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
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.
- 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
"Create a red metallic material and a rough wood material, apply them to two cubes" Lighting Rig
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.
- Key light (SpotLight, warm, high intensity)
- Fill light (RectLight, cool, soft)
- Rim/back light (SpotLight, neutral)
- PostProcessVolume with exposure and grading
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.
- 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
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.
- 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 automate your TA workflows?
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