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Examples

Prompts that work well, with the tools an agent usually reaches for. The agent picks the tools itself: the lists only show what each task touches. Every tool is described in the tool reference.

Blueprints and UI

Ask Tools
"Create BP_Door: a door mesh and a box trigger, and open the door with a timeline when the player overlaps the trigger." create_blueprint, add_component_to_blueprint, build_blueprint_graph, compile_blueprint
"Find every Blueprint under /Game that does not compile and tell me why." find_erroring_blueprints, get_graph_nodes, lint_blueprint_graph
"Make a main menu with Play, Options and Quit buttons." scaffold_menu_screen

Levels, lighting and terrain

Ask Tools
"Light this level as a sunny outdoor scene: sun, sky and a light fog." spawn_actor, set_light_intensity, spawn_sky_atmosphere, spawn_sky_light, spawn_exponential_height_fog
"Make a terrain from D:/Heightmaps/island.png." create_landscape, import_landscape_heightmap
"Place five BP_Crate in a row in front of the player start and take a high-resolution screenshot." spawn_blueprint_actor, high_res_screenshot

Materials

Ask Tools
"Make a red variant of M_Base and put it on the crates in this level." create_material_instance, set_material_instance_param, get_actors_by_class, set_actor_material

Animation and VFX

Ask Tools
"Create AM_Attack with the sections Windup, Strike and Recover." create_anim_montage, add_montage_section
"Add a Footstep notify to AS_Run at 0.4 and 0.9 seconds." add_anim_notify
"Create NS_Sparks from a template emitter and place it at the forge." create_niagara_system, add_niagara_emitter_from_template, spawn_niagara_component

Gameplay and AI

Ask Tools
"Add a Jump action bound to Space and Gamepad A in IMC_Default." create_input_action, add_mapping_to_context
"Create the tags Status.Stunned and Status.Burning." create_gameplay_tag
"Make an enemy that patrols between points and chases the player when it sees them." create_blackboard_data, add_blackboard_key, create_behavior_tree, add_bt_composite_child, add_bt_task_child, create_ai_controller_blueprint, build_blueprint_graph
"Create DT_Weapons from this CSV, with FWeaponRow as its row." create_data_table, import_data_table_csv, get_data_table_rows

Cinematics and testing

Ask Tools
"Cut a shot: a camera cut, a fade in, and the intro sound at frame 0." create_level_sequence, add_camera_cut_track, add_fade_track_to_sequence, add_audio_section
"Play the level, read the player's health, take a screenshot and stop." start_play_in_editor, get_properties, capture_pie_screenshot, stop_play_in_editor

Project hygiene

Ask Tools
"Which assets under /Game/Old have no referencers, and which of them are safe to delete?" find_unused_assets, get_asset_referencers
"Clean up the redirectors the last rename left in /Game/Characters." fixup_redirectors
"Which of my assets still reference the vendor pack, and which classes inherit from it?" audit_asset_references, audit_class_purity, run_map_check

When no tool fits

  • execute_python runs Python in the editor, with Unreal's Python API.
  • batch runs several calls in one pass on the game thread, without a round trip each.

Tips

  • Name things exactly: /Game/Characters/BP_Hero beats "the hero".
  • After a graph edit, ask the agent to compile and fix what the compiler reports.
  • For a client that cannot take every tool, use the compact tool list: the agent then finds these tools with find_tools.