · Transcript: 04-cinematic-flythrough

A demo prompt produces a LevelSequence asset at 30fps with a CineCameraActor on a 3-point arc path, cubic interpolation keyframes, and a Camera Cut track. Open in Sequencer and hit Play. A starting timeline; shot composition, timing, and lens choices are yours to refine.

What the demo scaffolds:
  • LevelSequence asset at 30fps with 4-second duration
  • CineCameraActor spawnable with 3D Transform track
  • 3-point arc path with cubic interpolation keyframes
  • Camera Cut track for viewport preview
What you author: shot composition, focal-length and aperture choices, easing curves, sequencer subscenes, and the actual cinematic intent.
Try it: "Create a cinematic camera flythrough of my level"

Project Audit (Read-Only)

Demo: WF09 · Transcript: 05-project-audit

A read-only demo that scans /Game, retrieves dependency metadata for each asset, identifies orphans with zero referencers, finds heavily-referenced critical assets, and writes a structured health report. No assets are modified. Useful as-is for triage; deeper audits are yours to compose.

What the demo produces:
  • Asset inventory by class (StaticMesh, Material, Texture, Blueprint, etc.)
  • Orphan report (assets with zero referencers)
  • Critical dependency list (assets referenced by 5+ others)
  • Dependency statistics (avg deps, avg refs, total edges)
What you author: project-specific audit rules, naming-convention checks, texture-budget enforcement, custom metric thresholds, and remediation scripts.
Try it: "Audit my project for unused assets and dependency issues"

Ready to skip the setup phase on your next TA pass?

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