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AgentUX for Technical Artists

Automate the workflows you repeat every day. Materials, lighting setups, cinematic sequences, and project audits — all driven by natural language through 558 API methods.

Material Pipeline

Demo: WF02 · Transcript: 01-getting-started

Create PBR materials programmatically with VectorParameter base colors, ScalarParameter roughness and metallic values, expression wiring, and compilation. Apply materials to actors in one step. Build a chrome, wood, and glass material set in seconds.

What it creates:
  • 3 PBR materials (Chrome, Wood, Glass) with full parameter setup
  • Material expressions wired to BaseColor, Roughness, Metallic, Opacity
  • Translucent blend mode for glass with opacity parameter
  • Materials applied to display cubes
Try it: "Create a red metallic material and a rough wood material, apply them to two cubes"

Lighting Rig

Demo: WF03

A complete 3-point lighting setup: key SpotLight with warm temperature, fill RectLight for soft secondary, rim SpotLight for edge definition, plus a PostProcessVolume with exposure and color grading. The kind of setup that takes 15 minutes to arrange manually, done in 5 seconds.

What it creates:
  • Key light (SpotLight, warm, high intensity)
  • Fill light (RectLight, cool, soft)
  • Rim/back light (SpotLight, neutral)
  • PostProcessVolume with exposure and grading

Cinematic Flythrough

Demo: WF07 · Transcript: 04-cinematic-flythrough

Build a complete camera flythrough sequence: create a LevelSequence asset, spawn a CineCameraActor, add a 3D Transform track, keyframe a smooth arc path across 3 positions with cubic interpolation, add a Camera Cut track, and configure playback rate. Open in Sequencer and hit Play.

What it creates:
  • 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
Try it: "Create a cinematic camera flythrough of my level"

Project Audit

Demo: WF09 · Transcript: 05-project-audit

A read-only project analysis: scan all assets under /Game, retrieve dependency metadata for each, identify orphan assets with zero referencers, find heavily-referenced critical assets, and generate a structured health report. No assets are modified.

What it creates:
  • 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)
Try it: "Audit my project for unused assets and dependency issues"

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