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 |
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.