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.
Material Pipeline Starter
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.
- 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
"Create a red metallic material and a rough wood material, apply them to two cubes" Lighting Rig Starter
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.
- Key light (SpotLight, warm, high intensity)
- Fill light (RectLight, cool, soft)
- Rim/back light (SpotLight, neutral)
- PostProcessVolume with exposure and grading defaults
Cinematic Flythrough Starter
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.
- 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
"Create a cinematic camera flythrough of my level" Project Audit (Read-Only)
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.
- 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)
"Audit my project for unused assets and dependency issues" Ready to skip the setup phase on your next TA pass?
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