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UEAgent is an Unreal Engine 5.7 and 5.8 editor plugin that lets AI agents operate the editor through the Model Context Protocol. The plugin is the server: it serves Streamable HTTP from inside the editor, with no Python or Node process in between.

Why UEAgent

  • The whole engine, not a demo. Blueprints and their graphs, materials, animation (AnimBP, montages, IK, Pose Search), Niagara, landscapes and foliage, World Partition, PCG, Sequencer, UMG/CommonUI/MVVM, GAS, AI (Behavior Trees, StateTree, EQS, Smart Objects), audio and MetaSounds, USD and Interchange, PIE control and inspection: see the tool reference.

  • Verified, not assumed. An editor call that answers success: true proves nothing, so every call goes through a contract:

    • preconditions refuse the calls known to crash or freeze the editor, and say what to do instead;

    • readback re-reads the state after the call, and reports as failed a write that did not stick, a zero that proves nothing or a change that landed in the wrong PIE world.

  • Safe with your content. Every tool call is one undo step, named after the tool, so Ctrl+Z reverts it. Vendored libraries listed as Read Only Content Roots cannot be saved, renamed, moved or deleted by any tool, and calls that are unreliable while Play-in-Editor runs are refused while it runs.

  • Built for real sessions. Several agents can share one editor: protocol work runs on network threads, and every tool call runs on the game thread through one queue. The Activity panel (status bar > MCP > Activity) lists each call with its duration and outcome.

flowchart LR
    A["AI agent<br/>Claude Code, Cursor, ..."] -- "MCP over HTTP" --> P
    subgraph E["Unreal Editor + UEAgent"]
        P["Preconditions<br/>refuse known crashes"] --> H["Tool<br/>1,500+ of them"] --> R["Readback<br/>re-read the state"]
    end
    R -- "verified result" --> A

How a server inside the editor differs from one outside it, and the questions to ask any MCP server for Unreal: Choosing an MCP server.

Related MCP server: Hayba

Quick start

Let your agent do it. Open Claude Code, Cursor, Codex or another agent in your project's folder and paste:

Install the UEAgent plugin in this Unreal Engine project and connect yourself to it, following https://raw.githubusercontent.com/CarlxsMG/UEAgent/main/llms-install.md

It does the steps below, checks the download's SHA-256 and asks before it changes anything; you reload its MCP servers at the end. See llms-install.md. Or by hand:

  1. Install. Download the latest UEAgent-*-UE5.8-Win64.zip (or -UE5.7-, for your engine) from Releases and unzip it into <YourProject>/Plugins/, or build it from source.

  2. Open the project. The status bar shows MCP · 55561 with a green dot once the server is up (if it does not, see Troubleshooting).

  3. Connect an agent. From that status-bar menu, Connect Claude Code to this project writes the unreal entry of your project's .mcp.json, and Connect another client does the same for Cursor, VS Code, Antigravity CLI and OpenCode (and copies the command for Codex). Or, for yourself only:

    claude mcp add --transport http unreal http://127.0.0.1:55561/mcp

    Any MCP client that speaks Streamable HTTP can connect to the same URL: see Clients.

  4. Ask. For example: "Create a Blueprint actor BP_Door with a door mesh and a box trigger, and open the door with a timeline when the player overlaps the trigger."

What you can ask

Ask

Tools it uses

"Create BP_Door: a mesh and a box trigger that open the door with a timeline on overlap."

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 red variant of M_Base and put it on the crates in this level."

create_material_instance, get_actors_by_class, set_actor_material

"Play the level, read the player's health, take a screenshot, stop."

start_play_in_editor, get_properties, capture_pie_screenshot, stop_play_in_editor

"Cut a shot: 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

"Which of my assets still reference the vendor pack, and which classes inherit from it?"

audit_asset_references, audit_class_purity, run_map_check

More in Examples.

Clients

Client

Notes

Claude Code

One-click connection from the editor's status bar. It loads tools on demand, so ?tools=all at the end of the URL gives it every tool.

Cursor, VS Code, Windsurf, Claude Desktop, Gemini CLI, Codex

Any client with Streamable HTTP: see the setup for each one.

By default the server lists its 11 core tools, and four tools that search, describe and run the rest or add a pack or a whole domain to the list. ?tools=all at the end of the URL lists every tool, and ?tools=compact only three: see tool lists.

Directories

UEAgent is listed in:

Skills

UEAgent ships agent skills in the open Agent Skills format, for Claude Code, Codex, Cursor, VS Code, Antigravity CLI, Gemini CLI and OpenCode. Install them into the project from the editor's status bar: MCP · 55561 > Skills. They come with the plugin, so they always match its tools.

Skill

ueagent-tool-map

Which core tool, pack or domain covers a task, and the order a task calls them in: find, read, change, check, compile, save

ueagent-skill-builder

Turns a workflow you want to repeat into a new skill: it finds the tools, rehearses the task in the editor, checks the result and writes the SKILL.md

ueagent-blueprint-actor

A Blueprint actor from a description: components, graph, a clean compile, and an instance in the level

ueagent-project-audit

What is broken and what can go, most serious first

ueagent-level-lighting

Outdoor lighting (sun, sky, sky light, fog) and a screenshot

ueagent-report-issue

Reports a bug or asks for a tool as a GitHub issue, with the versions, the call and the log

ueagent-contribute-fix

Turns a change to the plugin's code into a pull request, following the repository's rules

The client loads them by itself when a request matches. The server also serves them as MCP prompts and resources, ueagent://guide among them, for a client without the skills installed. More in Skills.

Documentation

Also on the web, with search and a tool explorer: carlxsmg.github.io/UEAgent.

Clients

Connecting Claude Code, Cursor, VS Code, Windsurf, Claude Desktop, Gemini CLI and Codex

Examples

Prompts that work well, and the tools they use

Skills

The Claude Code plugin: a skill builder and three skills made with it

Tool reference

Every tool, by domain

Answers and refusals

What a call returns, and how to read a refusal or a readback verdict

FAQ

Versions, safety, cost

Troubleshooting

When a client cannot connect or a call is refused

Architecture

How a call travels through the editor, and the contract around it

Glossary

The words the docs and the tools' answers use

Requirements

  • Unreal Engine 5.7 or 5.8 on Windows (Win64), the only platform the plugin declares. Each release has a zip for each engine; a few tools need 5.8 (see the FAQ).

  • To build from source: Visual Studio 2022 with the C++ toolchain.

  • The plugin enables the engine plugins its tools use (see UEAgent.uplugin): among them PythonScriptPlugin, EditorScriptingUtilities, Niagara, PCG, StateTree, ControlRig, IKRig, PoseSearch, Interchange and USD. Game Features is the exception: the plugin does not turn it on, and its five tools work once your project enables it.

Build from source

Copy or clone this repository to <YourProject>/Plugins/UEAgent, then open the project and let Unreal build it, or build the editor target from your IDE. When the editor starts, the log shows MCP HTTP server started on http://127.0.0.1:55561/mcp (... tools ...).

Updating

MCP · 55561 > Check for updates asks GitHub for the latest release. If it is newer, Download and install downloads the zip for your engine, checks it against the release's SHA256SUMS.txt, and installs it when the editor closes, or right away with Restart now, which closes the editor, installs it and opens the editor again. The previous version is kept in Saved/UEAgentUpdate/Backup, and if the new one cannot be moved in, the previous one is put back.

A git clone is updated with git pull, and a copy installed from Fab from the Epic Games Launcher. After an update, reconnect your client so it lists the tools again.

Settings

Editor Preferences > Plugins > UEAgent (per user):

Setting

Default

Enable HTTP server

on

the MCP server

HTTP port

55561

-McpHttpPort=N on the command line overrides it

Auth token

empty

when set, every request needs Authorization: Bearer <token>

Show connect hint

on

at startup, offer to connect Claude Code if the project is not

Check for updates at startup

off

ask GitHub at most once a day whether a newer release is out (see How do I update it?)

Project Settings > Plugins > UEAgent (shared, saved to Config/DefaultEditor.ini):

Setting

Default

Read Only Content Roots

empty

vendored-library roots (e.g. /Game/SomeMarketplacePack): tools refuse to save, rename, move or delete anything there, and lineage audits treat their classes as library classes

Project Content Root

/Game

default scope of audit_class_purity

Fork Origin Tag

mcp.forkOrigin

metadata tag fork_class_chain writes and audit_class_purity checks

Console commands

Command

mcp.http.status / mcp.http.restart

server status; restart (also reloads the tool catalog)

mcp.claude.status [path] / mcp.claude.connect [path]

inspect / write the .mcp.json entry

mcp.clients.status / mcp.clients.connect cursor|vscode|antigravity|opencode [path]

the same for the other clients' files

mcp.skills.status / mcp.skills.install / mcp.skills.remove [claude|agents|all]

UEAgent's skills in the project (see Skills)

mcp.contract.selftest <vectors.json> [quit]

run the contract vectors (see Resources/ContractTests)

mcp.ReadOnlyRootEnforcement 0|1

0 = only report saves under a read-only root instead of refusing them

mcp.UndoStepPerCall 0|1

0 = leave the undo buffer to each tool instead of one undo step per call

mcp.activity [N]

print the last N tool calls (default 20) to the log, as the Activity panel lists them

mcp.update.check / mcp.update.status / mcp.update.download / mcp.update.cancel

look for a newer release; the state of the update; download it (it installs when the editor closes); drop a downloaded one

Security

  • The server listens on 127.0.0.1 only. It also refuses a request whose Host is not the loopback (DNS rebinding) or whose Origin is a web page.

  • Without an Auth token, any process on the machine can call it. Set one on a shared machine; the .mcp.json entry reads it from ${UEAGENT_TOKEN}.

  • The tools act with the editor's rights: they run Python, read and write files, save, rename and delete assets, edit .ini files and launch processes (a package build, a dedicated server). Connecting an agent gives it the editor. Read Only Content Roots keeps the tools from saving, renaming, moving or deleting anything under the roots you list.

To report a vulnerability, see SECURITY.md.

Privacy

UEAgent sends nothing about you or your project: no telemetry, no analytics. Its only connection of its own is to GitHub, to look for a newer release: when you click Check for updates, or once a day on startup if you turn Check for updates at startup on (it is off). That request says which version of UEAgent asks, and nothing else. The server only listens on 127.0.0.1, and a tool's answer goes to the MCP client you connected, on the same machine. What that client then sends to its model provider is up to the client.

Accessibility

What the editor UI and the documentation offer for accessibility, what they lack, and how to report a barrier: see ACCESSIBILITY.md.

Contributing

Questions and ideas go to Discussions. Bug reports and pull requests are welcome: CONTRIBUTING.md explains how the code is organized, how a tool is added and what is checked before a change is merged.

License

UEAgent is released under the MIT License.

Trademarks

Unreal and Unreal Engine are trademarks or registered trademarks of Epic Games, Inc. in the United States and elsewhere. UEAgent is an independent project, not affiliated with or endorsed by Epic Games.

Available Tools

15 tools
add_graph_nodeA

Create one node in a graph and return it with its node_id and pins, so connect_pins and set_pin_default_value can wire it without another read.

Works in a Blueprint graph (Animation and Widget Blueprints included) and in the graph of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig. To create and wire several Blueprint nodes in one undo step use build_blueprint_graph. Every call adds a new node, except event and custom_event, which give back the one already there; remove_graph_node takes a spare node out.

Each value comes from a read: event_name from list_overridable_functions, function_name from get_class_functions (an engine library's list is long enough to come back as a file: get_mcp_audit_report reads its report_path), variable_name from get_blueprint_variables, struct_type from list_structs, enum_path from list_enums, and graph_name from get_blueprint_functions; get_function_pins previews a node's pins before it exists. When a call_function names both, function_library wins over target_class, and node_position wins over position_x and position_y. node_type keywords ignore case. Example: {"asset_path": "/Game/Blueprints/BP_Door", "node_type": "call_function", "function_name": "PrintString", "function_library": "KismetSystemLibrary"}.

In another asset, node_type is its editor's own node: a material expression class (/Script/Engine.MaterialExpressionConstant), a sound node type (WavePlayer with sound_wave_path, Mixer, Random...), a MetaSound class path from list_metasound_node_types (UE.Sine.Audio, with major_version), a PCG settings class from list_pcg_node_types (PCGSubgraphSettings with subgraph_path embeds a graph), or a Control Rig unit (SetTransform, TwoBoneIKSimple..., with node_name). Those assets are saved by their editor, and a Control Rig is compiled.

A Blueprint is compiled only with compile=true and never saved, and the call is refused during Play-in-Editor (see force). event creates a real override, finding the interface or parent class itself; a name that is not an overridable event is an error, and an interface function with a return value needs add_blueprint_function with override=true. custom_event takes no parameters, so an RPC or anything with arguments must be a function. get_component_by_class makes a node already typed to target_class, so its ReturnValue connects without a cast. Check class in the reply: an async or latent node that comes back as K2Node_CallFunction does nothing, though it compiles clean.

Returns: { node_id, class, title, pos_x, pos_y, comment, pins: [{ name, direction, type, linked_to, default }], blueprint_name, graph_name, compiled, plus the fields of its node_type } -- event: event_name, is_override (true for a live override), already_exists; custom_event: event_name, node_title, already_existed; cast: cast_to; call_function: function_library, function; make_struct and break_struct: struct_type; select: index_pin, return_value_pin, option_pins, option_count, index_enum; macro_instance: input_pins, output_pins; get_component_by_class: component_class, return_pin_type (when it does not name the class, the pin stayed generic).

NameRequiredDescriptionDefault
casesNoOptional string array of case pins for switch_int/switch_string/switch_name
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
scopeNoOptional scope hint for variable_get/variable_set: 'auto' (default; a function-local variable declared in the target graph wins, else a self/member variable), 'local' (function-local variable ONLY), or 'member' (member variable only -- self, or on target_class when supplied). Ignored by other node types.
compileNoOptional bool, default false: compile the Blueprint after placing the node. Ignored inside build_blueprint_graph, which never compiles its steps.
argumentsNoOptional string array of argument names for format_text
enum_pathNoEnum path or name; required for switch_enum and enum_literal nodes. Optional for select: the enum then drives the Index pin and one option pin is generated per enum entry.
node_nameNoControl Rig only: the name to give the node (a taken name gets a suffix; the reply's node_id is the real one).
node_typeYesIn a Blueprint, one of event, custom_event, call_function, print_string, variable_get, variable_set, branch, sequence, self, cast, spawn_actor (alias spawn_actor_from_class), create_widget, make_struct, break_struct, get_array_item, select, make_array, make_set, make_map, switch_int, switch_string, switch_name, switch_enum, enum_literal, format_text, foreach, foreach_with_break, do_once, gate, flipflop, for_loop, while_loop, is_valid, add_delegate, macro_instance, get_component_by_class, or a graph node class (AnimGraphNode_Slot, /Script/AnimGraph.AnimGraphNode_SequencePlayer); for another asset, see the description
asset_pathNoThe graph asset: a Blueprint by name (resolved under /Game/Blueprints) or full path, or the path of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig. Pass the FULL path when a Blueprint short name is ambiguous: a bare name that matches two assets resolves to one of them silently.
dispatcherNoEvent-dispatcher (multicast delegate) name; required for add_delegate node type. Must already exist in the COMPILED class (add_event_dispatcher + compile_blueprint), and it binds on self only -- for a dispatcher on another class use add_object_bound_event.
event_nameNoEvent name; required for event and custom_event node types (e.g. "ReceiveActorBeginOverlap", "ReceiveBeginPlay" for event)
graph_nameNoTarget graph name; defaults to the Blueprint's event graph when omitted
index_typeNoOptional alias of enum_path for node_type=select.
num_inputsNoOptional input-pin count for make_array/make_set/make_map (added after spawn)
position_xNoNode X position on the graph canvas (ignored when node_position is set)
position_yNoNode Y position on the graph canvas (ignored when node_position is set)
struct_typeNoStruct type; required for make_struct and break_struct nodes: a UScriptStruct path (/Game/.../S_Foo.S_Foo), bare name, or engine alias (Vector/Rotator/Transform...)
macro_sourceNoSet to "standard_macros" to skip this Blueprint's own MacroGraphs and resolve macro_graph_name only in the engine StandardMacros library. Only read for node_type=macro_instance.
option_countNoOptional, select only: total number of option pins to end up with (default the built-in 2; ignored when an enum drives the index).
target_classNoClass owning the function or cast/spawn target class; required for cast, create_widget and get_component_by_class. For call_function it is searched STRICTLY: a function that is not on that class is an error, never a silent fallback to another library; it also resolves a user BlueprintFunctionLibrary by asset path ("/Game/Dir/BFL_X"). For get_component_by_class it is the component class to fetch (a UActorComponent subclass). For variable_get/variable_set it names the class that owns the variable, producing a non-self member-access node (with a 'target' pin) instead of a self-context node. For create_widget it names the widget class to construct (e.g. WBP_Foo_C, a full asset path, or the widget Blueprint short name); the node exposes that widget's Expose-On-Spawn pins.
function_nameNoFunction to call; required for call_function node type
macro_libraryNoOptional, macro_instance only: asset path of a macro LIBRARY Blueprint to resolve macro_graph_name in -- the only way to reach a third-party or project macro library.
major_versionNoMetaSound only: the node class's major version (default 1), as list_metasound_node_types gives it.
node_positionNoNode canvas position as [x, y]; takes precedence over position_x/position_y
subgraph_pathNoPCG only, with node_type=PCGSubgraphSettings: the PCG graph to embed.
variable_nameNoVariable to get/set; required for variable_get and variable_set
blueprint_nameNoOlder name of asset_path, still accepted.
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.
sound_wave_pathNoSound cue, WavePlayer only: the sound wave it plays.
function_libraryNoOptional, call_function only: the library class owning function_name, used instead of target_class -- an engine library by name ("KismetMathLibrary", "KismetSystemLibrary", "GameplayStatics", "KismetStringLibrary", with or without the U prefix, or any /Script/Engine class) or a user BlueprintFunctionLibrary asset path ("/Game/Dir/BFL_X", "/Game/Dir/BFL_X.BFL_X" or the "..._C" class). Searched strictly, like target_class.
macro_graph_nameNoMacro graph name; required for node_type=macro_instance. Resolved against this Blueprint's own MacroGraphs first, then the engine StandardMacros; "<library-path>:<MacroGraphName>" (e.g. "/Game/Lib/ML_X.ML_X:MyMacro") resolves it in that macro library instead.

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Goes well beyond the annotations: every call adds a node (non-idempotent, consistent with annotations), event/custom_event reuse existing nodes, Blueprints compile only with compile=true and are never saved, calls are refused during PIE with the force caveat, and it warns that an async/latent node returned as K2Node_CallFunction silently does nothing. That is exactly the behavioral context an agent needs for a mutation tool.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with purpose and return shape before the per-type details. It is dense and long, but nearly every sentence carries unique operational information (sources, precedence, PIE refusal, return fields); minor deduction for the volume and run-on density that could be organized into tighter sections.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With 31 parameters and no output schema, the description fully covers the return object shape and per-node_type extra fields, the asset-type-specific semantics, and failure modes. Nothing critical for correct invocation is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3, but the description adds real precedence rules beyond the schema: function_library wins over target_class, node_position wins over position_x/position_y, and where each value must be read from. These overrides are described in prose rather than only in schema descriptions.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb+resource ('Create one node in a graph and return it with node_id and pins') and enumerates the supported asset/graph types. It clearly differentiates itself from build_blueprint_graph, connect_pins, set_pin_default_value and remove_graph_node.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicit routing: use build_blueprint_graph for multi-node single-undo wiring, use the listed read tools (list_overridable_functions, get_class_functions, get_blueprint_variables, etc.) to source each value, and stop PIE before calling. It also documents edge cases (event/custom_event do not add new nodes, interface functions with returns need add_blueprint_function).

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

call_toolA
Destructive

Runs any of this server's tools by name: name is the tool and arguments its own parameters, e.g. {"name": "get_actors_by_class", "arguments": {"class_name": "PointLight"}}. Use it for a tool that is not in your tool list, once find_tools has found it (and describe_tool, when its parameters are unclear); call a listed tool directly.

The call takes the path of a direct one: the same validation, guards and readback, and the same effects, so it can delete or overwrite whatever the named tool can; describe_tool shows that tool's annotations. Refused before anything runs: no name, name set to call_tool itself, arguments that is not an object (a JSON string of one is accepted), an unknown name (the error lists the closest ones) and a missing required parameter. An old name of a renamed tool runs the new one, and the reply says so.

Returns: the named tool's own reply, unchanged.

NameRequiredDescriptionDefault
nameYesThe tool to run, as find_tools returns it.
argumentsNoThe tool's own parameters, as describe_tool lists them.

TDQS

A5/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare destructive, non-read-only, non-idempotent, and open-world behavior, but the description adds substantial context: the invoked tool runs with the same validation, guards, readback, effects, and destructive capacity as a direct call. It also lists refusal conditions, renamed-tool behavior, and that the reply is passed through unchanged.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The definition is front-loaded with the core purpose and example, followed by routing guidance, behavioral caveats, refusal cases, and return semantics. Every sentence adds operational value for safe invocation of an arbitrary meta-tool.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a complex arbitrary-dispatch tool with no output schema, the description is complete enough to call correctly: it explains discovery flow, argument structure, validation behavior, refusal modes, destructive potential, rename handling, and that the named tool's own reply is returned unchanged.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Although schema coverage is already 100%, the description adds meaningful parameter semantics beyond the schema: a concrete example, acceptance of a JSON string for `arguments`, unknown-name errors with closest matches, and the fact that an old name of a renamed tool will run the new tool with an explanatory reply.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb and resource: it runs any server tool by name, with `name` identifying the tool and `arguments` carrying that tool's parameters. It clearly distinguishes itself from siblings by saying to use it only for tools not in the tool list, after `find_tools`, and to call listed tools directly.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It explicitly gives the when-to-use condition (a tool not in the tool list), the prerequisite discovery flow (`find_tools`, then `describe_tool` when parameters are unclear), and the alternative (call a listed tool directly). No relevant routing decision is left implicit.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

compile_blueprintA
Destructive

Compile a Blueprint to regenerate its class and return the real outcome: succeeded is true only with zero errors, with the error and warning counts and, on request, every compiler message tied to its node.

Compile after adding nodes, functions, variables or RPCs, and before anything calls them or Play-in-Editor starts. To look for errors without compiling, use check_blueprint_errors for one Blueprint or find_erroring_blueprints for a folder. It does not save: save_asset writes the result.

blueprint_name takes a short name or, safer, the full path that find_assets_by_name returns, since a short name shared by two assets compiles one of them. Example: {"blueprint_name": "/Game/Blueprints/BP_Door", "return_messages": true}. With return_messages each message carries the node_id and graph that get_graph_nodes and remove_graph_node take. force only matters during Play-in-Editor, where the call is otherwise refused: force=true compiles anyway, with the risk below.

The compile blocks the editor until it ends. Blueprints that depend on this one get their bytecode recompiled, instances of its class are reinstanced, and a garbage collection runs afterwards, so a Blueprint with many dependents costs more and other packages can end up dirty. Undo does not take a compile back: it reverts the graph edit before it, and the class keeps the compiled code until the next compile, so compile again after an undo. During Play-in-Editor the reinstancing leaves a world behind that kills the editor when PIE stops, which is why the call is refused then.

num_errors 0 does not prove the graph works: an unresolved wildcard pin on an array or ForEach node can compile clean and still block PIE, and a "was pruned" warning means consumers read defaults, so read the warnings too.

Returns: { name, compiled, succeeded, num_errors, num_warnings, messages?: [{ severity: 'error'|'warning'|'note', text, node_id, node_title, graph_name }] } -- messages only with return_messages; the node fields are empty for a message tied to no node.

NameRequiredDescriptionDefault
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
blueprint_nameNoThe Blueprint's short name or its full asset path (e.g. /Game/MyGame/Core/BP_MyActor).
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.
return_messagesNoOptional, default false: also return every compiler message, each tied to its node. The outcome fields come back either way.

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations only flag destructive/not-idempotent; the description goes far beyond with blocking-the-editor behavior, dependent recompilation, reinstancing, GC side effects, dirty packages, undo not reverting a compile, PIE refusal, and false-negative cases (wildcard pins, "was pruned"). That is exactly the kind of consequence detail an agent needs before invoking a destructive operation.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with purpose and timing, then parameters, then runtime consequences, then return shape — a sensible order. It is long but dense with useful content; the main waste is the PIE-force caveat appearing both here and nearly verbatim in the force schema description.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

No output schema exists, yet the description fully specifies the return fields and when messages appear. For a destructive, editor-blocking compile with 4 optional params, an agent has everything needed: preconditions, side effects, failure modes, and return contract.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% so baseline is 3, but the description adds real value beyond the schema: the ambiguity risk of short names ("a short name shared by two assets compiles one of them"), the preferred full-path form, and what return_messages messages carry (node_id and graph). Force is largely restated rather than extended, keeping this short of a 5.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

"Compile a Blueprint to regenerate its class and return the real outcome" names a specific verb, resource, and effect, and the follow-up sentence about succeeded/error counts sharpens it. It is clearly distinguishable from check_blueprint_errors, find_erroring_blueprints, and save_asset, which are named as different operations.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicit when-to-use (after adding nodes/functions/variables/RPCs, before calls or PIE), explicit alternatives for the look-without-compiling case (check_blueprint_errors, find_erroring_blueprints), and explicit boundary versus save_asset ("It does not save"). Exclusion and routing are both stated.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

connect_pinsA
Destructive

Link one node's output pin to another node's input pin, in a Blueprint graph (Animation and Widget Blueprints included) or in the graph of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig.

Use it after add_graph_node, or on nodes that get_graph_nodes lists: both give the node ids and pin names. Not for: testing a pair without linking it (validate_pin_connection), unlinking (disconnect_pin), or creating and linking several Blueprint nodes in one undo step (build_blueprint_graph). Refused during Play-in-Editor (see force).

Example: {"asset_path": "/Game/Blueprints/BP_Door", "source_node_id": "<a Branch's node_id>", "source_pin": "then", "target_node_id": "<a PrintString's node_id>", "target_pin": "execute"}. @input and @output stand for the graph's own input and output: target_node_id "@output" with target_pin "BaseColor" feeds a material's main input. On a sound cue, @output makes the source the cue's first node, and target_pin is the parent's input slot index (empty: its first free slot); on a MetaSound they are its graph inputs and outputs, named by the pin; on a PCG graph its input and output nodes.

In a Blueprint the graph's schema type-checks the pair, so AnimGraph pose links work too and an incompatible pair is an error, never a silent no-op. An exec output and a data input hold one link each, so linking one that is already linked replaces its old link; each call is one undo step, and undo puts the old link back. A node with a wildcard pin is reconstructed afterwards, so array, ForEach and Select pins take the linked type. A Blueprint is not compiled or saved: compile_blueprint, then save_asset. The other assets are saved by their editor, and a Control Rig is compiled.

Returns: { connected, source_node_id, target_node_id, graph_kind? } -- a failed link is an error, so connected is true in every Blueprint reply; another asset answers with its editor's own reply, saved included.

NameRequiredDescriptionDefault
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
asset_pathNoThe graph asset: a Blueprint by name or path, or the path of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig.
graph_nameNoBlueprint only: the graph, default the event graph ("AnimGraph" for an Animation Blueprint's anim graph). BOTH nodes must live in this same graph. The other assets have one graph: leave it out.
source_pinYesOutput pin name on the source node (e.g. "then", "ReturnValue"; a material output name, empty for the first). In a Blueprint an output pin of that name is preferred and any pin with the name is accepted as a fallback.
target_pinYesInput pin name on the target node (e.g. "execute", "Condition"; a material input name without spaces; a sound cue slot index).
blueprint_nameNoOlder name of asset_path, still accepted.
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.
source_node_idYesnode_id of the source node, or @input (from add_graph_node / get_graph_nodes).
target_node_idYesnode_id of the target node, or @output.

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations only say mutating/destructive/non-idempotent; the description goes far beyond by disclosing that the graph schema type-checks the pair so an incompatible link is an error not a silent no-op, that exec-output/data-input pins hold one link so linking replaces the old one, that each call is one undo step and undo restores the old link, that wildcard pins get reconstructed, and that a Blueprint is neither compiled nor saved (compile_blueprint then save_asset). This is exactly the post-call consequence information a destructive tool needs.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with purpose, then usage, example, semantics, behavior, and returns — a sensible order with no filler sentences. It is on the long side and the PIE/force mention partly duplicates the force parameter's own schema description, which keeps it from a 5.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 9-parameter destructive tool with no output schema, the description covers the return shape ({ connected, source_node_id, target_node_id, graph_kind? }), notes that failures surface as errors rather than connected=false, explains cross-asset return differences, and states the required follow-up tools for persisting a Blueprint. An agent has everything needed to invoke and follow up correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

With 100% schema coverage the baseline is 3, and the description earns above that by explaining the @input/@output sentinel values, giving a worked JSON example, and clarifying per-asset meaning (on a sound cue @output makes the source the cue's first node and target_pin is a slot index; on MetaSounds they are graph inputs/outputs). It does not re-explain force, graph_name, or the alias parameters, which the schema already covers well.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a precise verb+resource — link a source node's output pin to a target node's input pin — and enumerates the asset families it applies to (Blueprint, material, sound cue, MetaSound, PCG, Control Rig). It explicitly names the siblings it is not (validate_pin_connection, disconnect_pin, build_blueprint_graph), so an agent can route correctly without opening any schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives explicit sequencing ('Use it after add_graph_node, or on nodes that get_graph_nodes lists'), a three-way exclusion list with the alternative tool named for each case, and a runtime precondition (refused during Play-in-Editor, force=true to override). Nothing about when to select this tool is left to inference.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

describe_toolA
Read-onlyIdempotent

Returns one tool's full description, input JSON schema and annotations, as a full tool list carries them. Use it before call_tool when find_tools' parameter line does not say how to fill an argument, such as its format or its allowed values; a tool already in your list has its schema there.

name takes a name from find_tools, as in {"name": "spawn_actor"}; spaces around it are ignored. A current tool's name always means that tool. An old name of a renamed tool resolves to the new one and a retired tool's name to that tool, and retired_name then says what the name became. It only reads the catalog, which the server loads once when it starts: a repeat is cheap, nothing limits how often it runs, and the answer stays the same until the server restarts. An unknown name is an error that lists up to five closest names.

Returns: { success, name, domain, description, inputSchema, annotations?, retired_name? }

NameRequiredDescriptionDefault
nameYesThe tool's exact name, as find_tools returns it.

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare read-only/idempotent/non-destructive, yet the description adds genuinely new behavior: the catalog is loaded once at startup, repeats are cheap, there is no rate limit, and results stay stable until restart. It also documents the error path for unknown names (an error listing up to five closest names) and the rename/retirement resolution rules.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Purpose and routing guidance are front-loaded, and the second paragraph covers input edge cases before the return shape. It is dense but nearly every clause carries information; the sentence about the catalog being loaded once is slightly buried but not wasted.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

There is no output schema, so the description enumerates the return fields ({ success, name, domain, description, inputSchema, annotations?, retired_name? }) itself. Combined with the error behavior and caching notes, an agent has everything needed to call it and interpret the result.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the schema already documents `name`, but the description adds real meaning beyond it: the name must come from find_tools, surrounding spaces are ignored, a current tool's name always wins, and old or retired names resolve with `retired_name` reporting the mapping. That resolution logic is not expressible in the schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource: returns one tool's description, input schema and annotations. It explicitly positions itself between find_tools (discovery) and call_tool (invocation), so an agent can distinguish it from every sibling without opening a schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives an explicit trigger ('use it before call_tool when find_tools' parameter line does not say how to fill an argument, such as its format or allowed values') and an explicit exclusion ('a tool already in your list has its schema there'). The alternative it replaces is named directly.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

enable_toolsetA
Read-onlyIdempotent

Adds packs or whole domains to this connection's tool list, so their tools are called directly instead of through call_tool; the 11 core tools are always listed. Give packs, domains or both.

A pack is the few tools of one job the core leaves out: actors (delete_actor, find_actors_by_name, spawn_actor, get_actors_by_class), levels (get_current_level, list_dirty_packages, load_level, save_level), play (capture_viewport, is_play_in_editor_active, start_play_in_editor, stop_play_in_editor), assets (get_asset_referencers, delete_asset, duplicate_asset), blueprint_authoring (add_blueprint_variable, build_blueprint_graph, create_blueprint, disconnect_pin, get_blueprint_info, remove_graph_node), data_tables (get_data_table_row, set_data_table_row_fields). A domain is every tool of one area of the editor, such as Material or Animation, and can add a hundred tools to your context: find_tools with no arguments lists the domains and their sizes. Prefer a pack when one covers the job.

It changes only which tools this connection lists, never the editor or the project, and lasts until the connection's session ends; enabling the same one again adds nothing. The server announces the new list and your client re-reads it; if your client does not, call_tool reaches the same tools. An unknown name is an error that lists the packs and the domains.

Returns: { success, packs?: [{ pack, already_listed, tools }], domains?: [{ domain, already_listed, tools }], tools_added: int, list_changed: bool, note?: string }

NameRequiredDescriptionDefault
packsNoThe packs to add, e.g. ["actors"] or ["play", "levels"].
domainsNoThe whole domains to add, as find_tools lists them, e.g. ["Material"].

TDQS

A4.9/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations declare readOnly, idempotent and non-destructive, and the description adds exactly the context they cannot carry: it affects only the connection's tool listing, never the editor or project, persists until session end, and re-enabling adds nothing (consistent with idempotentHint). It further discloses the client re-read handshake and that unknown names produce an error listing valid packs and domains.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with the effect and the pack-vs-domain trade-off, then behavior, then return shape. The pack inventory is long but earns its place by letting an agent pick without an extra find_tools round trip; the domain enumeration is left to the schema rather than repeated.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

No output schema exists, so the description inlines the return shape including per-pack/domain already_listed and tools, tools_added, list_changed and note. Combined with the discovery pointer to find_tools and the error behavior, an agent has everything needed to invoke correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% with enums for both arrays, yet the description still adds real meaning: it distinguishes a pack (a few job-specific tools the core omits, with member examples) from a domain (an entire editor area that can add ~100 tools to context), which is the key trade-off an agent must weigh before choosing a value.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ('Adds packs or whole domains to this connection's tool list') and immediately contrasts with the sibling call_tool, explaining that enabled tools are then called directly. The parenthetical pack inventory makes the resource concrete rather than abstract.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly says to give 'packs, domains or both', warns 'Prefer a pack when one covers the job', and points to find_tools with no arguments to discover domains and sizes. It also names call_tool as the fallback path when the client does not re-read the list, so both the choose-this and choose-other cases are covered.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

execute_pythonA
Destructive

Run Python in the running Unreal Editor, with Unreal's unreal API, for what no tool does: search find_tools first, since most tools are not in a client's list. A script that raises fails the call, with the traceback in command_result.

mode picks how command runs: ExecuteFile (the default) runs a script of any length, ExecuteStatement runs one statement and prints its result, and EvaluateStatement returns one expression's value in command_result, as in {"command": "len(unreal.get_editor_subsystem(unreal.EditorActorSubsystem).get_all_level_actors())", "mode": "EvaluateStatement"}. Scripts share the editor console's globals, so a variable one call defines is there for the next.

output and log_output hold what the script prints and logs through unreal.log; what the engine itself logs during the call is only in engine_log, warnings and errors by default. When a call reports success and nothing happened, read engine_log first, widen it with engine_log_level=Log, or pass log_cursor_before to get_output_log_lines for the unfiltered rest.

"Object has no attribute" is the commonest error, and the field usually exists elsewhere: HitResult's impact_point is only in to_dict(), while Transform.translation is an attribute. Ask the object (dir(x), x.to_dict(), x.get_editor_property(...)) instead of guessing.

During Play-in-Editor, a call in the script that compiles a Blueprint or saves (compile_blueprint, save_asset, save_loaded_asset, save_packages, save_current_level...) does not run: the script gets a RuntimeError there, and the call fails with pie_refused even if the script catches it. The guard does not see a Blueprint edited without a compile, so stop PIE before editing one. Reading the live world during PIE is safe.

One call often answers what a loop would: get_actors_by_class for the actors of a class, get_actor_properties_by_class for their properties with the world that answered, get_properties for one object, get_actor_components, raycast_scene, and watch_pie_property for a value over a PIE session. A script that only enumerates actors gets a hint naming the tool. Python stays the right answer for several classes in one round trip, values correlated in one tick, or anything that mutates.

Returns: { command, python_success, execution_mode, command_result, output, log_output, log_line_count, engine_log, engine_log_count, engine_log_truncated, log_cursor_before, pie_refused?, hint? }

NameRequiredDescriptionDefault
codeNoAlias of `command` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `command`.
modeNoExecution mode: ExecuteFile, ExecuteStatement, or EvaluateStatement (default ExecuteFile). Any other value runs as ExecuteFile; execution_mode in the reply says which ran.
scriptNoAlias of `command` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `command`.
commandNoPython code to run (single or multi-line).
capture_outputNoHas no effect, and is accepted so older calls keep working: the output is always captured, and `mode` decides whether the code runs as a script or as one statement.
engine_log_maxNoMax lines in `engine_log` (default 50, 0 disables, hard cap 4096).
engine_log_levelNoMinimum severity of ENGINE log to return in `engine_log`: Error, Warning (default), Display, Log/All.

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare destructive/non-idempotent/open-world, but the description adds substantive behavior the annotations cannot convey: exceptions fail the call with the traceback in command_result, the PIE guard raises RuntimeError and fails with pie_refused even if caught, and globals persist across calls. These are exactly the non-obvious traits an agent needs before invoking a script executor.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Dense but front-loaded: purpose, mode, logging, error debugging, PIE guard, then alternatives-in-reverse. It is on the long side and the returns block plus some diagnostic prose could be trimmed, but every section carries actionable information rather than filler.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

There is no output schema, yet the description enumerates the return fields (command_result, engine_log, log_cursor_before, pie_refused, hint) and explains how to chain them (log_cursor_before into get_output_log_lines). For a high-flexibility, destructive executor this covers everything needed to call it correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3; the description still adds value by contrasting the three `mode` values with a concrete EvaluateStatement example and by tying engine_log_level to the diagnostic workflow. The aliases (code/script) and capture_output are left to the schema, which is a reasonable division given coverage.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

Opens with a specific verb and resource ('Run Python in the running Unreal Editor') and immediately scopes it against siblings ('for what no tool does: search find_tools first'). The domain (Unreal `unreal` API) is stated explicitly, so an agent knows exactly what this tool is and is not for.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives explicit routing advice: search find_tools first, use get_actors_by_class / get_properties / raycast_scene / watch_pie_property instead for common enumeration cases, and reserve Python for 'several classes in one round trip, values correlated in one tick, or anything that mutates.' Both when-to-use and when-not-to-use are covered.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

find_assets_by_nameA
Read-onlyIdempotent

Find assets by name across every mounted content root (/Game, /Engine, plugin mounts...): the broad "does anything called exist, and where?" search, with each hit's name, object path, class and package.

Use it before reading or writing an asset whose path you do not know: a hit's path is what get_object_info, set_properties and save_asset take. Other searches: get_assets_in_folder for a folder, get_assets_by_type for a class, get_assets_by_tag for an Asset Registry tag, and resolve_asset_by_name for one exact name with all its homonyms.

Examples: {"search_pattern": "Grass"} finds every name that contains Grass, in any case; {"search_pattern": "BP_*", "case_sensitive": true} only names that start with BP_, in that case. match_mode in the reply says whether the pattern ran as a substring or a wildcard. For a broad token, lower max_results and read results_truncated; keep wait_for_scan on right after the editor opens, while the registry may still be loading.

Returns: { assets: [{ name, path, class, package, is_loaded }], count: int, total_scanned: int, scan_was_pending: bool, search_pattern: string, match_mode: "substring"|"wildcard", case_sensitive: bool, max_results: int, results_truncated: bool }

NameRequiredDescriptionDefault
patternNoAlias of `search_pattern` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `search_pattern`.
max_resultsNoCap on number of matched assets (1..50000); defaults to 1000. WARNING: Hitting the cap ABORTS the enumeration, so `total_scanned` then counts only the assets visited before the early-out, not the whole registry.
wait_for_scanNoWhen true (default), force-completes the AssetRegistry scan before enumerating so a still-loading registry cannot report total_scanned:0. Set false to skip the (possibly blocking) wait.
case_sensitiveNoWhen true, match is case-sensitive; defaults to false
search_patternNoMatched against the asset NAME. Contains no `*`/`?` -> case-insensitive substring (FString::Contains). Contains `*` or `?` -> glob (FString::MatchesWildcard), ANCHORED at both ends: `*` matches any run including empty, `?` matches 0 or 1 character (UE semantics, not exactly 1). Not a regex.

TDQS

A4.9/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already mark this as a safe, idempotent read, but the description adds operational behavior beyond them: match mode reporting, truncation behavior, scan-pending handling, and the warning that max_results can abort enumeration. These are meaningful behavioral traits an agent needs before invoking the tool.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The first sentence front-loads purpose and scope, then usage guidance, alternatives, examples, and return shape follow in a logical order. Despite being fairly long, every section contributes useful information for a search tool with several matching modes and operational caveats.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The tool has five optional parameters and no output schema, so the description compensates by explaining return fields, match_mode, truncation indicators, and scan status. Combined with the fully documented input schema, an agent has enough information to invoke it correctly and interpret the response.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so parameter meanings are already well documented in the input schema. The description still adds practical examples for search_pattern and case_sensitive, plus guidance on lowering max_results and using wait_for_scan after editor startup, though much of this overlaps with the schema's own parameter descriptions.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description gives a specific verb and resource ("Find assets by name") and explicitly states scope across every mounted content root. It distinguishes the tool from related searches like get_assets_by_type and resolve_asset_by_name, so an agent can identify its role without opening schemas.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It explicitly says to use this before reading or writing an asset whose path is unknown, and names the alternative search tools with their distinct selection criteria: folder, class, tag, and exact-name homonyms. The examples further clarify when substring versus wildcard matching applies.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

find_toolsA
Read-onlyIdempotent

Searches this server's 1547 Unreal Editor tools and returns the best matches, each with its name, domain, parameters (* marks a required one) and the first sentence of its description. Use it before guessing a tool name or writing Python; when you already know the name, skip it: describe_tool and call_tool take the name directly.

Examples: {"query": "material parameter"} searches every tool, {"query": "landscape", "domain": "Level"} searches one domain, and {"domain": "Water"} lists a domain's tools. Each query word scores on a whole word of a tool's name first, then the start of one, then the domain, then the description, and a tool that matches more of the words ranks higher, so a query that spells a tool's name, such as "spawn actor", puts it first. limit (default 25, up to 300) caps the list; more then says how many matched beyond it, and a query that matches nothing gets next, with what to try.

With no arguments it lists the 55 domains, each with what it covers and its size, and the packs with their tools. It only reads the catalog, so it is cheap to repeat. Then describe_tool gives a match's full schema and call_tool runs it, or enable_toolset adds its pack or domain to your tool list.

Returns: { success, matches: int, tools: [{ name, domain, params?, summary }], more?: string, next?: string } -- with no arguments { success, total_tools, domains: [{ domain, description, tools }], packs: [{ pack, description, tools }], next }. An unknown domain is an error that lists the domains.

NameRequiredDescriptionDefault
limitNoHow many tools to return (default 25, at most 300).
queryNoWords from the tool's name or purpose, e.g. "spawn actor" or "material parameter". A plural also finds the singular.
domainNoOnly this domain's tools; without a query, lists them all.

TDQS

A4.6/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already cover readOnly/idempotent/non-destructive, but the description adds real behavioral context: it 'only reads the catalog, so it is cheap to repeat', it explains the internal ranking order (exact name word > word prefix > domain > description, more matched words ranks higher), and it states the failure mode (unknown domain is an error listing the domains; no matches return `next` with what to try). The only weakness is mild repetition of the 'read-only' idea already in annotations.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with purpose and the skip condition, then examples, then return shape. Every paragraph carries information, but the three dense paragraphs with inline return-schema notation are heavier than needed for a 3-parameter search tool.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

There is no output schema, and the description compensates by documenting both return shapes (matches list and the no-argument domain/pack listing) including `more` and `next`. Combined with the follow-up path to describe_tool/call_tool/enable_toolset, an agent has everything needed to call it and act on the result.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so baseline would be 3, but the description adds genuine semantics the schema does not: that `domain` with no query lists the whole domain, that plurals match singulars, that a query spelling a tool's name puts it first, and the interaction between `limit` and the returned `more` count. Most of this is additive rather than restated.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ('Searches this server's 1547 Unreal Editor tools and returns the best matches') plus the shape of the result. It explicitly differentiates from siblings by naming describe_tool and call_tool as the right tools once a name is known.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives an explicit when-to-use ('before guessing a tool name or writing Python'), an explicit when-not-to ('when you already know the name, skip it'), and names the alternatives with the condition that selects them. It also documents the no-argument discovery path, which is a distinct usage mode an agent would otherwise never find.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

get_graph_nodesA
Read-onlyIdempotent

Read the nodes of one graph without changing it: a Blueprint graph (Animation and Widget Blueprints included), or the graph of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig. It is the read behind add_graph_node, connect_pins and set_pin_default_value, and the way to see what a graph does.

Every node has its node_id, which the graph tools take, and its object_path (not in a MetaSound), which get_object_info and set_properties take for the node's own settings. A Blueprint node also lists its class, title, position, comment and pins with their links and defaults; another asset answers with its editor's own view, named by graph_kind.

Read a graph, then one node: {"asset_path": "/Game/Blueprints/BP_Door", "compact": true} for the topology, then the same asset_path with "node_id" for every pin of one node. compact leaves out unlinked pins without a default, so a pin missing from a compact listing may still exist: check it by node_id. graph_name picks another graph of a Blueprint, a collapsed graph by its title included, and expand_composites inlines the collapsed graphs instead.

It reads the graph as the editor holds it, unsaved edits included, loading the asset from disk if needed, and compiles nothing, so a Blueprint that fails to compile still lists its nodes. A large graph costs many tokens: max_nodes caps the reply, and truncated says whether nodes were left out. Reading a graph under a read-only vendor root leaves its package dirty in memory; reload_asset_package with on_dirty="discard" cleans it.

Returns: { blueprint_name, graph_name, nodes: [{ node_id, object_path?, class, title, pos_x, pos_y, comment, pins: [...], subgraph? }], node_count, compact, total_node_count, excluded_count, truncated, graph_kind? } -- node_count counts the nodes returned and total_node_count those that exist; a node holding a nested graph has subgraph, the graph_name to read it with. Another asset: its editor's view, a MetaSound's links in connections.

NameRequiredDescriptionDefault
compactNoToken-lean listing: drops pin types, positions and comments, and skips pins that are unlinked AND have no default. Also excludes K2Node_Knot + EdGraphNode_Comment unless exclude_classes is given. Good for reading topology, WRONG for checking whether a pin exists. (Optional, default false)
node_idNoOptional node_id (from add_graph_node / get_graph_nodes): return ONLY that node, in a Blueprint always at full fidelity (compact, exclude_classes, expand_composites and max_nodes are ignored) -- every pin with name, direction, type, linked_to and default, at a fraction of the tokens of a whole graph. A node_id the graph does not contain is an error.
max_nodesNoCap on the number of nodes emitted (<=0 or absent = unlimited); the response still counts every non-excluded node in total_node_count and sets truncated=true.
asset_pathNoThe graph asset: a Blueprint by name or path, or the path of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig. Prefer the FULL path: a Blueprint short name with more than one match resolves silently to one of them, and stale backup copies share the original's name.
graph_nameNoBlueprint only: the graph, default the event graph ("AnimGraph" for an Animation Blueprint's anim graph). Also resolves a collapsed composite subgraph by its title (e.g. 'In Game HUD') and accepts a path form ('EventGraph > In Game HUD'). The other assets have one graph: leave it out.
blueprint_nameNoOlder name of asset_path, still accepted.
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.
exclude_classesNoArray of leaf node class names to skip, matched against each node's "class" field (e.g. ["K2Node_Knot"]). Pass [] to include everything even in compact mode. Absent + compact=true means knots and comments are excluded; absent + compact=false excludes nothing.
expand_compositesNoWhen true, inline the nodes of collapsed composite subgraphs recursively; each node gains a "graph" tag naming the graph it came from. Macro-library graphs are never inlined. (Optional, default false)

TDQS

A4.9/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Beyond the read-only/idempotent annotations, the description discloses that it reads unsaved editor state, loads from disk if needed, compiles nothing, and still lists nodes for uncompilable Blueprints. It also explains token costs, max_nodes/truncated behavior, and the dirty-package side effect under read-only vendor roots with a cleanup path.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is front-loaded with purpose and then proceeds through node identity, read workflow, runtime behavior, and return shape in a logical order. Despite its density, the detail is earned by the tool's complexity and the absence of an output schema.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a complex nine-parameter read tool with no output schema, the description is complete: it covers supported assets, workflow, parameter interactions, truncation, side effects, and the exact return shape. Nothing material is missing for an agent to invoke it correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the schema already documents all nine parameters in detail. The description adds meaningful usage context beyond schema text, especially the two-step asset_path/node_id workflow and how object_path is consumed by get_object_info and set_properties, though much parameter detail is duplicated.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The first sentence states a specific verb and resource: 'Read the nodes of one graph without changing it.' It enumerates the supported graph/asset types and identifies the tool as the read operation behind add_graph_node, connect_pins, and set_pin_default_value, clearly distinguishing it from those sibling mutation tools.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives explicit workflow guidance: read the graph with compact=true for topology, then read one node by node_id for full pin detail. It also warns when compact is wrong, explains graph_name and expand_composites, and points to get_object_info/set_properties for node settings.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

get_object_infoA
Read-onlyIdempotent

Portrait of one object whose property names you do not know yet: its identity and class, class flags and interfaces, every reflected property as { name: typed_value }, and for an actor its components.

Use it first on anything unfamiliar, then write with set_properties using the names it lists. Once you know the names, get_properties reads only those and is far cheaper: an actor's portrait can run to hundreds of properties. get_class_properties describes a class with no instance, and get_actor_components lists the components alone.

object_path takes a path from find_assets_by_name, an object_path from get_graph_nodes or another reader, or an actor's component as "Actor.Component", the actor by its internal name. {"object_path": "/Game/Blueprints/BP_Door", "include_properties": false} answers only "what is this?", with identity and class. include_property_metadata=true adds each property's type, editability, replication and clamp range next to its value, which says whether set_properties can write it. world "server", "client" or "pie:N" portrays the live instance in Play-in-Editor, and the reply names the world that answered.

A reply over 40,000 characters (the console variable mcp.OversizeResponseChars), common for a Blueprint with include_property_metadata, is written to a file instead: the reply keeps its scalar fields and gives report_path, which get_mcp_audit_report reads. An object or a world it cannot find is an error naming what it searched.

Returns: { object_path: string, object_name: string, class_name: string, class_path: string, super_class: string, is_valid: bool, is_abstract, is_deprecated, is_placeable, is_native, config_name, implemented_interfaces: [{interface, implemented_by_k2}], class_group?, is_blueprintable?, is_blueprint_type?, display_name?, tooltip?, properties?: {prop_name: typed_value} | [<typed descriptor + value>], property_count?: int, components?: [{name, class}], world: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number } -- properties/property_count/components only with include_properties; properties is the array form with include_property_metadata; super_class is "None" for UObject.

NameRequiredDescriptionDefault
worldNoOptional world selector: absent/'editor' (default: the editor/asset instance) | 'pie' (ambiguous: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'). Anything other than absent/'editor' portrays the LIVE instance in that world; an UNRECOGNIZED value is an error naming the worlds that exist, never a silent fallback to another world.
object_pathYesPath or name of the object to inspect. In the editor world: full object path, asset path, CDO/archetype, an asset's sub-object as the readers give its object_path -- a graph node from get_graph_nodes, a sound cue node, a Niagara renderer or simulation stage, a PCG node's settings_path, a behavior tree node, a camera rig node, a Mass trait, a physics body -- also written "/Game/Asset:SubObject", or a dotted "Actor[.Component[.Subobject]]" whose first segment is the actor's INTERNAL name. In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR editor label).
include_propertiesNoOptional bool (default true). false skips the properties and the components list, leaving identity and class only.
include_property_metadataNoOptional bool (default false). true returns properties as an ARRAY of typed descriptors (see get_class_properties) each with its current `value`, instead of the { name: typed_value } map.

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already cover read-only/idempotent/non-destructive, and the description goes well beyond them: responses over 40,000 chars spill to a file with report_path consumed by get_mcp_audit_report, missing objects/worlds produce an error naming what was searched, and the reply names which world answered. That is exactly the operational context annotations cannot express.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with purpose and routing before mechanics, and each paragraph covers a distinct concern (selection, path forms, oversize/error behavior, return shape). It is dense and long, with the enumerated Returns block doing necessary work in the absence of an output schema, but a few schema-echoing details could be trimmed.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With no output schema, the description fully enumerates the return fields and flags which are conditional (properties/property_count/components only with include_properties; array form with include_property_metadata; super_class is "None" for UObject). Combined with the error and oversize behavior, an agent has everything needed to call and interpret this tool.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3, but the description adds real meaning on top: object_path's accepted provenance (find_assets_by_name, get_graph_nodes readers, "Actor.Component" dotted form), and why include_property_metadata matters (type/editability/replication/clamp tell you whether set_properties can write it). Much of the world-selector detail is echoed from the schema rather than added.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

Opens with a concrete metaphor that resolves to a specific verb and resource: identity, class, class flags, interfaces, reflected properties, and components for actors. It explicitly positions itself against get_properties, get_class_properties, and get_actor_components, so an agent can discriminate it from siblings without opening a schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

"Use it first on anything unfamiliar, then write with set_properties using the names it lists" gives an explicit ordering, and it names the condition that selects the cheaper alternative ("once you know the names, get_properties reads only those and is far cheaper"). It also routes away for class-only and components-only queries, and the include_properties=false form is framed as the "what is this?" case.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

save_assetA
Destructive

Write one asset's package to disk by its path and verify the result: still_dirty_after_save false and file_on_disk true are the proof, not saved.

Use it after an edit you want to keep, because most edit tools change the asset in memory only. save_level writes a level's .umap, and reload_asset_package throws an unsaved edit away instead. It writes exactly one package: a compile can dirty others, so run list_dirty_packages before a bulk save and read git status after.

path takes the path or the package that find_assets_by_name returns, as in {"path": "/Game/Core/BP_Door"}. readonly_roots chooses which folders count as vendored, and refuse_readonly whether a save under them is refused or only reported; leave both out to use the project's Read Only Content Roots, which refuse.

Refused during Play-in-Editor, where the engine would drop the write and still report success (see force). When a save fails otherwise, file_read_only says whether the file is read-only on disk (usually a Git LFS lockable file nobody has locked), and the error says whether that is the cause.

Returns: { path: string, package_name: string, saved: bool, success: bool, under_readonly_root: bool, readonly_root_matched: string, refused_readonly: bool, readonly_roots: [string], readonly_roots_defaulted: bool, still_dirty_after_save: bool, file_on_disk: bool, file_read_only: bool, verification: object, verification_checks: [object], error?: string }

NameRequiredDescriptionDefault
pathNoFull asset path to save, e.g. /Game/MyGame/Core/BP_MyActor (an .Object suffix is tolerated). Must already exist or the call errors.
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
asset_pathNoAlias of `path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `path`.
readonly_rootsNoOptional array of long-path prefixes treated as vendored/upstream (default: the project's Read Only Content Roots). A save under one of them is REFUSED by default; see refuse_readonly. Pass [] to disable the classification entirely.
refuse_readonlyNoOptional bool. When true, a save whose package falls under one of readonly_roots is REFUSED (success:false, saved:false, refused_readonly:true) instead of performed. Default = the process-wide switch (mcp_common::IsReadOnlyRootSaveEnforcementEnabled(), true unless `mcp.ReadOnlyRootEnforcement 0`); when false the write happens and is only reported + ledgered.

TDQS

A4.9/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Beyond the annotations, it explains verification signals (still_dirty_after_save false and file_on_disk true, not merely saved), the single-package write behavior, the Play-in-Editor refusal risk, readonly-root enforcement, and failure diagnostics like file_read_only. These are meaningful behavioral details not supplied by the annotations alone.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is front-loaded with the core action and verification proof, then proceeds through usage, parameters, failure behavior, and return shape. Despite its length, it is structured and each section contributes necessary context for a destructive save tool with several edge cases.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the lack of an output schema and the tool's complexity, the description includes the return object fields, verification checks, PIE refusal behavior, readonly-root handling, and failure diagnostics. An agent has enough context to invoke it correctly and interpret the result.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3, but the description adds useful workflow context not in the schema: path may come from find_assets_by_name's path or package, and readonly_roots/refuse_readonly can be omitted to use the project's Read Only Content Roots. It largely reinforces the schema rather than replacing missing information, so it stops short of a 5.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb and resource: write one asset's package to disk and verify the result. It distinguishes this from siblings by naming save_level and reload_asset_package and clarifying that it saves exactly one package rather than a level or an in-memory edit.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives explicit when-to-use guidance: after an edit you want to keep, because most edit tools change the asset only in memory. It also names alternatives (save_level, reload_asset_package) and operational warnings, such as running list_dirty_packages before a bulk save and checking git status afterward.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

set_pin_default_valueA
DestructiveIdempotent

Write the literal default of an UNCONNECTED input pin and return the value read BACK off the pin, in a Blueprint graph, a MetaSound Source or a Control Rig.

Blueprint: struct pins are canonicalized -- a bare GameplayTag name becomes (TagName="X"), and an UNREGISTERED tag is rejected up front instead of silently landing as an empty tag; value_json nativizes any struct and is the only way to put SEVERAL tags in a GameplayTagContainer; a plain string is fine for an FText pin. Refused: array, set and map pins (use a MakeArray/MakeSet/MakeMap node), pins split into sub-pins (recombine_blueprint_pin first), and any call while Play-in-Editor runs (see force). TRAP: on a FormatText "Format" pin the literal IS written but the {argument} pins are NOT created, leaving a valid, useless node -- build the string with Concat_StrStr / Conv_StringToText instead.

MetaSound: value is read as the input's type ("440", "true", "Hello"), node_id=@input sets a graph input's default, and the asset is saved. Control Rig: value is export text such as (X=1.0,Y=0.0,Z=0.0); the rig is compiled and saved. Material expressions, sound cue nodes and PCG nodes keep such values as properties: write them with set_properties on the node's object_path from get_graph_nodes.

Returns: { node_id, pin_name, default_value, graph_kind? } -- default_value is re-read from the pin AFTER the write, so it is the oracle for what actually landed (a rejected value shows up as the old one); for a MetaSound or Control Rig the reply is its editor's own, with the value read back.

NameRequiredDescriptionDefault
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
valueNoLiteral default in the pin's exported-text form; empty string allowed (clears it). For a Blueprint struct pin, "()" clears and a leading "(" is passed through untouched.
node_idYesnode_id of the node owning the pin (from add_graph_node / get_graph_nodes), or @input on a MetaSound
pin_nameYesPin name; in a Blueprint an INPUT pin of that name is preferred, any pin with the name is the fallback
asset_pathNoThe graph asset: a Blueprint by name or path, or the path of a MetaSound Source or Control Rig.
graph_nameNoBlueprint only: the graph, default the event graph. The other assets have one graph: leave it out.
value_jsonNoOptional JSON object nativized into the struct's export-text form, for Blueprint STRUCT pins only. For an FGameplayTagContainer it must carry a "GameplayTags" array (["A","B"] or [{"TagName":"A"}]) and every tag is validated; takes precedence over 'value'.
blueprint_nameNoOlder name of asset_path, still accepted.
blueprint_pathNoAlias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`.

TDQS

A4.9/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Beyond the annotations, the description discloses critical behavior: the write is refused during PIE unless `force=true`, MetaSound and Control Rig writes save/compile assets, struct values are canonicalized and invalid tags are rejected, and the read-back value is the oracle for what actually landed. It also warns about the FormatText trap where the literal is written but `{argument}` pins are not created.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but appropriately sized for a complex, multi-asset mutation tool, and it is front-loaded with the core action and return semantics. The Blueprint/MetaSound/Control Rig structure makes dense constraints scannable, and each sentence carries operational value rather than restating schema fields.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given 9 parameters, a dangerous write/compile/save operation, no output schema, and sibling alternatives, the description is complete: it covers asset-type differences, refusals, traps, return shape, and read-back behavior. An agent has enough context to call this correctly or avoid it when another tool is appropriate.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3, but the description adds meaningful semantics beyond the schema: MetaSound values are read as the input type, Control Rig values use export text like `(X=1.0,Y=0.0,Z=0.0)`, `node_id=@input` sets a graph input default, and `value_json` is the only way to put several tags in a GameplayTagContainer. It does not fully document every alias/parameter, but it materially improves parameter understanding.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb and resource: write the literal default of an unconnected input pin and read it back, across Blueprint, MetaSound Source, and Control Rig. It distinguishes the tool from `set_properties` by routing material expressions, sound cue nodes, and PCG nodes to that sibling, so an agent can identify the correct tool without schema inspection.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives explicit when-to-use and when-not-to-use guidance, including refusal cases such as array/set/map pins, split sub-pins, and Play-in-Editor sessions. It also names concrete alternatives: use a MakeArray/MakeSet/MakeMap node, call `recombine_blueprint_pin` first, or use `set_properties` for material/sound cue/PCG node values.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

set_propertiesA
DestructiveIdempotent

Write one or several editable properties of one object in the editor world, as the Details panel does: an asset, a CDO, a placed actor, one of its components ("Actor.Component") or an asset's sub-object. Each write is undoable, dirties the package and re-registers the component, and the reply lists what was set and what failed, with why.

Use it for any setting of a light, fog, sky, decal, camera, post-process volume, sound, Niagara system, material expression or other asset. Not for: a component in a live PIE world (set_component_property), a Blueprint's component template (set_blueprint_component_properties), a widget inside a Widget Blueprint (set_widget_property), or an object's own setter function (call_function).

Take the property names from get_object_info, and object_path from the tool that found the object: find_assets_by_name for an asset, get_graph_nodes for a graph node, or "Label.ComponentClass" for a placed actor, such as "Sun.DirectionalLightComponent". Example: {"object_path": "Sun.DirectionalLightComponent", "properties": {"Intensity": 10, "LightColor": {"R": 255, "G": 200, "B": 150}}} writes two properties; property_name "Intensity" with value 10 writes one, and both forms together write properties first. A struct takes only the fields to change: {"RelativeLocation": {"Z": 200}} keeps X and Y.

A sub-object's asset is finished as its editor does it: a graph node is reconstructed and its Blueprint marked modified (compile it), a sound cue recaches, a Niagara system recompiles and a blend space is resampled; no Blueprint is compiled. clamp=true keeps numbers inside ClampMin/ClampMax and lists what it clamped. save=true saves an asset's package and is refused for an object in a level, which save_level writes. Refused before anything is written: a struct key that names no field, an unregistered gameplay tag, and any call during Play-in-Editor (see force).

Returns: { object_path: string, resolved_path: string, set: [string], failed: [{property, error}], owning_asset?: string (a sub-object's asset), finished?: [string] (what ran on that asset), clamped?: [string] ("name=value", with clamp), saved?: bool, save_error?: string (with save), success: bool }

NameRequiredDescriptionDefault
saveNoSave the asset's package after the writes (default false); refused, before anything is written, for an object in a level
clampNoClamp each number written to the ClampMin/ClampMax of its property, struct fields and array elements included (default false)
forceNoOptional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.
valueNoOptional new value for property_name: string, number, boolean, JSON object (struct), JSON array (array/set/tag container), or a UE-format text string like "(X=1,Y=2,Z=3)"
propertiesNoOptional dict of {property_name: value}; values can be scalar, nested object, or array (UE-format text like "(X=1,Y=2,Z=3)" is also accepted for structs). Required unless property_name + value is given; both together write properties{} first.
object_pathYesThe object, resolved in the EDITOR world: an asset path, a full object path, a CDO/archetype, an asset's sub-object as the readers give its object_path -- a graph node from get_graph_nodes, a sound cue node, a Niagara renderer or simulation stage, a PCG node's settings_path, a behavior tree node, a camera rig node, a Mass trait, a physics body -- also written "/Game/Asset:SubObject", or "Actor[.Component[.Subobject]]" where Actor is an internal name or a unique label and Component a component name or a class only one component has.
property_nameNoOptional single property to write (must be CPF_Edit and not EditConst, or it lands in failed[] with the reason). Needs value.

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Beyond annotations, the description discloses that writes are undoable, dirty the package, re-register components, and may trigger asset-specific finishing behavior such as graph reconstruction, sound recache, Niagara recompile, and blend-space resampling. It also explains refusal conditions, PIE restrictions, save refusal for level objects, and clamp/save side effects.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but front-loaded and structured around purpose, alternatives, parameters, side effects, and returns. Some sentences repeat schema details, but for a complex mutation tool the density is largely justified.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The tool is complex, destructive, and has no output schema, but the description delivers the missing return shape, failure reporting, side effects, and refusal conditions. An agent has enough information to decide when to call it and how to interpret results.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The schema already has 100% description coverage and carries strong per-parameter detail, so the baseline is 3. The description still adds useful semantics: the precedence of properties{} versus property_name/value, partial struct update behavior, example object paths, property name sourcing from get_object_info, and the meaning of clamp/save/force in practice.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a specific verb and resource: write editable properties of one object in the editor world, and explains the object forms supported. It clearly distinguishes this tool from siblings such as set_component_property, set_blueprint_component_properties, set_widget_property, and call_function.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives explicit when-to-use guidance for any light, fog, sky, decal, camera, post-process volume, sound, Niagara system, material expression, and other assets. It also includes an explicit 'Not for' list naming the alternative tool for each excluded case.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

undoA
Destructive

Step the editor's undo stack back by one transaction, or by count of them, as Ctrl+Z does, and report what is now on top.

Use it to revert an edit made in the editor, by a tool or by a person: the stack is shared, so read get_undo_state first to see the label you are about to revert. One tool call that changed something is usually one transaction; begin_transaction and end_transaction make several edits one. Undo reverts objects in memory, not files: an edit already saved stays on disk until the next save.

Example: {"count": 3} undoes the last three transactions. It stops early at the bottom of the stack or at an undo barrier (set_undo_barrier), and actually_undone then falls short of requested. success is true even with nothing to undo: read applied, and re-read what you changed to confirm it.

Returns: { applied: bool, requested: int, actually_undone: int, undo_count: int, can_undo: bool, next_undo: string }

NameRequiredDescriptionDefault
countNoOptional. How many transactions to undo, at least 1 (default 1); stops early when the stack runs out or reaches an undo barrier. Below 1 is refused.

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Goes well beyond the annotations: it discloses that undo affects objects in memory and not files (a saved edit stays on disk until the next save), that it stops early at stack bottom or an undo barrier, and that `success` can be true with nothing undone so the caller must read `applied`. Those are exactly the non-obvious behavioral traits an agent needs for a destructive operation.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with the core action, then usage, then edge cases, then a compact returns block. Dense but almost every sentence earns its place; the only waste is mild overlap between the description and the `count` schema on early stopping.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

There is no output schema, and the description compensates by enumerating the return fields (applied, requested, actually_undone, undo_count, can_undo, next_undo) and explaining the trap of `success` being true when nothing was undone. For a single-parameter destructive tool, nothing material is left unexplained.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the schema already carries the core meaning of `count` (minimum 1, default 1, early stop at barriers). The description still adds value with a concrete example ({"count": 3}) and by tying the count to the early-stop/actually_undone semantics, though it partly restates the schema.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

Specific verb (step back) plus resource (the editor's undo stack) with explicit scope (one transaction or `count` of them) and a familiar analogue (Ctrl+Z). It also states what it returns on top, which separates it cleanly from get_undo_state and set_undo_barrier mentioned in the text.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly says when to use it (revert an edit made by a tool or a person), names the prerequisite (read get_undo_state first to see the label you are about to revert), and explains the transaction granularity including begin_transaction/end_transaction. That is genuine when/how guidance rather than implied usage.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

  1. 1 tool updatev2.8.2
    • Changedcompile_blueprint2 fields changed
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Name of the blueprint, or its full asset path (e.g. /Game/MyGame/Core/BP_MyActor). A short name matching two assets compiles ONE of them silently -- pass the full path when in doubt."New value: +"The Blueprint's short name or its full asset path (e.g. /Game/MyGame/Core/BP_MyActor)."
      • changedInput schema / properties / return_messages / description
        Previous value: -"Optional (default false). When true, ALSO returns the per-message compiler results log so callers can see node-anchored errors/warnings. When false/absent the response omits the `messages` array but still reports the REAL compile status."New value: +"Optional, default false: also return every compiler message, each tied to its node. The outcome fields come back either way."
  2. 26 tool updatesv2.7.0
    • Removedadd_blueprint_variable
    • Removedcapture_viewport
    • Removedcreate_blueprint
    • Removeddelete_actor
    • Removeddelete_asset
    • Removeddisconnect_pin
    • Removedduplicate_asset
    • Changedenable_toolset3 fields changed
      • changedInput schema / properties / domains / description
        Previous value: -"The domains whose tools to add, as find_tools lists them, e.g. [\"Material\"] or [\"Animation\", \"Audio\"]."New value: +"The whole domains to add, as find_tools lists them, e.g. [\"Material\"]."
      • addedInput schema / properties / packs
        Added value: +{
        +  "description": "The packs to add, e.g. [\"actors\"] or [\"play\", \"levels\"].",
        +  "items": {
        +    "enum": [
        +      "actors",
        +      "levels",
        +      "play",
        +      "assets",
        +      "blueprint_authoring",
        +      "data_tables"
        +    ],
        +    "type": "string"
        +  },
        +  "type": "array"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "domains"
        -]
    • Removedexecute_batch
    • Removedexecute_console_command
    • Changedexecute_python2 fields changed
      • changedInput schema / properties / capture_output / description
        Previous value: -"Run as a file and collect captured log (default true)"New value: +"Has no effect, and is accepted so older calls keep working: the output is always captured, and `mode` decides whether the code runs as a script or as one statement."
      • changedInput schema / properties / mode / description
        Previous value: -"Execution mode: ExecuteFile, ExecuteStatement, or EvaluateStatement (default ExecuteFile)"New value: +"Execution mode: ExecuteFile, ExecuteStatement, or EvaluateStatement (default ExecuteFile). Any other value runs as ExecuteFile; execution_mode in the reply says which ran."
    • Removedfind_actors_by_name
    • Removedget_actors_by_class
    • Removedget_asset_referencers
    • Removedget_blueprint_info
    • Removedget_current_level
    • Removedget_data_table_row
    • Removedget_properties
    • Removedis_play_in_editor_active
    • Removedlist_dirty_packages
    • Removedload_level
    • Removedremove_graph_node
    • Removedset_data_table_row_fields
    • Removedspawn_actor
    • Removedstart_play_in_editor
    • Removedstop_play_in_editor
  3. 1601 tool updatesv2.5.0
    • Removedactivate_ability
    • Removedactivate_external_subsystem
    • Removedactivate_game_feature_plugin
    • Removedadd_ai_perception_sense
    • Removedadd_ai_stimuli_source
    • Removedadd_anim_composite_segment
    • Removedadd_anim_conduit
    • Removedadd_anim_curve_name
    • Removedadd_anim_float_curve
    • Removedadd_anim_graph_node
    • Removedadd_anim_notify
    • Removedadd_anim_notify_name
    • Removedadd_anim_notify_state
    • Removedadd_anim_slot_group
    • Removedadd_anim_state
    • Removedadd_anim_state_machine
    • Removedadd_anim_sync_marker
    • Removedadd_anim_transform_curve
    • Removedadd_anim_transition
    • Removedadd_animation_asset_to_pose_search_database
    • Removedadd_asset_to_collection
    • Removedadd_attach_track
    • Removedadd_attribute_to_set
    • Removedadd_audio_section
    • Removedadd_behavior_tree_child
    • Removedadd_behavior_tree_decorator
    • Removedadd_behavior_tree_service
    • Removedadd_blackboard_key
    • Removedadd_blend_space_sample
    • Removedadd_blueprint_function
    • Removedadd_blueprint_timeline_track
    • Removedadd_bone
    • Removedadd_broadcast_node
    • Removedadd_bus_to_mix
    • Removedadd_camera_component
    • Removedadd_camera_cut
    • Removedadd_camera_cut_track
    • Removedadd_camera_node_child
    • Removedadd_chooser_column
    • Removedadd_chooser_row
    • Removedadd_collection_parameter
    • Removedadd_collision_channel
    • Removedadd_collision_profile
    • Removedadd_comment_node
    • Removedadd_component_bound_event
    • Removedadd_component_material_track
    • Removedadd_component_to_actor
    • Removedadd_component_to_blueprint
    • Removedadd_consideration
    • Removedadd_curve_key
    • Removedadd_curve_table_key
    • Removedadd_curve_table_row
    • Removedadd_data_registry_source
    • Removedadd_enhanced_input_action_node
    • Removedadd_enum_entry
    • Removedadd_eqs_generator
    • Removedadd_eqs_option
    • Removedadd_eqs_test
    • Removedadd_evaluator
    • Removedadd_event_dispatcher
    • Removedadd_event_track_section
    • Removedadd_event_track_to_sequence
    • Removedadd_fade_track_to_sequence
    • Removedadd_field_node
    • Removedadd_foliage_instances
    • Removedadd_foot_ik_node
    • Removedadd_function_local_variable
    • Removedadd_function_parameter
    • Removedadd_gameplay_camera_component
    • Removedadd_gameplay_effect_component
    • Removedadd_gameplay_effect_modifier
    • Removedadd_gameplay_tag_redirect
    • Removedadd_gameplay_tag_to_table
    • Removedadd_geometry_collection_source
    • Changedadd_graph_node7 fields changed
      • addedInput schema / properties / asset_path
        Added value: +{
        +  "description": "The graph asset: a Blueprint by name (resolved under /Game/Blueprints) or full path, or the path of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig. Pass the FULL path when a Blueprint short name is ambiguous: a bare name that matches two assets resolves to one of them silently.",
        +  "type": "string"
        +}
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Blueprint name (resolved under /Game/Blueprints) or full asset path. Pass the FULL path when the short name is ambiguous: a bare name that matches two assets resolves to one of them silently."New value: +"Older name of asset_path, still accepted."
      • addedInput schema / properties / major_version
        Added value: +{
        +  "description": "MetaSound only: the node class's major version (default 1), as list_metasound_node_types gives it.",
        +  "type": "number"
        +}
      • addedInput schema / properties / node_name
        Added value: +{
        +  "description": "Control Rig only: the name to give the node (a taken name gets a suffix; the reply's node_id is the real one).",
        +  "type": "string"
        +}
      • changedInput schema / properties / node_type / description
        Previous value: -"One of event, custom_event, call_function, print_string, variable_get, variable_set, branch, sequence, self, cast, spawn_actor (alias spawn_actor_from_class), create_widget, make_struct, break_struct, get_array_item, select, make_array, make_set, make_map, switch_int, switch_string, switch_name, switch_enum, enum_literal, format_text, foreach, foreach_with_break, do_once, gate, flipflop, for_loop, while_loop, is_valid, add_delegate, macro_instance, get_component_by_class"New value: +"In a Blueprint, one of event, custom_event, call_function, print_string, variable_get, variable_set, branch, sequence, self, cast, spawn_actor (alias spawn_actor_from_class), create_widget, make_struct, break_struct, get_array_item, select, make_array, make_set, make_map, switch_int, switch_string, switch_name, switch_enum, enum_literal, format_text, foreach, foreach_with_break, do_once, gate, flipflop, for_loop, while_loop, is_valid, add_delegate, macro_instance, get_component_by_class, or a graph node class (AnimGraphNode_Slot, /Script/AnimGraph.AnimGraphNode_SequencePlayer); for another asset, see the description"
      • addedInput schema / properties / sound_wave_path
        Added value: +{
        +  "description": "Sound cue, WavePlayer only: the sound wave it plays.",
        +  "type": "string"
        +}
      • addedInput schema / properties / subgraph_path
        Added value: +{
        +  "description": "PCG only, with node_type=PCGSubgraphSettings: the PCG graph to embed.",
        +  "type": "string"
        +}
    • Removedadd_height_mask_node
    • Removedadd_ik_goal
    • Removedadd_ik_retarget_chain
    • Removedadd_ik_solver
    • Removedadd_impulse_to_actor
    • Removedadd_input_action_event_node
    • Removedadd_input_modifier
    • Removedadd_input_trigger
    • Removedadd_instanced_static_mesh_component
    • Removedadd_instanced_static_mesh_instance
    • Removedadd_keyframe_to_property_track
    • Removedadd_landscape_layer
    • Removedadd_landscape_layer_blend_node
    • Removedadd_landscape_spline_control_point
    • Removedadd_landscape_spline_segment
    • Removedadd_level_visibility_track
    • Removedadd_list_view
    • Removedadd_mapping_to_context
    • Removedadd_marked_frame
    • Removedadd_mass_tag_to_entity
    • Removedadd_mass_trait
    • Removedadd_material_attribute_layers_node
    • Removedadd_material_function_call
    • Removedadd_material_function_input
    • Removedadd_material_function_output
    • Removedadd_material_parameter_collection_track
    • Removedadd_mesh_primitive
    • Removedadd_mesh_to_dynamic_mesh
    • Removedadd_message_log_entry
    • Removedadd_metasound_graph_input
    • Removedadd_metasound_graph_output
    • Removedadd_metasound_interface
    • Removedadd_metasound_node
    • Removedadd_modulation_input_to_patch
    • Removedadd_montage_notify
    • Removedadd_montage_section
    • Removedadd_montage_segment
    • Removedadd_montage_slot
    • Removedadd_motion_warping_component
    • Removedadd_motion_warping_target
    • Removedadd_niagara_data_interface
    • Removedadd_niagara_emitter_from_template
    • Removedadd_niagara_event_handler
    • Removedadd_niagara_module_to_stack
    • Removedadd_niagara_renderer
    • Removedadd_niagara_simulation_stage
    • Removedadd_notify_track
    • Removedadd_object_bound_event
    • Removedadd_parent_call_node
    • Removedadd_pcg_component
    • Removedadd_pcg_graph_parameter
    • Removedadd_pcg_node
    • Removedadd_pcg_subgraph_node
    • Removedadd_physics_asset_body
    • Removedadd_physics_asset_constraint
    • Removedadd_pose_search_channel_to_schema
    • Removedadd_pose_to_pose_asset
    • Removedadd_primary_asset_rule
    • Removedadd_property_track
    • Removedadd_reroute_node
    • Removedadd_retargeter_op
    • Removedadd_rig_element
    • Removedadd_rigvm_link
    • Removedadd_rigvm_node
    • Removedadd_sequence_folder
    • Removedadd_shot_section
    • Removedadd_shot_track
    • Removedadd_skeletal_animation_track
    • Removedadd_skeletal_mesh_lod
    • Removedadd_skeletal_mesh_socket
    • Removedadd_skeleton_socket
    • Removedadd_slomo_track
    • Removedadd_slope_mask_node
    • Removedadd_smart_object_definition_default_behavior
    • Removedadd_smart_object_slot
    • Removedadd_smart_object_slot_behavior_definition
    • Removedadd_smart_object_slot_entrance_annotation
    • Removedadd_sound_cue_node
    • Removedadd_soundfield_effect_to_submix
    • Removedadd_spawnable_to_sequence
    • Removedadd_spline_component
    • Removedadd_spline_mesh_component
    • Removedadd_spring_arm
    • Removedadd_state
    • Removedadd_state_enter_condition
    • Removedadd_state_task
    • Removedadd_state_transition
    • Removedadd_state_transition_condition
    • Removedadd_state_tree_binding
    • Removedadd_state_tree_global_task
    • Removedadd_state_tree_parameter
    • Removedadd_static_mesh_simple_collision
    • Removedadd_static_mesh_socket
    • Removedadd_streaming_level
    • Removedadd_struct_member
    • Removedadd_subcomponent_possessable
    • Removedadd_submix_effect_to_chain
    • Removedadd_subsequence_track
    • Removedadd_subtitle_cue
    • Removedadd_tag_to_object
    • Removedadd_timeline_to_blueprint
    • Removedadd_trace_bookmark
    • Removedadd_transform_keyframe
    • Removedadd_transform_track_to_binding
    • Removedadd_usd_internal_reference
    • Removedadd_usd_payload
    • Removedadd_usd_reference
    • Removedadd_usd_variant
    • Removedadd_usd_variant_set
    • Removedadd_viewmodel
    • Removedadd_virtual_bone
    • Removedadd_water_body_to_zone
    • Removedadd_widget_animation
    • Removedadd_widget_animation_keyframe
    • Removedadd_widget_animation_track
    • Removedadd_widget_property_binding
    • Removedadd_widget_to_blueprint
    • Removedalign_actors
    • Removedanalyze_asset_performance
    • Removedapply_adaptive_remesh
    • Removedapply_gameplay_effect
    • Removedapply_material_to_blueprint
    • Removedapply_mesh_boolean
    • Removedapply_mesh_boolean_actor_to_actor
    • Removedapply_mesh_morphology
    • Removedapply_mesh_solidify
    • Removedapply_uniform_remesh
    • Removedapply_usd_prim_schema
    • Removedapply_widget_style_preset
    • Removedassign_actor_to_data_layer_instance
    • Removedassign_runtime_virtual_texture_to_landscape
    • Removedassign_skeletal_mesh_physics_asset
    • Removedattach_actor
    • Removedattach_blueprint_component
    • Removedaudit_asset_references
    • Removedaudit_blueprint_health
    • Removedaudit_class_purity
    • Removedaudit_collision_profiles
    • Removedaudit_fork_refs
    • Removedaudit_replication
    • Removedaudit_widget_accessibility
    • Removedaudit_widget_style
    • Removedaudit_widget_text
    • Removedbackup_asset
    • Removedbake_skeletal_mesh_lod
    • Removedbegin_transaction
    • Removedbind_actor_to_sequence
    • Removedbind_component_to_sequence
    • Removedbind_widget_to_viewmodel
    • Removedbreak_level_instance
    • Removedbuild_anim_state_machine
    • Removedbuild_blueprint_graph
    • Removedbuild_camera_rig
    • Removedbuild_lighting
    • Removedbuild_mesh_bvh
    • Removedbuild_pose_search_database_index
    • Removedcall_function
    • Addedcall_tool
    • Removedcan_reset_interchange_actor
    • Removedcan_reset_interchange_world
    • Removedcan_translate_interchange_source_data
    • Removedcancel_ability
    • Removedcancel_package_build
    • Removedcancel_render_job
    • Removedcancel_transaction
    • Removedcapture_high_res_screenshot
    • Removedcapture_object_snapshot
    • Removedcapture_pie_screenshot
    • Removedcapture_pie_state
    • Removedcheck_asset_circular_dependency
    • Removedcheck_asset_optimization
    • Removedcheck_blueprint_errors
    • Removedclaim_smart_object
    • Removedcleanup_pcg_component
    • Removedclear_anim_graph_node_pin_binding
    • Removedclear_anim_transition_rule
    • Removedclear_dynamic_mesh
    • Removedclear_message_log
    • Removedclear_procedural_mesh
    • Removedclear_render_target
    • Removedclear_usd_attribute
    • Removedclear_usd_payloads
    • Removedclear_usd_references
    • Removedclear_usd_variant_selection
    • Removedclear_uv_channel
    • Removedclick_pie_widget
    • Removedclose_usd_stage
    • Removedcluster_geometry_collection
    • Removedcollapse_montage_segments
    • Removedcommit_bone_changes
    • Removedcommit_level_instance
    • Removedcompact_mesh
    • Removedcompare_asset_versions
    • Removedcompare_objects
    • Removedcompile_anim_blueprint
    • Removedcompile_material
    • Removedcompile_state_tree
    • Removedcompile_text_for_target
    • Removedcompute_geometry_collection_proximity
    • Removedconnect_anim_graph_pins
    • Removedconnect_ik_goal_to_solver
    • Removedconnect_material_expressions
    • Removedconnect_material_function_pins
    • Removedconnect_metasound_graph_input_to_node
    • Removedconnect_metasound_graph_input_to_output
    • Removedconnect_metasound_node_to_graph_output
    • Removedconnect_metasound_nodes
    • Removedconnect_pcg_nodes
    • Changedconnect_pins7 fields changed
      • addedInput schema / properties / asset_path
        Added value: +{
        +  "description": "The graph asset: a Blueprint by name or path, or the path of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig.",
        +  "type": "string"
        +}
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Blueprint name or path."New value: +"Older name of asset_path, still accepted."
      • changedInput schema / properties / graph_name / description
        Previous value: -"Target graph name; defaults to the Blueprint's event graph when omitted. BOTH nodes must live in this same graph."New value: +"Blueprint only: the graph, default the event graph (\"AnimGraph\" for an Animation Blueprint's anim graph). BOTH nodes must live in this same graph. The other assets have one graph: leave it out."
      • changedInput schema / properties / source_node_id / description
        Previous value: -"NodeGuid of the source node (from add_graph_node / get_graph_nodes)."New value: +"node_id of the source node, or @input (from add_graph_node / get_graph_nodes)."
      • changedInput schema / properties / source_pin / description
        Previous value: -"Output pin name on the source node (e.g. \"then\", \"ReturnValue\"). An output pin of that name is preferred; any pin with the name is accepted as a fallback."New value: +"Output pin name on the source node (e.g. \"then\", \"ReturnValue\"; a material output name, empty for the first). In a Blueprint an output pin of that name is preferred and any pin with the name is accepted as a fallback."
      • changedInput schema / properties / target_node_id / description
        Previous value: -"NodeGuid of the target node."New value: +"node_id of the target node, or @output."
      • changedInput schema / properties / target_pin / description
        Previous value: -"Input pin name on the target node (e.g. \"execute\", \"Condition\")."New value: +"Input pin name on the target node (e.g. \"execute\", \"Condition\"; a material input name without spaces; a sound cue slot index)."
    • Removedconnect_sound_cue_nodes
    • Removedconnect_substrate_slab_to_material
    • Removedconnect_to_material_output
    • Removedconsolidate_assets
    • Removedcopy_actors
    • Removedcopy_anim_graph_nodes
    • Removedcopy_dynamic_mesh_to_static_mesh
    • Removedcopy_landscape_region
    • Removedcopy_material_instance_dynamic_parameters
    • Removedcopy_material_instance_parameters
    • Removedcopy_mesh_uv_channel
    • Removedcopy_static_mesh_to_dynamic_mesh
    • Removedcreate_ai_controller_blueprint
    • Removedcreate_anim_blueprint
    • Removedcreate_anim_composite
    • Removedcreate_anim_montage
    • Removedcreate_anim_sequence
    • Removedcreate_asset_documentation
    • Removedcreate_attribute_set_blueprint
    • Removedcreate_audio_bus
    • Removedcreate_behavior_config
    • Removedcreate_behavior_tree
    • Removedcreate_blackboard_data
    • Removedcreate_blend_space
    • Removedcreate_blueprint_interface
    • Removedcreate_blueprint_macro
    • Removedcreate_camera_asset
    • Removedcreate_camera_rig_asset
    • Removedcreate_camera_shake_blueprint
    • Removedcreate_chooser_table
    • Removedcreate_cine_camera_in_sequence
    • Removedcreate_collection
    • Removedcreate_common_ui_stack
    • Removedcreate_composite_curve_table
    • Removedcreate_composite_data_table
    • Removedcreate_control_bus
    • Removedcreate_control_bus_mix
    • Removedcreate_control_rig_blueprint
    • Removedcreate_curve_asset
    • Removedcreate_curve_table
    • Removedcreate_data_asset
    • Removedcreate_data_layer_asset
    • Removedcreate_data_layer_instance
    • Removedcreate_data_registry
    • Removedcreate_data_table
    • Removedcreate_dialogue_voice
    • Removedcreate_dialogue_wave
    • Removedcreate_directory
    • Removedcreate_dynamic_material_on_actor
    • Removedcreate_editable_skeleton
    • Removedcreate_editor_utility_blueprint
    • Removedcreate_editor_utility_widget_blueprint
    • Removedcreate_enum
    • Removedcreate_eqs_query
    • Removedcreate_field_system_asset
    • Removedcreate_file_media_source
    • Removedcreate_foliage_type
    • Removedcreate_force_feedback_effect
    • Removedcreate_functional_test
    • Removedcreate_gameplay_ability_blueprint
    • Removedcreate_gameplay_cue_notify
    • Removedcreate_gameplay_effect_asset
    • Removedcreate_gameplay_effect_blueprint
    • Removedcreate_gameplay_mod_magnitude_calculation_blueprint
    • Removedcreate_gameplay_tag
    • Removedcreate_gameplay_tag_table
    • Removedcreate_geometry_collection
    • Removedcreate_hlod_layer
    • Removedcreate_ik_retargeter
    • Removedcreate_ik_rig
    • Removedcreate_input_action
    • Removedcreate_input_mapping_context
    • Removedcreate_interchange_pipeline_asset
    • Removedcreate_landscape
    • Removedcreate_landscape_grass_type
    • Removedcreate_landscape_layer_info
    • Removedcreate_level_instance
    • Removedcreate_level_sequence
    • Removedcreate_locomotion_anim_blueprint
    • Removedcreate_mass_entity_config
    • Removedcreate_material
    • Removedcreate_material_expression
    • Removedcreate_material_function
    • Removedcreate_material_function_instance
    • Removedcreate_material_instance
    • Removedcreate_material_instance_dynamic
    • Removedcreate_material_parameter_collection
    • Removedcreate_media_player
    • Removedcreate_media_texture
    • Removedcreate_menu_screen_widget
    • Removedcreate_metasound_preset
    • Removedcreate_metasound_source
    • Removedcreate_modulation_generator
    • Removedcreate_modulation_parameter
    • Removedcreate_niagara_system
    • Removedcreate_pcg_graph
    • Removedcreate_physical_material
    • Removedcreate_physics_asset
    • Removedcreate_pose_asset
    • Removedcreate_pose_asset_from_anim_sequence
    • Removedcreate_pose_search_database
    • Removedcreate_pose_search_schema
    • Removedcreate_post_process_material
    • Removedcreate_procedural_box_mesh
    • Removedcreate_procedural_grid_mesh
    • Removedcreate_procedural_mesh_component
    • Removedcreate_project_overview
    • Removedcreate_render_job
    • Removedcreate_render_target_2d
    • Removedcreate_render_target_2d_array
    • Removedcreate_render_target_cube
    • Removedcreate_retarget_pose
    • Removedcreate_runtime_virtual_texture
    • Removedcreate_runtime_virtual_texture_volume
    • Removedcreate_skeletal_mesh_morph_target
    • Removedcreate_smart_object_definition
    • Removedcreate_sound_attenuation
    • Removedcreate_sound_class
    • Removedcreate_sound_concurrency
    • Removedcreate_sound_cue
    • Removedcreate_sound_mix
    • Removedcreate_sound_modulation_patch
    • Removedcreate_sound_source_bus
    • Removedcreate_sound_submix
    • Removedcreate_soundfield_submix
    • Removedcreate_state_tree
    • Removedcreate_static_texture_from_render_target
    • Removedcreate_string_table
    • Removedcreate_struct
    • Removedcreate_substrate_slab_node
    • Removedcreate_subsurface_profile
    • Removedcreate_subtitles_asset
    • Removedcreate_texture_2d_array
    • Removedcreate_texture_2d_from_data
    • Removedcreate_usd_attribute
    • Removedcreate_usd_stage
    • Removedcreate_usd_stage_actor
    • Removedcreate_water_body
    • Removedcreate_water_body_exclusion_volume
    • Removedcreate_widget
    • Removedcreate_widget_blueprint
    • Removedcreate_world_partition_map
    • Removedcut_geometry_collection_with_planes
    • Removeddeactivate_external_subsystem
    • Removeddeactivate_game_feature_plugin
    • Removeddefine_usd_prim
    • Removeddelete_actors
    • Removeddelete_assets
    • Removeddelete_blueprint_variable
    • Removeddelete_chooser_table
    • Removeddelete_collection
    • Removeddelete_curve_table_row
    • Removeddelete_data_table_row
    • Removeddelete_directory
    • Removeddelete_mass_entity
    • Removeddelete_material_expression
    • Removeddelete_material_function_input
    • Removeddelete_material_function_output
    • Removeddelete_mesh_triangles
    • Removeddelete_node
    • Removeddelete_render_job
    • Removeddelete_save_game
    • Addeddescribe_tool
    • Removeddeselect_actors
    • Removeddespawn_mass_entities
    • Removeddetach_actor
    • Removeddiagnose_navmesh
    • Removeddiff_blueprint_components
    • Removeddiff_blueprints
    • Removeddiff_collision_channels
    • Removeddiff_content_trees
    • Removeddiff_data_tables
    • Removeddiff_material_instances
    • Removeddiff_object_snapshots
    • Removeddiff_project_config
    • Removeddisconnect_anim_graph_pins
    • Removeddisconnect_ik_goal_from_solver
    • Removeddisconnect_material_expressions
    • Removeddisconnect_metasound_graph_input_from_output
    • Removeddisconnect_metasound_node_from_graph_output
    • Removeddisconnect_metasound_nodes
    • Removeddisconnect_pcg_nodes
    • Changeddisconnect_pin7 fields changed
      • addedInput schema / properties / asset_path
        Added value: +{
        +  "description": "The graph asset: a Blueprint by name or path, or the path of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig.",
        +  "type": "string"
        +}
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Blueprint asset name or path"New value: +"Older name of asset_path, still accepted."
      • changedInput schema / properties / graph_name / description
        Previous value: -"Target graph name; defaults to the Blueprint's event graph when omitted"New value: +"Blueprint only: the graph, default the event graph (\"AnimGraph\" for an Animation Blueprint's anim graph). The other assets have one graph: leave it out."
      • addedInput schema / properties / linked_node_id
        Added value: +{
        +  "description": "Optional: the node at the other end of the one link to break (in a Blueprint, its NodeGuid); without it every link of the pin breaks",
        +  "type": "string"
        +}
      • addedInput schema / properties / linked_pin
        Added value: +{
        +  "description": "Optional, with linked_node_id: the pin at the other end",
        +  "type": "string"
        +}
      • changedInput schema / properties / node_id / description
        Previous value: -"NodeGuid of the node owning the pin (from add_graph_node / get_graph_nodes)"New value: +"node_id of the node owning the pin (from add_graph_node / get_graph_nodes), or @output"
      • changedInput schema / properties / pin_name / description
        Previous value: -"Pin name, in either direction"New value: +"Pin name, in either direction in a Blueprint; the input end elsewhere"
    • Removeddisconnect_sound_cue_nodes
    • Removeddisconnect_to_material_output
    • Removeddoes_foliage_type_exist
    • Removeddraw_line_to_render_target
    • Removeddraw_material_to_render_target
    • Removeddraw_text_to_render_target
    • Removeddraw_texture_to_render_target
    • Removedduplicate_actor
    • Removedduplicate_directory
    • Removedduplicate_keyframe
    • Removedduplicate_material_expression
    • Removedduplicate_material_parameter_collection
    • Removedduplicate_niagara_emitter_handle
    • Removedduplicate_niagara_module_in_stack
    • Removedduplicate_widget
    • Removededit_level_instance
    • Addedenable_toolset
    • Removedend_behavior_on_actor
    • Removedend_timing_region
    • Removedend_transaction
    • Removedevaluate_chooser_table
    • Removedevaluate_curve_at_time
    • Removedevaluate_pose_search_query
    • Removedexecute_python_file
    • Removedexport_asset_as_text
    • Removedexport_assets
    • Removedexport_blueprint_data
    • Removedexport_data_table_as_csv
    • Removedexport_data_table_as_json
    • Removedexport_landscape_heightmap
    • Removedexport_level_section
    • Removedexport_render_target
    • Removedfind_blueprint_node_references
    • Removedfind_classes_implementing_interface
    • Removedfind_duplicate_assets
    • Removedfind_erroring_blueprints
    • Removedfind_free_input_key
    • Removedfind_gameplay_tags
    • Removedfind_nearest_point_on_mesh
    • Removedfind_nearest_ray_intersection_with_mesh
    • Removedfind_scene_overlaps
    • Removedfind_smart_objects
    • Addedfind_tools
    • Removedfind_unused_assets
    • Removedfire_mass_signal
    • Removedfixup_redirectors
    • Removedflatten_landscape_in_box
    • Removedflatten_usd_stage
    • Removedflush_async_loading
    • Removedfocus_viewport
    • Removedfork_class_chain
    • Removedfracture_geometry_collection
    • Removedgather_text_for_target
    • Removedgenerate_asset_report
    • Removedgenerate_asset_thumbnail
    • Removedgenerate_blueprint_docs
    • Removedgenerate_pcg_component
    • Removedget_ability_asset_tags
    • Removedget_ability_info
    • Removedget_ability_system_component
    • Removedget_ability_tasks
    • Removedget_absolute_transform
    • Removedget_active_abilities
    • Removedget_active_effects
    • Removedget_active_montages
    • Removedget_actor_blueprint
    • Removedget_actor_bounds
    • Removedget_actor_components
    • Removedget_actor_folder
    • Removedget_actor_label
    • Removedget_actor_lock_location
    • Removedget_actor_material_info
    • Removedget_actor_properties_by_class
    • Removedget_actor_replication_info
    • Removedget_actor_team
    • Removedget_actors_in_level
    • Removedget_actors_in_radius
    • Removedget_actors_in_trigger
    • Removedget_ai_perceived_actors
    • Removedget_ai_perception_senses
    • Removedget_all_primary_asset_types
    • Removedget_anim_asset_info
    • Removedget_anim_blueprint_info
    • Removedget_anim_curve_data
    • Removedget_anim_graph_node_properties
    • Removedget_anim_notifies
    • Removedget_anim_sequence_info
    • Removedget_anim_state_machine_info
    • Removedget_asset_bundle_data
    • Removedget_asset_bundle_entry
    • Removedget_asset_by_name
    • Removedget_asset_compression
    • Removedget_asset_dependencies
    • Removedget_asset_dependencies_recursive
    • Removedget_asset_file_info
    • Removedget_asset_import_data
    • Removedget_asset_lod_settings
    • Removedget_asset_memory_usage
    • Removedget_asset_metadata_tags
    • Removedget_asset_streaming_config
    • Removedget_asset_thumbnail
    • Removedget_assets_by_names
    • Removedget_assets_by_tag
    • Removedget_assets_by_type
    • Removedget_assets_in_folder
    • Removedget_attribute_meta_on_set_class
    • Removedget_attribute_value
    • Removedget_attributes
    • Removedget_audio_bus
    • Removedget_audio_component_properties
    • Removedget_audio_section_properties
    • Removedget_audio_settings
    • Removedget_automation_test_results
    • Removedget_available_materials
    • Removedget_behavior_config_info
    • Removedget_behavior_subsystem_info
    • Removedget_behavior_tree_info
    • Removedget_behavior_tree_node_properties
    • Removedget_behavior_tree_status
    • Removedget_blackboard_data
    • Removedget_blackboard_value
    • Removedget_blend_space_samples
    • Removedget_blueprint_component_object_path
    • Removedget_blueprint_component_overrides
    • Removedget_blueprint_component_property
    • Removedget_blueprint_components
    • Removedget_blueprint_debug_info
    • Removedget_blueprint_exec_path
    • Removedget_blueprint_functions
    • Removedget_blueprint_material_info
    • Removedget_blueprint_parent
    • Removedget_blueprint_timeline_info
    • Removedget_blueprint_variable_detailed_info
    • Removedget_blueprint_variables
    • Removedget_bone_transform
    • Removedget_camera_asset_info
    • Removedget_camera_post_process
    • Removedget_camera_rig_nodes
    • Removedget_cameras
    • Removedget_channel_keyframes
    • Removedget_chooser_column_values
    • Removedget_chooser_row_values
    • Removedget_chooser_table_info
    • Removedget_cine_camera_settings
    • Removedget_class_functions
    • Removedget_class_hierarchy
    • Removedget_class_properties
    • Removedget_collection_assets
    • Removedget_collection_info
    • Removedget_collections
    • Removedget_collision_info
    • Removedget_collision_profile
    • Removedget_component_events
    • Removedget_component_properties
    • Removedget_component_state_tree_path
    • Removedget_condition_info
    • Removedget_condition_property
    • Removedget_consideration_info
    • Removedget_consideration_property
    • Removedget_control_bus_info
    • Removedget_control_bus_mix_info
    • Removedget_culture_info
    • Removedget_curve_keys
    • Removedget_curve_table_info
    • Removedget_cvar
    • Removedget_data_asset_info
    • Removedget_data_layer_assets
    • Removedget_data_layer_instances
    • Removedget_data_registry_info
    • Removedget_data_registry_item
    • Removedget_data_table_column
    • Removedget_data_table_from_package_file
    • Removedget_data_table_info
    • Removedget_data_table_rows
    • Removedget_decal_info
    • Removedget_dedicated_server_status
    • Removedget_default_game_map
    • Removedget_dynamic_mesh_info
    • Removedget_editor_status
    • Removedget_engine_info
    • Removedget_engine_ini_value
    • Removedget_enum_info
    • Removedget_eqs_query_info
    • Removedget_evaluator_info
    • Removedget_evaluator_property
    • Removedget_event_dispatchers
    • Removedget_field_system_info
    • Removedget_foliage_in_radius
    • Removedget_foliage_instance_count
    • Removedget_foliage_types
    • Removedget_fps_info
    • Removedget_frame_timing
    • Removedget_function_info
    • Removedget_function_pins
    • Removedget_game_feature_plugin_state
    • Removedget_game_mode_info
    • Removedget_gameplay_cue_notify_info
    • Removedget_gameplay_effect_components
    • Removedget_gameplay_effect_info
    • Removedget_gameplay_effect_modifiers
    • Removedget_gameplay_tag_info
    • Removedget_gameplay_tag_redirects
    • Removedget_gameplay_tag_table_rows
    • Removedget_geometry_collection_hierarchy
    • Removedget_geometry_collection_info
    • Changedget_graph_nodes4 fields changed
      • addedInput schema / properties / asset_path
        Added value: +{
        +  "description": "The graph asset: a Blueprint by name or path, or the path of a material, material function, sound cue, MetaSound Source, PCG graph or Control Rig. Prefer the FULL path: a Blueprint short name with more than one match resolves silently to one of them, and stale backup copies share the original's name.",
        +  "type": "string"
        +}
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Blueprint asset name or path. Prefer the FULL path: a short name with more than one match resolves silently to one of them, and stale backup copies share the original's name."New value: +"Older name of asset_path, still accepted."
      • changedInput schema / properties / graph_name / description
        Previous value: -"Target graph name; defaults to the Blueprint's event graph when omitted. Also resolves a collapsed composite subgraph by its title (e.g. 'In Game HUD') and accepts a path form ('EventGraph > In Game HUD')."New value: +"Blueprint only: the graph, default the event graph (\"AnimGraph\" for an Animation Blueprint's anim graph). Also resolves a collapsed composite subgraph by its title (e.g. 'In Game HUD') and accepts a path form ('EventGraph > In Game HUD'). The other assets have one graph: leave it out."
      • changedInput schema / properties / node_id / description
        Previous value: -"Optional NodeGuid (from add_graph_node / get_graph_nodes): return ONLY that node of the graph, always at full fidelity (compact, exclude_classes, expand_composites and max_nodes are ignored) -- every pin with name, direction, type, linked_to and default, at a fraction of the tokens of a whole graph. A node_id the graph does not contain is an error."New value: +"Optional node_id (from add_graph_node / get_graph_nodes): return ONLY that node, in a Blueprint always at full fidelity (compact, exclude_classes, expand_composites and max_nodes are ignored) -- every pin with name, direction, type, linked_to and default, at a fraction of the tokens of a whole graph. A node_id the graph does not contain is an error."
    • Removedget_hlod_layer_actors
    • Removedget_hlod_layer_info
    • Removedget_hlod_layers
    • Removedget_ik_bone_settings
    • Removedget_ik_goal_settings
    • Removedget_ik_retargeter_info
    • Removedget_ik_rig_info
    • Removedget_ik_solver_details
    • Removedget_input_action
    • Removedget_input_action_state
    • Removedget_input_mapping_context
    • Removedget_input_settings
    • Removedget_instanced_static_mesh_instance_info
    • Removedget_interchange_asset_import_data
    • Removedget_interchange_project_settings
    • Removedget_interchange_supported_formats
    • Removedget_landscape_grass_type_properties
    • Removedget_landscape_height_at
    • Removedget_landscape_info
    • Removedget_landscape_layers
    • Removedget_landscape_material
    • Removedget_landscape_nanite_status
    • Removedget_landscape_spline_control_point
    • Removedget_landscape_splines
    • Removedget_level_blueprint
    • Removedget_level_instance_info
    • Removedget_level_sequence_status_runtime
    • Removedget_level_sequences
    • Removedget_level_widget_properties
    • Removedget_light_properties
    • Removedget_lighting_in_area
    • Removedget_lighting_quality
    • Removedget_marked_frames
    • Removedget_mass_config_parent
    • Removedget_mass_entity_count
    • Removedget_mass_entity_info
    • Removedget_mass_spawner_info
    • Removedget_mass_trait_property
    • Removedget_material_function_info
    • Removedget_material_graph_info
    • Removedget_material_instance_info
    • Removedget_material_instance_parameter_overridden
    • Removedget_material_layer_stack
    • Removedget_material_parameter_collection_instance_info
    • Removedget_material_parameters
    • Removedget_material_physical_material
    • Removedget_material_referencers
    • Removedget_material_stats
    • Removedget_material_usage_flag
    • Removedget_mcp_audit_report
    • Removedget_media_info
    • Removedget_memory_usage
    • Removedget_mesh_components_detail
    • Removedget_mesh_material_ids
    • Removedget_message_log_entries
    • Removedget_metasound_info
    • Removedget_metasound_node_info
    • Removedget_metasound_node_property
    • Removedget_modulation_generator_info
    • Removedget_modulation_parameter_info
    • Removedget_montage_info
    • Removedget_morph_target_deltas
    • Removedget_motion_warping_component_info
    • Removedget_navigation_data
    • Removedget_network_info
    • Removedget_niagara_component_matrix
    • Removedget_niagara_data_interfaces
    • Removedget_niagara_effect_type
    • Removedget_niagara_emitter_data_interfaces
    • Removedget_niagara_emitter_handles
    • Removedget_niagara_emitter_renderers
    • Removedget_niagara_emitter_runtime_summary
    • Removedget_niagara_event_handlers
    • Removedget_niagara_module_input
    • Removedget_niagara_renderer_info
    • Removedget_niagara_simulation_stages
    • Removedget_niagara_system_info
    • Removedget_niagara_user_parameter
    • Changedget_object_info1 field changed
      • changedInput schema / properties / object_path / description
        Previous value: -"Path or name of the object to inspect. In the editor world: full object path, asset path, CDO/archetype, or a dotted \"Actor[.Component[.Subobject]]\" whose first segment is the actor's INTERNAL name. In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR editor label)."New value: +"Path or name of the object to inspect. In the editor world: full object path, asset path, CDO/archetype, an asset's sub-object as the readers give its object_path -- a graph node from get_graph_nodes, a sound cue node, a Niagara renderer or simulation stage, a PCG node's settings_path, a behavior tree node, a camera rig node, a Mass trait, a physics body -- also written \"/Game/Asset:SubObject\", or a dotted \"Actor[.Component[.Subobject]]\" whose first segment is the actor's INTERNAL name. In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR editor label)."
    • Removedget_object_tags
    • Removedget_output_log_lines
    • Removedget_package_build_status
    • Removedget_package_info
    • Removedget_pcg_component_info
    • Removedget_pcg_generated_data
    • Removedget_pcg_graph_info
    • Removedget_pcg_graph_parameters
    • Removedget_pcg_node_properties
    • Removedget_physics_asset_info
    • Removedget_physics_constraint_info
    • Removedget_physics_settings
    • Removedget_pie_focused_widget
    • Removedget_player_input
    • Removedget_plugin_status
    • Removedget_pose_search_database_info
    • Removedget_pose_search_runtime_state
    • Removedget_pose_search_schema_info
    • Removedget_post_process_settings
    • Removedget_primary_asset_id
    • Removedget_primary_asset_ids_by_type
    • Removedget_primary_asset_types
    • Removedget_procedural_mesh_info
    • Removedget_procedural_mesh_section_data
    • Removedget_project_info
    • Removedget_project_settings_value
    • Changedget_properties1 field changed
      • changedInput schema / properties / object_path / description
        Previous value: -"Path or name of the object instance. In the editor world: full object path, asset path, CDO/archetype, or a dotted \"Actor[.Component[.Subobject]]\" whose first segment is the actor's INTERNAL name (editor labels are not matched here). In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR editor label)."New value: +"Path or name of the object instance. In the editor world: full object path, asset path, CDO/archetype, an asset's sub-object as the readers give its object_path -- a graph node from get_graph_nodes, a sound cue node, a Niagara renderer or simulation stage, a PCG node's settings_path, a behavior tree node, a camera rig node, a Mass trait, a physics body -- also written \"/Game/Asset:SubObject\", or a dotted \"Actor[.Component[.Subobject]]\" whose first segment is the actor's INTERNAL name (editor labels are not matched here). In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR editor label)."
    • Removedget_property_access_path
    • Removedget_python_status
    • Removedget_recast_navmesh_settings
    • Removedget_reference_path
    • Removedget_reflection_capture_properties
    • Removedget_render_queue
    • Removedget_render_target_info
    • Removedget_rendering_settings
    • Removedget_retarget_poses
    • Removedget_retargeter_op_info
    • Removedget_rig_control_value
    • Removedget_rig_hierarchy
    • Removedget_rigvm_graph
    • Removedget_runtime_virtual_texture_info
    • Removedget_save_game_slot_info
    • Removedget_scalability_levels
    • Removedget_scene_bounds
    • Removedget_section_info
    • Removedget_selected_actors
    • Removedget_sequence_bindings
    • Removedget_sequence_folders
    • Removedget_sequence_tracks
    • Removedget_shader_info
    • Removedget_skeletal_mesh_info
    • Removedget_skeletal_mesh_lod_info
    • Removedget_skeletal_mesh_material_slots
    • Removedget_skeletal_mesh_morph_targets
    • Removedget_skeletal_mesh_section_info
    • Removedget_skeleton_info
    • Removedget_smart_object_component_definition
    • Removedget_smart_object_definition_summary
    • Removedget_smart_object_slot_entrance_annotations
    • Removedget_smart_object_slots_detail
    • Removedget_sound_class_properties
    • Removedget_sound_cue_graph
    • Removedget_sound_modulation_patch_info
    • Removedget_sound_source_bus
    • Removedget_soundfield_submix_info
    • Removedget_source_control_status
    • Removedget_spline_points
    • Removedget_state_tree_info
    • Removedget_state_tree_theme_colors
    • Removedget_static_mesh_geometry_stats
    • Removedget_static_mesh_info
    • Removedget_static_mesh_sections
    • Removedget_streaming_levels
    • Removedget_string_table_entries
    • Removedget_struct_info
    • Removedget_struct_members
    • Removedget_submix_effect_chain
    • Removedget_subsystem_instance_info
    • Removedget_task_info
    • Removedget_task_property
    • Removedget_texture_info
    • Removedget_timeline_info
    • Removedget_trace_status
    • Removedget_transaction_history
    • Removedget_trigger_events
    • Removedget_trigger_info
    • Removedget_undo_state
    • Removedget_usd_attribute_time_samples
    • Removedget_usd_attribute_value
    • Removedget_usd_generated_assets
    • Removedget_usd_generated_component
    • Removedget_usd_prim_info
    • Removedget_usd_prim_metadata
    • Removedget_usd_stage_actor_info
    • Removedget_usd_stage_info
    • Removedget_uv_health_report
    • Removedget_viewport_state
    • Removedget_volume_info
    • Removedget_water_body_gerstner_wave_detail
    • Removedget_water_body_info
    • Removedget_water_body_spline_points
    • Removedget_water_zone_info
    • Removedget_widget_animation_tracks
    • Removedget_widget_animations
    • Removedget_widget_blueprint_tree
    • Removedget_world_partition_info
    • Removedget_world_settings
    • Removedgrant_ability
    • Removedhas_gameplay_tags
    • Removedimplement_interface
    • Removedimport_data_table_csv
    • Removedimport_font_file
    • Removedimport_interchange_asset
    • Removedimport_landscape_heightmap
    • Removedimport_sound_file
    • Removedimport_texture_file
    • Removedingest_external_uassets
    • Removedinitialize_data_registry
    • Removedinject_analog_input
    • Removedinject_key_input
    • Removedinject_mouse_button
    • Removedinsert_usd_sublayer
    • Removedis_point_inside_mesh
    • Removedis_substrate_enabled
    • Removedisolate_usd_layer
    • Removedlaunch_dedicated_server
    • Removedlink_media_texture_to_player
    • Removedlink_montage_sections
    • Removedlint_blueprint_graph
    • Removedlist_all_input_mappings
    • Removedlist_assets_modified_since
    • Removedlist_automation_tests
    • Removedlist_behavior_configs
    • Removedlist_camera_node_types
    • Removedlist_chooser_tables
    • Removedlist_collision_channels
    • Removedlist_condition_types
    • Removedlist_conditions
    • Removedlist_considerations
    • Removedlist_cvars
    • Removedlist_data_registry_types
    • Removedlist_derived_classes
    • Removedlist_editor_utility_widgets
    • Removedlist_engine_ini_sections
    • Removedlist_enums
    • Removedlist_eqs_context_types
    • Removedlist_eqs_generator_types
    • Removedlist_eqs_test_types
    • Removedlist_evaluator_types
    • Removedlist_evaluators
    • Removedlist_game_feature_plugins
    • Removedlist_input_types
    • Removedlist_instance_overrides
    • Removedlist_level_widget_components
    • Removedlist_local_player_subsystems
    • Removedlist_localization_targets
    • Removedlist_mass_archetypes
    • Removedlist_mass_tag_types
    • Removedlist_mass_traits
    • Removedlist_metasound_connections
    • Removedlist_metasound_node_types
    • Removedlist_metasound_nodes
    • Removedlist_modules
    • Removedlist_niagara_data_interface_classes
    • Removedlist_niagara_modules
    • Removedlist_niagara_renderer_classes
    • Removedlist_objects_of_class
    • Removedlist_orphaned_ofpa_actors
    • Removedlist_overridable_functions
    • Removedlist_pcg_node_types
    • Removedlist_pie_widgets
    • Removedlist_project_setting_sections
    • Removedlist_save_games
    • Removedlist_scripted_action_utilities
    • Removedlist_state_tree_bindings
    • Removedlist_state_tree_global_tasks
    • Removedlist_state_trees
    • Removedlist_structs
    • Removedlist_subsystem_instances
    • Removedlist_subtitle_cues
    • Removedlist_task_types
    • Removedlist_tasks
    • Removedlist_timing_regions
    • Removedlist_traces
    • Removedlist_usd_file_formats
    • Removedlist_usd_prim_attributes
    • Removedlist_usd_prims
    • Removedlist_usd_stage_layers
    • Removedlist_usd_stages
    • Removedlist_usd_variant_sets
    • Removedlist_uv_channels
    • Removedlist_validators
    • Removedlist_widget_bound_events
    • Removedlist_widget_property_bindings
    • Removedlist_widget_types
    • Removedlist_world_partition_actors
    • Removedload_game
    • Removedload_game_from_memory
    • Removedload_world_partition_region
    • Removedmigrate_assets
    • Removedmove_actors_to_level
    • Removedmove_asset
    • Removedmove_ik_solver_in_stack
    • Removedmove_keyframe
    • Removedmove_niagara_simulation_stage
    • Removedmove_node
    • Removedmove_track_to_folder
    • Removedmute_usd_layer
    • Removedopen_message_log
    • Removedopen_usd_stage
    • Removedoverride_usd_prim
    • Removedpack_level_actors
    • Removedpaint_landscape_layer
    • Removedpaste_actors
    • Removedpause_behavior_tree
    • Removedpause_level_sequence_runtime
    • Removedpause_timeline
    • Removedplay_animation
    • Removedplay_level_sequence_runtime
    • Removedplay_sound
    • Removedplay_sound_at_location
    • Removedplay_timeline
    • Removedplay_widget_animation
    • Removedpoll_delegate_events
    • Removedpoll_gameplay_tag_events
    • Removedpop_common_ui_widget
    • Removedpossess_pawn
    • Removedprint_to_output_log
    • Removedpush_common_ui_widget
    • Removedraycast_scene
    • Removedrebuild_navigation
    • Removedrebuild_reflection_captures
    • Removedrecombine_blueprint_pin
    • Removedrecompile_material_function
    • Removedrecompute_mesh_normals
    • Removedrecompute_mesh_uvs
    • Removedreconcile_function_signature
    • Removedredo
    • Removedrefresh_anim_montage_cache
    • Removedrefresh_data_registry_map
    • Removedregenerate_collection_parameter_id
    • Removedregister_gameplay_debugger_category
    • Removedregister_gameplay_tag_event
    • Removedregister_input_key_mapping
    • Removedregister_interchange_factory
    • Removedregister_interchange_translator
    • Removedregister_smart_object_actor
    • Removedregister_spawn_point
    • Removedreimport_anim_sequence
    • Removedreimport_asset
    • Removedreimport_interchange_asset
    • Removedrelease_smart_object
    • Removedreload_asset_package
    • Removedremap_material_ids
    • Removedremove_ability
    • Removedremove_actor_from_data_layer_instance
    • Removedremove_ai_perception_sense
    • Removedremove_anim_bone_track
    • Removedremove_anim_composite_segment
    • Removedremove_anim_conduit
    • Removedremove_anim_curve
    • Removedremove_anim_curve_name
    • Removedremove_anim_notify
    • Removedremove_anim_notify_name
    • Removedremove_anim_slot_group
    • Removedremove_anim_state
    • Removedremove_anim_sync_marker
    • Removedremove_anim_transition
    • Removedremove_animation_asset_from_pose_search_database
    • Removedremove_asset_from_collection
    • Removedremove_asset_metadata_tag
    • Removedremove_behavior_config
    • Removedremove_behavior_tree_child
    • Removedremove_behavior_tree_decorator
    • Removedremove_behavior_tree_service
    • Removedremove_blackboard_key
    • Removedremove_blend_profile
    • Removedremove_blend_space_sample
    • Removedremove_blueprint_breakpoint
    • Removedremove_blueprint_function
    • Removedremove_blueprint_macro
    • Removedremove_blueprint_timeline_track
    • Removedremove_bone
    • Removedremove_bus_from_mix
    • Removedremove_camera_node_child
    • Removedremove_chooser_column
    • Removedremove_chooser_row
    • Removedremove_collection_parameter
    • Removedremove_collision_channel
    • Removedremove_collision_profile
    • Removedremove_component_from_actor
    • Removedremove_component_from_blueprint
    • Removedremove_consideration
    • Removedremove_curve_key
    • Removedremove_curve_table_key
    • Removedremove_data_layer_instance
    • Removedremove_data_registry_source
    • Removedremove_dynamic_mesh_actor
    • Removedremove_enum_entry
    • Removedremove_eqs_generator
    • Removedremove_eqs_option
    • Removedremove_eqs_test
    • Removedremove_evaluator
    • Removedremove_event_dispatcher
    • Removedremove_field_node
    • Removedremove_foliage_instances
    • Removedremove_function_local_variable
    • Removedremove_function_parameter
    • Removedremove_gameplay_effect
    • Removedremove_gameplay_effect_component
    • Removedremove_gameplay_effect_modifier
    • Removedremove_gameplay_tag
    • Removedremove_gameplay_tag_from_table
    • Removedremove_gameplay_tag_redirect
    • Removedremove_geometry_collection_source
    • Addedremove_graph_node
    • Removedremove_ik_goal
    • Removedremove_ik_retarget_chain
    • Removedremove_ik_solver
    • Removedremove_input_modifier
    • Removedremove_input_trigger
    • Removedremove_instanced_static_mesh_instance
    • Removedremove_interface
    • Removedremove_keyframe
    • Removedremove_landscape_layer
    • Removedremove_landscape_spline_control_point
    • Removedremove_landscape_spline_segment
    • Removedremove_mapping_from_context
    • Removedremove_marked_frame
    • Removedremove_mass_tag_from_entity
    • Removedremove_mass_trait
    • Removedremove_metasound_graph_input
    • Removedremove_metasound_graph_output
    • Removedremove_metasound_interface
    • Removedremove_metasound_node
    • Removedremove_modulation_input_from_patch
    • Removedremove_montage_notify
    • Removedremove_montage_section
    • Removedremove_montage_segment
    • Removedremove_montage_slot
    • Removedremove_motion_warping_component
    • Removedremove_motion_warping_target
    • Removedremove_niagara_data_interface
    • Removedremove_niagara_emitter_handle
    • Removedremove_niagara_event_handler
    • Removedremove_niagara_module_from_stack
    • Removedremove_niagara_renderer
    • Removedremove_niagara_simulation_stage
    • Removedremove_niagara_user_parameter
    • Removedremove_notify_track
    • Removedremove_orphaned_ofpa_actors
    • Removedremove_pcg_graph_parameter
    • Removedremove_pcg_node
    • Removedremove_physics_asset_body
    • Removedremove_physics_asset_constraint
    • Removedremove_pose_curve
    • Removedremove_pose_from_pose_asset
    • Removedremove_pose_search_channel_from_schema
    • Removedremove_pose_search_roled_skeleton
    • Removedremove_primary_asset_rule
    • Removedremove_procedural_mesh_component
    • Removedremove_retarget_pose
    • Removedremove_retargeter_op
    • Removedremove_rig_element
    • Removedremove_rigvm_link
    • Removedremove_rigvm_node
    • Removedremove_section
    • Removedremove_sequence_binding
    • Removedremove_sequence_folder
    • Removedremove_sequence_track
    • Removedremove_skeletal_mesh_lod
    • Removedremove_skeletal_mesh_morph_target
    • Removedremove_skeletal_mesh_socket
    • Removedremove_skeleton_socket
    • Removedremove_smart_object_definition_default_behavior
    • Removedremove_smart_object_slot
    • Removedremove_smart_object_slot_behavior_definition
    • Removedremove_smart_object_slot_entrance_annotation
    • Removedremove_sound_cue_node
    • Removedremove_sound_mix_class_override
    • Removedremove_soundfield_effect
    • Removedremove_state
    • Removedremove_state_enter_condition
    • Removedremove_state_transition
    • Removedremove_state_transition_condition
    • Removedremove_state_tree_binding
    • Removedremove_state_tree_global_task
    • Removedremove_state_tree_parameter
    • Removedremove_static_mesh_collision
    • Removedremove_static_mesh_socket
    • Removedremove_streaming_level
    • Removedremove_string_table_entry
    • Removedremove_string_table_metadata
    • Removedremove_struct_member
    • Removedremove_submix_effect_from_chain
    • Removedremove_subtitle_cue
    • Removedremove_tag_from_object
    • Removedremove_task
    • Removedremove_trigger
    • Removedremove_undo_barrier
    • Removedremove_unused_variables
    • Removedremove_unused_vertices
    • Removedremove_usd_attribute
    • Removedremove_usd_prim
    • Removedremove_usd_prim_schema
    • Removedremove_usd_sublayer
    • Removedremove_usd_variant
    • Removedremove_usd_variant_set
    • Removedremove_viewmodel
    • Removedremove_virtual_bone
    • Removedremove_volume
    • Removedremove_water_body_from_zone
    • Removedremove_widget
    • Removedremove_widget_animation
    • Removedremove_widget_animation_keyframe
    • Removedremove_widget_animation_track
    • Removedremove_widget_from_blueprint
    • Removedremove_widget_property_binding
    • Removedrename_anim_curve
    • Removedrename_asset
    • Removedrename_assets
    • Removedrename_blueprint_variable
    • Removedrename_bone
    • Removedrename_collection_parameter
    • Removedrename_curve_table_row
    • Removedrename_data_table_row
    • Removedrename_enum_entry
    • Removedrename_function_parameter
    • Removedrename_ik_retarget_chain
    • Removedrename_montage_section
    • Removedrename_niagara_emitter_handle
    • Removedrename_pose_in_pose_asset
    • Removedrename_rig_element
    • Removedrename_skeletal_mesh_morph_target
    • Removedrename_skeletal_mesh_socket
    • Removedrename_static_mesh_socket
    • Removedrename_struct_member
    • Removedrename_widget
    • Removedrender_sequence_to_movie
    • Removedrender_widget_preview
    • Removedreorder_enum_entry
    • Removedreorder_niagara_modules
    • Removedreorder_widget_child
    • Removedrepack_mesh_uvs
    • Removedrepair_mesh_self_intersections
    • Removedreparent_blueprint
    • Removedreparent_widget
    • Removedrerun_construction_scripts
    • Removedreset_interchange_actors
    • Removedreset_interchange_level_asset
    • Removedreset_interchange_scene_import_asset
    • Removedreset_material_parameter_collection_instance
    • Removedreset_transaction_buffer
    • Removedresolve_asset_by_name
    • Removedrestart_behavior_tree
    • Removedrestore_actor_state
    • Removedresume_behavior_tree
    • Removedresume_level_sequence_runtime
    • Removedrotate_mesh_uvs
    • Removedrun_asset_action_utility
    • Removedrun_automation_test
    • Removedrun_behavior_tree
    • Removedrun_editor_utility_widget
    • Removedrun_eqs_query
    • Removedrun_external_project_script
    • Removedrun_functional_test_in_pie
    • Removedrun_map_check
    • Removedrun_smoke_tests
    • Removedsave_game
    • Removedsave_game_to_memory
    • Removedsave_interchange_pipeline
    • Removedsave_level
    • Removedsave_usd_stage
    • Removedscale_anim_curve
    • Removedscale_mesh_uvs
    • Removedscan_primary_assets
    • Removedscan_uasset_references
    • Removedscatter_foliage_in_box
    • Removedscatter_foliage_on_layer
    • Removedselect_actors
    • Removedselect_mesh_triangles
    • Removedsend_gameplay_event_to_actor
    • Removedserialize_actor_state
    • Removedset_ability_asset_tags
    • Removedset_ability_cooldown
    • Removedset_ability_cost
    • Removedset_absolute_transform
    • Removedset_active_culture
    • Removedset_actor_component_collision
    • Removedset_actor_folder
    • Removedset_actor_label
    • Removedset_actor_lifetime
    • Removedset_actor_lock_location
    • Removedset_actor_material
    • Removedset_actor_physical_material
    • Removedset_actor_spatially_loaded
    • Removedset_actor_team
    • Removedset_actor_transform
    • Removedset_ai_sight_radius
    • Removedset_anim_additive_settings
    • Removedset_anim_bone_track_keys
    • Removedset_anim_curve_color
    • Removedset_anim_curve_comment
    • Removedset_anim_curve_flags
    • Removedset_anim_frame_rate
    • Removedset_anim_graph_node_pin_binding
    • Removedset_anim_graph_node_property
    • Removedset_anim_montage_preview_mesh
    • Removedset_anim_montage_skeleton
    • Removedset_anim_notify
    • Removedset_anim_number_of_frames
    • Removedset_anim_retarget_source
    • Removedset_anim_root_motion
    • Removedset_anim_transition_rule_automatic
    • Removedset_anim_transition_rule_from_bool
    • Removedset_anim_transition_rule_from_comparison
    • Removedset_animation_speed
    • Removedset_asset_compression
    • Removedset_asset_lod_settings
    • Removedset_asset_metadata_tag
    • Removedset_asset_streaming_config
    • Removedset_attach_section_rules
    • Removedset_attribute_base_value
    • Removedset_attribute_meta_on_set_class
    • Removedset_audio_3d_settings
    • Removedset_audio_bus_channels
    • Removedset_audio_section_properties
    • Removedset_audio_sound
    • Removedset_audio_volume
    • Removedset_behavior_class
    • Removedset_behavior_tree_node_property
    • Removedset_behavior_tree_root
    • Removedset_binding_channel_keyframe_interpolation
    • Removedset_blackboard_key_subsettings
    • Removedset_blackboard_value
    • Removedset_blend_profile_bone
    • Removedset_blend_space_interpolation
    • Removedset_blend_space_sample
    • Removedset_blueprint_breakpoint
    • Removedset_blueprint_class_replication
    • Removedset_blueprint_component_array_element
    • Removedset_blueprint_component_collision
    • Removedset_blueprint_component_properties
    • Removedset_blueprint_function_pure
    • Removedset_blueprint_function_rpc
    • Removedset_blueprint_variable_default
    • Removedset_blueprint_variable_metadata
    • Removedset_blueprint_variable_replication
    • Removedset_bone_parent
    • Removedset_bone_transform
    • Removedset_camera_asset_director
    • Removedset_camera_node_parameters
    • Removedset_camera_rig_root_node
    • Removedset_chooser_cell
    • Removedset_chooser_column_default
    • Removedset_chooser_row_outcome
    • Removedset_collection_parameter_default
    • Removedset_component_property
    • Removedset_component_replication
    • Removedset_condition_property
    • Removedset_consideration_property
    • Removedset_control_bus_mix_stage_value
    • Removedset_control_bus_value
    • Removedset_control_rotation
    • Removedset_current_level
    • Removedset_cvar
    • Removedset_cvars_from_json
    • Removedset_data_layer_debug_color
    • Removedset_data_layer_initial_runtime_state
    • Removedset_data_layer_parent
    • Removedset_data_layer_runtime_state
    • Removedset_data_layer_type
    • Removedset_data_table_cell
    • Removedset_data_table_row
    • Removedset_data_table_row_from_json
    • Removedset_data_table_rows_from_json
    • Removedset_default_game_map
    • Removedset_dynamic_mesh_material
    • Removedset_engine_ini_value
    • Removedset_enum_bitflags
    • Removedset_eqs_generator_properties
    • Removedset_eqs_test_scoring
    • Removedset_evaluator_property
    • Removedset_event_dispatcher_signature
    • Removedset_game_mode_classes
    • Removedset_game_mode_override
    • Removedset_gameplay_effect_component
    • Removedset_gameplay_effect_duration
    • Removedset_gameplay_effect_modifier
    • Removedset_gameplay_effect_period
    • Removedset_gameplay_effect_stacking
    • Removedset_geometry_collection_connection_settings
    • Removedset_geometry_collection_damage
    • Removedset_geometry_collection_mass
    • Removedset_hlod_layer_actors
    • Removedset_hlod_layer_parent
    • Removedset_hlod_layer_settings
    • Removedset_ik_bone_settings
    • Removedset_ik_goal_settings
    • Removedset_ik_retarget_chain_bones
    • Removedset_ik_solver_bones
    • Removedset_ik_solver_enabled
    • Removedset_ik_solver_settings
    • Removedset_input_action_flags
    • Removedset_input_action_trigger_behavior
    • Removedset_input_action_value_type
    • Removedset_instanced_static_mesh_instance_transform
    • Removedset_interchange_pipeline_stack_default
    • Removedset_interchange_pipelines
    • Removedset_keyframe_interpolation
    • Removedset_kill_z
    • Removedset_landscape_grass_type_properties
    • Removedset_landscape_height_in_box
    • Removedset_landscape_material
    • Removedset_landscape_spline_control_point
    • Removedset_level_sequence_time_runtime
    • Removedset_level_widget_visibility
    • Removedset_mass_config_parent
    • Removedset_mass_spawner_count
    • Removedset_mass_spawner_entity_types
    • Removedset_mass_trait_property
    • Removedset_material_domain
    • Removedset_material_expression_property
    • Removedset_material_function_input_props
    • Removedset_material_function_instance_parent
    • Removedset_material_function_output_props
    • Removedset_material_instance_dynamic_parameter
    • Removedset_material_instance_parameter
    • Removedset_material_instance_parameter_override
    • Removedset_material_instance_parent
    • Removedset_material_layer_stack
    • Removedset_material_parameter_collection_instance_value
    • Removedset_material_physical_material
    • Removedset_material_usage_flag
    • Removedset_mesh_material_color
    • Removedset_mesh_material_id
    • Removedset_mesh_uv_element_position
    • Removedset_mesh_uvs_from_projection
    • Removedset_metasound_graph_input_default
    • Removedset_metasound_node_input_default
    • Removedset_metasound_node_property
    • Removedset_modulation_generator_settings
    • Removedset_modulation_parameter_settings
    • Removedset_modulation_patch_bypass
    • Removedset_modulation_patch_output_parameter
    • Removedset_montage_section_start_time
    • Removedset_montage_segment_anim_sequence
    • Removedset_montage_segment_start_time
    • Removedset_morph_target_deltas
    • Removedset_morph_target_generated_by_engine
    • Removedset_motion_warping_target
    • Removedset_named_slot_content
    • Removedset_native_team_attitude
    • Removedset_network_authority
    • Removedset_niagara_component_fixed_bounds
    • Removedset_niagara_component_variable
    • Removedset_niagara_data_interface_array
    • Removedset_niagara_data_interface_asset
    • Removedset_niagara_data_interface_curve
    • Removedset_niagara_data_interface_default
    • Removedset_niagara_emitter_properties
    • Removedset_niagara_mesh_renderer_mesh
    • Removedset_niagara_module_enabled
    • Removedset_niagara_module_input
    • Removedset_niagara_renderer_material
    • Removedset_niagara_renderer_properties
    • Removedset_niagara_simulation_stage_properties
    • Removedset_niagara_user_parameter
    • Removedset_num_extended_polygroup_layers
    • Removedset_num_uv_channels
    • Removedset_pcg_graph_parameter
    • Removedset_pcg_node_properties
    • Removedset_physics_asset_constraint_drives
    • Removedset_physics_asset_constraint_limits
    • Removedset_physics_body_properties
    • Removedset_physics_constraint_drives
    • Removedset_physics_constraint_limits
    • Removedset_pie_list_view_items
    • Removedset_pie_widget_focus
    • Removedset_pie_widget_value
    • Removedset_pie_window_size
    • Changedset_pin_default_value7 fields changed
      • addedInput schema / properties / asset_path
        Added value: +{
        +  "description": "The graph asset: a Blueprint by name or path, or the path of a MetaSound Source or Control Rig.",
        +  "type": "string"
        +}
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Blueprint asset name or path"New value: +"Older name of asset_path, still accepted."
      • changedInput schema / properties / graph_name / description
        Previous value: -"Target graph name; defaults to the Blueprint's event graph when omitted"New value: +"Blueprint only: the graph, default the event graph. The other assets have one graph: leave it out."
      • changedInput schema / properties / node_id / description
        Previous value: -"NodeGuid of the node owning the pin"New value: +"node_id of the node owning the pin (from add_graph_node / get_graph_nodes), or @input on a MetaSound"
      • changedInput schema / properties / pin_name / description
        Previous value: -"Pin name; an INPUT pin of that name is preferred, any pin with the name is the fallback"New value: +"Pin name; in a Blueprint an INPUT pin of that name is preferred, any pin with the name is the fallback"
      • changedInput schema / properties / value / description
        Previous value: -"Literal default in the pin's exported-text form; empty string allowed (clears it). For a struct pin, \"()\" clears and a leading \"(\" is passed through untouched."New value: +"Literal default in the pin's exported-text form; empty string allowed (clears it). For a Blueprint struct pin, \"()\" clears and a leading \"(\" is passed through untouched."
      • changedInput schema / properties / value_json / description
        Previous value: -"Optional JSON object nativized into the struct's export-text form, for STRUCT pins only. For an FGameplayTagContainer it must carry a \"GameplayTags\" array ([\"A\",\"B\"] or [{\"TagName\":\"A\"}]) and every tag is validated; takes precedence over 'value'."New value: +"Optional JSON object nativized into the struct's export-text form, for Blueprint STRUCT pins only. For an FGameplayTagContainer it must carry a \"GameplayTags\" array ([\"A\",\"B\"] or [{\"TagName\":\"A\"}]) and every tag is validated; takes precedence over 'value'."
    • Removedset_player_controller_class
    • Removedset_plugin_enabled
    • Removedset_pose_asset_base_pose
    • Removedset_pose_search_database_schema
    • Removedset_pose_search_schema_mirror_data_table
    • Removedset_pose_search_schema_role
    • Removedset_pose_search_schema_skeleton
    • Removedset_primary_asset_cook_rule
    • Removedset_procedural_mesh_material
    • Removedset_procedural_mesh_section_vertices
    • Removedset_procedural_mesh_section_visible
    • Removedset_project_settings_value
    • Changedset_properties2 fields changed
      • addedInput schema / properties / force
        Added value: +{
        +  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / object_path / description
        Previous value: -"The object, resolved in the EDITOR world: an asset path, a full object path, a CDO/archetype, or \"Actor[.Component[.Subobject]]\" where Actor is an internal name or a unique label and Component a component name or a class only one component has."New value: +"The object, resolved in the EDITOR world: an asset path, a full object path, a CDO/archetype, an asset's sub-object as the readers give its object_path -- a graph node from get_graph_nodes, a sound cue node, a Niagara renderer or simulation stage, a PCG node's settings_path, a behavior tree node, a camera rig node, a Mass trait, a physics body -- also written \"/Game/Asset:SubObject\", or \"Actor[.Component[.Subobject]]\" where Actor is an internal name or a unique label and Component a component name or a class only one component has."
    • Removedset_property_access_path
    • Removedset_property_track_keyframe_count
    • Removedset_recast_navmesh_settings
    • Removedset_render_job_output
    • Removedset_replication_condition
    • Removedset_retarget_pose_bone_rotation
    • Removedset_retargeter_chain_mapping
    • Removedset_retargeter_op_settings
    • Removedset_rig_control_limits
    • Removedset_rig_control_settings
    • Removedset_rig_control_shape_transform
    • Removedset_rig_control_value
    • Removedset_rigvm_pin_default
    • Removedset_river_width_depth_at_point
    • Removedset_river_widths_depths
    • Removedset_runtime_virtual_texture_volume_bounds
    • Removedset_scalability_quality
    • Removedset_section_properties
    • Removedset_section_range
    • Removedset_sequence_frame_rate
    • Removedset_sequence_settings
    • Removedset_skeletal_animation_section_parameters
    • Removedset_skeletal_mesh_anim_class
    • Removedset_skeletal_mesh_component_tick
    • Removedset_skeletal_mesh_lod_build_settings
    • Removedset_skeletal_mesh_lod_reduction_settings
    • Removedset_skeletal_mesh_lod_settings
    • Removedset_skeletal_mesh_material_slot
    • Removedset_skeletal_mesh_min_lod
    • Removedset_skeletal_mesh_section_flags
    • Removedset_skeletal_mesh_socket_parent
    • Removedset_skeletal_mesh_socket_transform
    • Removedset_slot_properties
    • Removedset_smart_object_component_definition
    • Removedset_smart_object_definition_activity_tags
    • Removedset_smart_object_definition_user_tag_filter
    • Removedset_smart_object_slot_activity_tags
    • Removedset_smart_object_slot_enabled
    • Removedset_smart_object_slot_runtime_tags
    • Removedset_smart_object_slot_transform
    • Removedset_smart_object_slot_user_tag_filter
    • Removedset_sound_class_parent
    • Removedset_sound_cue_first_node
    • Removedset_sound_cue_node_properties
    • Removedset_sound_mix_class_override
    • Removedset_sound_source_bus_audio_bus
    • Removedset_sound_source_bus_send_info
    • Removedset_sound_source_bus_send_level_curve
    • Removedset_spawn_ownership
    • Removedset_spline_points
    • Removedset_state_completion_type
    • Removedset_state_selection_behavior
    • Removedset_state_transition
    • Removedset_state_tree_component_parameter_override
    • Removedset_state_tree_global_task_property
    • Removedset_state_tree_parameter
    • Removedset_state_tree_root
    • Removedset_state_tree_theme_color
    • Removedset_state_type
    • Removedset_static_mesh_collision_complexity
    • Removedset_static_mesh_convex_collision
    • Removedset_static_mesh_lightmap
    • Removedset_static_mesh_material_slot
    • Removedset_static_mesh_nanite
    • Removedset_static_mesh_socket_transform
    • Removedset_streaming_level_loaded
    • Removedset_streaming_level_visible
    • Removedset_string_table_entry
    • Removedset_string_table_metadata
    • Removedset_struct_member_default
    • Removedset_sub_section_parameters
    • Removedset_submix_effect_settings
    • Removedset_substrate_slab_scalar
    • Removedset_subtitle_cue
    • Removedset_task_property
    • Removedset_texture_settings
    • Removedset_timeline_time
    • Removedset_transform_section_mask
    • Removedset_transform_section_quaternion_interpolation
    • Removedset_triangle_uvs
    • Removedset_trigger_box_extent
    • Removedset_trigger_events
    • Removedset_trigger_sphere_radius
    • Removedset_undo_barrier
    • Removedset_usd_attribute_value
    • Removedset_usd_edit_target
    • Removedset_usd_prim_metadata
    • Removedset_usd_prim_specifier
    • Removedset_usd_stage_actor_root_layer
    • Removedset_usd_stage_time_range
    • Removedset_usd_variant_selection
    • Removedset_vehicle_wheel_setup
    • Removedset_view_target
    • Removedset_viewmodel_field
    • Removedset_viewport_settings
    • Removedset_water_body_gerstner_waves
    • Removedset_water_body_material
    • Removedset_water_body_properties
    • Removedset_water_body_spline_points
    • Removedset_water_zone_settings
    • Removedset_widget_drag_drop
    • Removedset_widget_navigation
    • Removedset_widget_property
    • Removedset_world_gravity
    • Removedshow_notification
    • Removedsimplify_mesh
    • Removedslice_geometry_collection
    • Removedslice_procedural_mesh
    • Removedsmooth_landscape_in_box
    • Removedsnap_actor_to_ground
    • Removedsnap_actor_to_landscape
    • Removedsort_montage_segments
    • Removedspawn_box_volume
    • Removedspawn_decal_actor
    • Removedspawn_level_streaming_volume
    • Removedspawn_mass_entities
    • Removedspawn_physics_constraint
    • Removedspawn_player_start
    • Removedsplit_blueprint_pin
    • Removedstart_package_build
    • Removedstart_timing_region
    • Removedstart_trace
    • Removedstop_animation
    • Removedstop_behavior_tree
    • Removedstop_dedicated_server
    • Removedstop_level_sequence_runtime
    • Removedstop_sound
    • Removedstop_trace
    • Removedstop_widget_animation
    • Removedsubscribe_to_delegate
    • Removedsuggest_asset_optimizations
    • Removedswap_material_layer_parameters
    • Removedtransform_dynamic_mesh
    • Removedtranslate_mesh_uvs
    • Removedtrigger_behavior_on_actor
    • Removedtrigger_input_action
    • Removedunassign_runtime_virtual_texture_from_landscape
    • Removedunbind_widget_from_viewmodel
    • Removedunload_game_feature_plugin
    • Removedunload_world_partition_region
    • Removedunregister_gameplay_debugger_category
    • Removedunregister_gameplay_tag_event
    • Removedunregister_input_key_mapping
    • Removedunsubscribe_delegate
    • Removedunwrap_mesh_uvs
    • Removeduse_smart_object
    • Removedvalidate_asset
    • Removedvalidate_assets_in_path
    • Removedvalidate_pin_connection
    • Removedvalidate_state_tree
    • Removedverify_reparent_success
    • Removedwait_for_pie_completion
    • Removedwatch_pie_property
    • Removedweld_mesh_edges
  4. 146 tool updatesv2.4.3
    • Changedadd_anim_composite_segment5 fields changed
      • changedInput schema / properties / animation_path / description
        Previous value: -"Object path of the UAnimSequence to reference."New value: +"Object path of the UAnimSequence to play, on the composite's skeleton, e.g. '/Game/Anims/A_Walk'; the segment covers its full length."
      • changedInput schema / properties / composite_path / description
        Previous value: -"Object path of the UAnimComposite (e.g. \"/Game/Animation/AC_Example\")."New value: +"Object path of the UAnimComposite, e.g. '/Game/Animation/AC_Example' (create_anim_composite makes one)."
      • changedInput schema / properties / loop_count / description
        Previous value: -"Segment loop count, minimum 1 (default 1)"New value: +"How many times the segment repeats, a whole number; values below 1 become 1 (default 1)."
      • changedInput schema / properties / play_rate / description
        Previous value: -"Segment play rate (default 1.0)"New value: +"Playback rate of the segment, 1.0 = normal speed, 2.0 = twice as fast (default 1.0)."
      • changedInput schema / properties / start_pos / description
        Previous value: -"Segment start position; ignored after auto-stacking (default 0)"New value: +"Optional time in seconds that places the new segment: in front of the first segment starting at or after it (0 = first), after every segment when it is at or past composite_length; all segments are then re-stacked end to end. Omit it to append at the end."
    • Changedadd_anim_slot_group2 fields changed
      • changedInput schema / properties / group_name / description
        Previous value: -"Name of the slot group to add, e.g. \"WeaponGroup\"."New value: +"Name of the slot group to add, compared as an FName (case ignored), e.g. \"WeaponGroup\"."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."New value: +"USkeleton asset as a package or object path, e.g. \"/Game/Characters/SK_Hero_Skeleton\", as get_skeleton_info returns it."
    • Changedadd_blend_space_sample1 field changed
      • changedInput schema / properties / animation_path / description
        Previous value: -"Object path of the UAnimSequence played at this position, on the blend space's skeleton, e.g. '/Game/Animation/Run_Fwd'."New value: +"Object path of the UAnimSequence played at this position, on the blend space's skeleton or one compatible with it, e.g. '/Game/Animation/Run_Fwd'."
    • Changedadd_consideration3 fields changed
      • changedInput schema / properties / consideration_class / description
        Previous value: -"Struct name (FStateTreeConstantConsideration / StateTreeConstantConsideration) or alias (Constant|FloatInput|Enum Input|...)"New value: +"Consideration struct name or /Script path, a leading F optional (e.g. \"StateTreeFloatInputConsideration\"), or one of the aliases Constant, FloatInput / Float Input, EnumInput / Enum Input."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state to attach the consideration to"New value: +"Name of the state that gets the consideration, as get_state_tree_info lists it; the first state with that name in a depth-first walk is used."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path of the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedadd_curve_table_row3 fields changed
      • changedInput schema / properties / curve_table_path / description
        Previous value: -"Full asset path to the UCurveTable."New value: +"Asset path of the curve table, e.g. \"/Game/Data/CT_Damage\", as create_curve_table returns it."
      • changedInput schema / properties / keys / description
        Previous value: -"Optional [[time, value], ...] array of seed keys"New value: +"Optional seed keys as [[time, value], ...] floats, e.g. [[1, 10], [10, 250]] (time is the X axis, often a level or seconds); omitted gives a row with no keys."
      • changedInput schema / properties / row_name / description
        Previous value: -"Name of the row (rich curve) to add."New value: +"Name of the row (one curve), e.g. \"Fireball\"; an existing row of that name is replaced."
    • Changedadd_ik_solver2 fields changed
      • changedInput schema / properties / ik_rig_path / description
        Previous value: -"Path to the UIKRigDefinition asset"New value: +"IK Rig (UIKRigDefinition) asset as a package or object path, e.g. \"/Game/Rigs/IK_Mannequin\"."
      • changedInput schema / properties / solver_type / description
        Previous value: -"Optional solver type: \"FullBodyIK\"|\"Limb\"|\"Pole\"|\"BodyMover\"|\"SetTransform\"|\"StretchLimb\"; defaults to \"FullBodyIK\""New value: +"\"FullBodyIK\" (default; also \"FBIK\"), \"Limb\", \"Pole\", \"BodyMover\", \"SetTransform\" or \"StretchLimb\", case ignored; spaced forms (\"Full Body IK\") and the struct names (\"FIKRigLimbSolver\") are accepted too. solver_type in the reply is the canonical name and solver_struct the engine struct."
    • Changedadd_mesh_to_dynamic_mesh3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or name of the target DynamicMeshActor (the receiver)"New value: +"Label or object name (case-insensitive) of the DynamicMeshActor that receives the geometry, in the editor world."
      • changedInput schema / properties / append_transform / description
        Previous value: -"Optional [x,y,z] world-space transform applied to the source mesh before merging (default identity)"New value: +"Optional [x, y, z] translation in cm added to every source vertex before the copy (default [0, 0, 0]); translation only, no rotation or scale."
      • changedInput schema / properties / source_actor_name / description
        Previous value: -"Label or name of the DynamicMeshActor whose dynamic mesh will be merged in"New value: +"Label or object name (case-insensitive) of the DynamicMeshActor whose dynamic mesh is copied in; it is read, not changed."
    • Changedadd_modulation_input_to_patch2 fields changed
      • changedInput schema / properties / bus_path / description
        Previous value: -"Asset path to the USoundControlBus to add as an input"New value: +"Asset path of the control bus to add, e.g. \"/Game/Audio/Mod/CB_Music\", as create_control_bus returns it."
      • changedInput schema / properties / patch_path / description
        Previous value: -"Asset path to the USoundModulationPatch"New value: +"Asset path of the sound modulation patch, e.g. \"/Game/Audio/Mod/SMP_Ducking\", as create_sound_modulation_patch returns it."
    • Changedadd_pcg_node2 fields changed
      • changedInput schema / properties / node_type / description
        Previous value: -"A concrete UPCGSettings subclass name, e.g. \"PCGSurfaceSamplerSettings\", \"PCGStaticMeshSpawnerSettings\", or a fully-qualified \"/Script/PCG.PCGSurfaceSamplerSettings\"."New value: +"A concrete UPCGSettings subclass, as list_pcg_node_types returns it (types[].name or types[].path): e.g. \"PCGSurfaceSamplerSettings\", \"PCGStaticMeshSpawnerSettings\", or \"/Script/PCG.PCGSurfaceSamplerSettings\"; the U prefix is optional."
      • changedInput schema / properties / pcg_graph_path / description
        Previous value: -"Asset path of the PCG Graph (e.g. \"/Game/PCG/PCG_Example\" or fully-qualified \"/Game/PCG/PCG_Example.PCG_Example\")."New value: +"Asset path of the PCG Graph (e.g. \"/Game/PCG/PCG_Example\" or fully-qualified \"/Game/PCG/PCG_Example.PCG_Example\"), as create_pcg_graph returns it."
    • Changedadd_state_task3 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state to add the task to"New value: +"Name of the state that gets the task, as get_state_tree_info lists it; the first state with that name in a depth-first walk is used."
      • changedInput schema / properties / task_struct / description
        Previous value: -"Task struct name or /Script path; must derive from StateTreeTaskBase (e.g. \"StateTreeDebugTextTask\")"New value: +"Task struct name or /Script path, as list_task_types returns it; must derive from StateTreeTaskBase (e.g. \"StateTreeDebugTextTask\"); a leading F is optional."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedattach_blueprint_component4 fields changed
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Name of the blueprint"New value: +"Blueprint asset path (e.g. \"/Game/Characters/BP_Hero\") or bare asset name, looked up under /Game/Blueprints first and then anywhere under /Game."
      • changedInput schema / properties / component_name / description
        Previous value: -"Name of the SCS component to attach (the child)"New value: +"Variable name of the SCS component to move (the child), as get_blueprint_components lists it; inherited native components cannot be moved."
      • changedInput schema / properties / parent_component_name / description
        Previous value: -"Optional parent component name; omit / \"root\" / the native root name attaches to the native root component. May also name a NATIVE inherited scene component (e.g. \"CharacterMesh0\") to parent the child natively to it."New value: +"Optional parent component name, as get_blueprint_components lists it; omit / \"root\" / the native root name attaches to the scene root. May also name a NATIVE inherited scene component (e.g. \"CharacterMesh0\") to parent the child natively to it."
      • changedInput schema / properties / socket_name / description
        Previous value: -"Optional socket/bone name on the parent (AttachToName)"New value: +"Optional socket or bone name on the parent (AttachToName), e.g. \"hand_r\"; not checked against the parent's mesh, and omitting it clears any socket."
    • Changedaudit_asset_references3 fields changed
      • changedInput schema / properties / dependency_type / description
        Previous value: -"\"hard\"|\"soft\"|\"all\" (case-insensitive), default \"all\". Scopes BOTH the referencer check (orphan detection) and the dependency check (broken-reference detection) to that dependency kind. Use \"hard\" to find only the broken references that actually break loading -- a broken SOFT reference (TSoftObjectPtr/FSoftObjectPath) does not. \"all\" applies no Hard/Soft requirement at all."New value: +"\"hard\"|\"soft\"|\"all\" (case-insensitive), default \"all\"; any other value is treated as \"all\". Scopes BOTH the referencer check (orphan detection) and the dependency check (broken-reference detection) to that dependency kind. Use \"hard\" to find only the broken references that actually break loading -- a broken SOFT reference (TSoftObjectPtr/FSoftObjectPath) does not. \"all\" applies no Hard/Soft requirement at all."
      • changedInput schema / properties / folder_path / description
        Previous value: -"Content-relative folder to scan. Defaults to \"/Game\"."New value: +"Content folder to scan, e.g. \"/Game/Props\" or a plugin mount such as \"/MyPlugin\". Defaults to \"/Game\"."
      • changedInput schema / properties / max_results / description
        Previous value: -"Cap on assets processed (1-100000). Defaults to 5000."New value: +"Cap on assets processed, clamped to 1-100000; defaults to 5000. The summary has no truncation flag: asset_count equal to the cap means the sweep was cut."
    • Changedcan_translate_interchange_source_data2 fields changed
      • changedInput schema / properties / file_path / description
        Previous value: -"Path of the source file to test on disk (e.g. \"C:/Assets/Mesh.fbx\"), or an Unreal asset path. Passed to UInterchangeManager::CreateSourceData."New value: +"Path of the source file, absolute on disk (e.g. \"C:/Assets/Mesh.fbx\", \"D:/Scans/room.gltf\"); for most translators only its extension is looked at, so the file need not exist yet."
      • changedInput schema / properties / scene_only / description
        Previous value: -"When true, restrict the check to scene translators (bSceneOnly). Defaults to false (any translator type)."New value: +"When true, answer true only when the matching translator is a scene translator (one that imports actors into a level, not only assets). Defaults to false (any translator type)."
    • Changedcapture_pie_screenshot2 fields changed
      • changedInput schema / properties / include_ui / description
        Previous value: -"When true and PIE is running with rendering, also request an engine screenshot with the HUD that a later frame crops to the game viewport (editor chrome removed) and writes over output_path; SDR only, given up after 8 s. Default false."New value: +"true to also write the HUD version over output_path on a later frame (PIE with rendering only, SDR only, abandoned after 8 s, e.g. with an HDR editor display); default false keeps only the scene-only PNG."
      • changedInput schema / properties / output_path / description
        Previous value: -"Optional string. If empty, auto-names into <Project>/Saved/MCP/PIE_<utc>.png."New value: +"File path of the PNG, absolute or relative to the editor's working directory, e.g. \"D:/Shots/hud.png\"; folders are created. Omit it to auto-name <Project>/Saved/MCP/PIE_<yyyyMMdd_HHmmss UTC>.png."
    • Changedclear_usd_variant_selection3 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"SdfPath of the prim that authors the variant set"New value: +"Absolute SdfPath of the existing prim that has the variant set, e.g. \"/World/Car\""
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage or create_usd_stage (list_usd_stages shows it), or the end of a cached stage's root layer identifier, case-insensitive, e.g. \"Shot010\""
      • changedInput schema / properties / variant_set_name / description
        Previous value: -"Variant set whose selection should be cleared"New value: +"Variant set whose selection is cleared, as list_usd_variant_sets reports it, e.g. \"color\""
    • Changedcreate_anim_montage4 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (e.g. 'AM_Example')."New value: +"Asset name, no folder or extension, e.g. 'AM_Attack'."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content package path where the asset is created (default /Game/Animation)"New value: +"Content folder as a long package path, e.g. '/Game/Animation/Montages' (default /Game/Animation; a trailing slash is ignored)."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Asset path of the target Skeleton"New value: +"Object path of the USkeleton the montage plays on, e.g. '/Game/Characters/SK_Hero_Skeleton' (default the engine's /Engine/EngineMeshes/SkeletalCube_Skeleton)."
      • changedInput schema / properties / slot_name / description
        Previous value: -"Montage slot name (e.g. DefaultSlot)"New value: +"Name of the slot track the montage plays on, e.g. 'DefaultSlot' or 'UpperBody' (default DefaultSlot); the AnimBlueprint must have a Slot node with that name to play it."
    • Changedcreate_asset_documentation1 field changed
      • changedInput schema / properties / asset_name / description
        Previous value: -"Package path (\"/Game/Props/SM_Chair\") or object path (\"/Game/Props/SM_Chair.SM_Chair\") of the asset; a bare asset name is not resolved"New value: +"Package path (\"/Game/Props/SM_Chair\") or object path (\"/Game/Props/SM_Chair.SM_Chair\") of the asset; a bare asset name is not resolved (find_assets_by_name turns a name into a path)."
    • Changedcreate_behavior_config3 fields changed
      • changedInput schema / properties / behavior_class / description
        Previous value: -"Full path of a loaded UGameplayBehavior subclass, e.g. \"/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased\"; a short name never resolves, and a miss is ignored"New value: +"UGameplayBehavior subclass to run: a class path, e.g. \"/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased\" or \"/Game/AI/GB_Sit.GB_Sit_C\", a Blueprint asset path (\"/Game/AI/GB_Sit\"), loaded if needed, or the exact name of a loaded class (\"GameplayBehavior_AnimationBased\", \"GB_Sit_C\"). Omit it to leave the class as it is."
      • changedInput schema / properties / config_name / description
        Previous value: -"Asset name of the config, e.g. \"BC_Patrol\""New value: +"Asset name of the config, no folder, e.g. \"BC_Patrol\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Destination /Game folder (default /Game/MCP)."New value: +"Destination content folder as a long package path, e.g. \"/Game/AI/Behaviors\" (default /Game/MCP)."
    • Changedcreate_blueprint_interface2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (no path)"New value: +"Asset name without folder, e.g. \"BPI_Interactable\"; must be a valid asset name not already used in that folder."
      • changedInput schema / properties / path / description
        Previous value: -"Target content path for the new asset (default /Game/Blueprints)"New value: +"Content folder for the new asset, e.g. \"/Game/Blueprints/Interfaces\" (default /Game/Blueprints); a trailing slash is ignored."
    • Changedcreate_cine_camera_in_sequence3 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [x, y, z] world location for the camera's key at frame 0."New value: +"Optional [x, y, z] world location in cm for the camera's key at frame 0 (default [0, 0, 0])."
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] world rotation for the camera's key at frame 0."New value: +"Optional rotation in degrees for the key at frame 0: object {\"pitch\": P, \"yaw\": Y, \"roll\": R} (missing axes 0) or array [pitch, yaw, roll]; default all 0."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence."New value: +"Asset name of the Level Sequence, not a path (e.g. \"Intro\"): the first Level Sequence under /Game with that name, case-insensitive."
    • Changedcreate_force_feedback_effect2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (e.g. FFE_Rumble)"New value: +"Asset name without folder, e.g. \"FFE_Rumble\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target /Game package path (optional, default \"/Game/Gameplay\")"New value: +"Content folder for the asset, e.g. \"/Game/Input/Feedback\" (optional, default \"/Game/Gameplay\"); a trailing slash is ignored."
    • Changedcreate_functional_test3 fields changed
      • changedInput schema / properties / asset_name / description
        Previous value: -"Name for the new Functional Test BP asset."New value: +"Asset name of the new Blueprint without folder, e.g. \"BP_FT_PlayerHealth\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content folder; defaults to /Game/MCP."New value: +"Content folder for the asset, e.g. \"/Game/Tests\" (default /Game/MCP)."
      • changedInput schema / properties / parent_class / description
        Previous value: -"Optional AFunctionalTest-derivative parent (default \"FunctionalTest\")."New value: +"Optional parent: a class deriving from AFunctionalTest, by name without prefix (e.g. \"FunctionalTest\", the default, or \"FunctionalAITest\") or by /Script/ path; a Blueprint parent must be loaded and named by its generated class (e.g. \"BP_FT_Base_C\"). A Blueprint already at the path must have this parent or a subclass of it."
    • Changedcreate_gameplay_effect_asset4 fields changed
      • changedInput schema / properties / duration_magnitude / description
        Previous value: -"Duration in seconds, applied when policy is HasDuration (default 0.0)"New value: +"Duration in seconds as a constant magnitude, e.g. 5.0; used only with HasDuration and ignored otherwise (default 0.0)."
      • changedInput schema / properties / duration_policy / description
        Previous value: -"Duration type, case-insensitive: Instant, HasDuration or Infinite (default Instant)"New value: +"\"Instant\", \"HasDuration\" or \"Infinite\", case ignored (default Instant)."
      • changedInput schema / properties / name / description
        Previous value: -"Asset name without a path, e.g. \"GE_Damage\""New value: +"Asset name without a folder, e.g. \"GE_Damage\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content package path where the asset is created (default /Game/GameplayEffects)"New value: +"Content folder as a long package path, e.g. \"/Game/GAS/Effects\" (default /Game/GameplayEffects; one trailing slash is dropped)."
    • Changedcreate_modulation_parameter2 fields changed
      • changedInput schema / properties / parameter_class / description
        Previous value: -"Concrete class name (case-insensitive). One of: Volume, Frequency, LPFrequency, HPFrequency, Bipolar, Additive, Scaled; the engine spellings LPFFrequency and HPFFrequency are accepted too."New value: +"Concrete class name (case-insensitive). One of: Volume, Frequency, LPFrequency, HPFrequency, Bipolar, Additive, Scaled; the engine spellings LPFFrequency and HPFFrequency are accepted too. Not checked when a parameter already exists at parameter_path."
      • changedInput schema / properties / parameter_path / description
        Previous value: -"Full asset path (e.g. /Game/MyGame/Param_Volume); the package path is the directory portion and the leaf becomes the asset name"New value: +"Full asset path, folder plus asset name, e.g. \"/Game/Audio/Mod/Param_Volume\"; the last segment becomes the asset name and a missing folder is created."
    • Changedcreate_render_job3 fields changed
      • changedInput schema / properties / job_name / description
        Previous value: -"Optional explicit job name; auto-generated as \"RenderJob_<sequence_name>\" if omitted"New value: +"Optional job name (default \"RenderJob_<sequence_name>\"), the name set_render_job_output and delete_render_job take; not checked for uniqueness."
      • changedInput schema / properties / map_path / description
        Previous value: -"Optional map object path for the job (e.g. \"/Game/Maps/MyMap.MyMap\")"New value: +"Optional object path of the map the job renders in (e.g. \"/Game/Maps/MyMap.MyMap\"); without it the job takes the level open in the editor. A map that is not the package path of a saved map (a long package name under a writable root; an unsaved level is under /Temp) is an error and no job is added."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence (found by AssetName under /Game)."New value: +"Asset name of the Level Sequence, not a path (e.g. \"Intro\"): the first Level Sequence under /Game with that name, case-insensitive; get_level_sequences lists them."
    • Changedcreate_sound_concurrency3 fields changed
      • changedInput schema / properties / max_count / description
        Previous value: -"Most sounds of this group that play at once (MaxCount); values below 1 become 1 and fractions are truncated. Unchanged when omitted."New value: +"Optional whole number: most sounds of this group that play at once (MaxCount); values below 1 become 1 and fractions are truncated. Unchanged when omitted."
      • changedInput schema / properties / name / description
        Previous value: -"Name of the new Sound Concurrency asset"New value: +"Asset name of the Sound Concurrency, without a folder (e.g. \"SCon_Footsteps\")."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content path, defaults to /Game/Audio"New value: +"Content folder for the asset, e.g. \"/Game/Audio/Concurrency\"; defaults to /Game/Audio."
    • Changedcreate_sound_modulation_patch2 fields changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content package path where the asset is created (default /Game/MCP)"New value: +"Content folder for the asset, e.g. \"/Game/Audio/Mod\" (default /Game/MCP); created when missing."
      • changedInput schema / properties / patch_name / description
        Previous value: -"Name of the modulation patch asset (e.g. \"Patch_Volume\")"New value: +"Asset name of the patch without its folder, e.g. \"Patch_Volume\"; appended to package_path."
    • Changedcreate_texture_2d_from_data5 fields changed
      • changedInput schema / properties / fill_color / description
        Previous value: -"Optional [R, G, B, A] (0-255 each); defaults to opaque white"New value: +"[R, G, B, A] as 0-255 numbers, each rounded and clamped, e.g. [255, 0, 0, 255] for opaque red; missing trailing entries keep the default 255 (opaque white)."
      • changedInput schema / properties / height / description
        Previous value: -"Optional pixel height; clamped 1..8192; defaults to 64"New value: +"Height in pixels, a whole number clamped to 1..8192 (default 64)."
      • changedInput schema / properties / name / description
        Previous value: -"Name of the texture asset to create"New value: +"Asset name of the texture, no folder, e.g. \"T_Mask_White\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Content folder; defaults to /Game/Textures"New value: +"Content folder as a long package path, e.g. \"/Game/Textures/Placeholders\" (default /Game/Textures; one trailing slash is dropped)."
      • changedInput schema / properties / width / description
        Previous value: -"Optional pixel width; clamped 1..8192; defaults to 64"New value: +"Width in pixels, a whole number clamped to 1..8192 (default 64)."
    • Changeddeactivate_external_subsystem1 field changed
      • changedInput schema / properties / class_name / description
        Previous value: -"Short class name or /Script/ path of a Blueprint-derived USubsystem"New value: +"Blueprint subsystem class, by its Blueprint asset path (e.g. \"/Game/Systems/BP_ScoreSubsystem\"), generated class path, or loaded generated class name (e.g. \"BP_ScoreSubsystem_C\"); a native /Script/ class resolves but is refused."
    • Changeddelete_collection2 fields changed
      • changedInput schema / properties / collection_name / description
        Previous value: -"Name of the collection to destroy."New value: +"Name of the collection to delete, as get_collections lists it (e.g. \"Props_Review\")."
      • changedInput schema / properties / share_type / description
        Previous value: -"ECollectionShareType: \"Local\", \"Private\", or \"Shared\" (optional, default \"Local\")"New value: +"ECollectionShareType the collection was created with: \"Local\", \"Private\", or \"Shared\" (optional, default \"Local\"); an unrecognised value falls back to Local."
    • Changeddelete_render_job2 fields changed
      • changedInput schema / properties / delete_all / description
        Previous value: -"Optional bool; when true, clears every job from the queue and ignores job_name."New value: +"Optional bool, default false; true deletes every job in the queue and ignores job_name."
      • changedInput schema / properties / job_name / description
        Previous value: -"Name of the render job to delete (required unless delete_all is true)."New value: +"Name of the job to delete, as get_render_queue lists it (e.g. \"RenderJob_Intro\"), matched case-insensitively; required unless delete_all is true."
    • Changeddetach_actor1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name or label of the actor to detach from its parent"New value: +"Internal name or outliner label of the editor-world actor, e.g. \"SM_Lamp_3\" or \"Lamp\"; get_actors_in_level or find_actors_by_name list them."
    • Changeddisconnect_sound_cue_nodes4 fields changed
      • changedInput schema / properties / child_node_id / description
        Previous value: -"Optional node_id of the wired child; its slot is located via IndexOfByKey"New value: +"Optional node_id of the wired child; the first slot of the parent holding it is emptied. Wins over input_index when both are given."
      • changedInput schema / properties / cue_path / description
        Previous value: -"Full asset path of the cue"New value: +"Object or package path of the Sound Cue asset (e.g. \"/Game/Audio/SC_Footsteps\")."
      • changedInput schema / properties / input_index / description
        Previous value: -"Optional slot to clear directly; supply this OR child_node_id"New value: +"Optional 0-based input slot of the parent to empty directly (its position in that node's child_ids); supply this OR child_node_id."
      • changedInput schema / properties / parent_node_id / description
        Previous value: -"node_id of the upstream node whose input slot is cleared"New value: +"node_id (index in the cue's AllNodes, as get_sound_cue_graph lists it) of the node whose input slot is emptied."
    • Changedduplicate_material_parameter_collection3 fields changed
      • changedInput schema / properties / new_name / description
        Previous value: -"Asset name of the copy, e.g. \"MPC_B\"; must not be empty"New value: +"Asset name of the copy without folder, e.g. \"MPC_B\"; must be a valid, non-empty asset name."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target folder; default is the folder of source_path when it is an object path with a dot (\"/Game/MPC/MPC_A.MPC_A\"), else \"/Game/MaterialCollections\""New value: +"Target folder, e.g. \"/Game/MPC\"; default is the folder of source_path when it is an object path with a dot (\"/Game/MPC/MPC_A.MPC_A\"), else \"/Game/MaterialCollections\"."
      • changedInput schema / properties / source_path / description
        Previous value: -"Source MPC path, e.g. \"/Game/MPC/MPC_A\" or the object path \"/Game/MPC/MPC_A.MPC_A\""New value: +"Collection to copy, as an asset path, e.g. \"/Game/MPC/MPC_A\", or the object path \"/Game/MPC/MPC_A.MPC_A\"."
    • Changedduplicate_niagara_module_in_stack1 field changed
      • changedInput schema / properties / script_group / description
        Previous value: -"Optional \"spawn\" or \"update\"; defaults to \"update\""New value: +"Optional \"spawn\" or \"update\" (any case), the stack the module is on; defaults to \"update\"; any other value is an error and nothing changes."
    • Changedend_behavior_on_actor1 field changed
      • changedInput schema / properties / behavior_class / description
        Previous value: -"Optional full path of the UGameplayBehavior subclass to stop, e.g. \"/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased\"; omitted stops every behavior on the pawn, and a path that does not resolve to such a class is an error"New value: +"Optional UGameplayBehavior subclass to stop: its path, e.g. \"/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased\", or its exact class name (\"GameplayBehavior_AnimationBased\"); omitted stops every behavior on the pawn, and one that does not resolve to such a class is an error"
    • Changedevaluate_curve_at_time3 fields changed
      • changedInput schema / properties / channel / description
        Previous value: -"Optional channel index for multi-channel curves (Vector/LinearColor) to populate 'value'."New value: +"Optional 0-based channel whose value fills the scalar value: 0-2 = x,y,z on a vector curve, 0-3 = r,g,b,a on a color curve (default 0; out of range falls back to 0, and channel reports the one used); ignored on a float curve."
      • changedInput schema / properties / curve_path / description
        Previous value: -"Object path or package path of the curve asset."New value: +"Asset path of the curve, as a package path (\"/Game/Curves/C_Damage\") or an object path (\"/Game/Curves/C_Damage.C_Damage\")."
      • changedInput schema / properties / time / description
        Previous value: -"The time (X) to evaluate at."New value: +"Time to sample at, on the curve's X axis in its own units, e.g. 0.5; any float, outside the keyed range too."
    • Changedfind_classes_implementing_interface2 fields changed
      • changedInput schema / properties / include_blueprints / description
        Previous value: -"Include Blueprint-generated (non-native) classes (default true)"New value: +"true (default) also returns Blueprint-generated classes; false returns native C++ classes only."
      • changedInput schema / properties / interface / description
        Previous value: -"Name/path of the interface to search for (resolved via ResolveClass)"New value: +"Interface to search for: bare reflected name (e.g. \"Interactable\" or \"UInteractable\"), a /Script/Module.Name path, or a Blueprint Interface asset path (e.g. \"/Game/BPI/BPI_Use.BPI_Use\"), resolved like list_derived_classes' base_class."
    • Changedgather_text_for_target2 fields changed
      • changedInput schema / properties / scope / description
        Previous value: -"Optional: \"engine\" | \"game\". Disambiguates a same-named target in both sets; defaults to searching both."New value: +"\"engine\" or \"game\", case ignored, to pick between same-named targets; omitted (or any other value) searches the engine set first, then the game set."
      • changedInput schema / properties / target_name / description
        Previous value: -"Required. Target name, as listed by list_localization_targets."New value: +"Exact target name as list_localization_targets returns it, e.g. \"Game\"."
    • Changedget_active_montages2 fields changed
      • changedInput schema / properties / actor / description
        Previous value: -"Name, label, or full path of a live actor (resolved in the PIE world by default)."New value: +"Live actor in the selected world, by object name, editor label or full object path (whole string, case-insensitive), e.g. \"BP_Hero_C_0\"."
      • changedInput schema / properties / component / description
        Previous value: -"Optional skeletal mesh component name; defaults to the actor's primary USkeletalMeshComponent."New value: +"Optional skeletal mesh component name on that actor, e.g. \"CharacterMesh0\" (whole name, case-insensitive); omitted uses the actor's first skeletal mesh component."
    • Changedget_actor_team1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Display label or internal name (required)"New value: +"Object name or label of the actor in the editor world (case-insensitive, first match), e.g. \"BP_Guard_C_0\" (required); a pawn, or the AIController itself."
    • Changedget_anim_curve_data3 fields changed
      • changedInput schema / properties / anim_sequence_path / description
        Previous value: -"Full asset path to the UAnimSequence"New value: +"Object path of the UAnimSequence, e.g. '/Game/Anims/A_Walk' or '/Game/Anims/A_Walk.A_Walk'."
      • changedInput schema / properties / curve_name / description
        Previous value: -"Name of the curve to read"New value: +"Exact curve name as get_anim_sequence_info lists it, e.g. 'FootLock_L'."
      • changedInput schema / properties / curve_type / description
        Previous value: -"Curve type to target: float (default) or transform"New value: +"\"float\" (default) or \"transform\", case ignored; any other value reads a float curve."
    • Changedget_asset_dependencies_recursive3 fields changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Object path or package path of the root asset."New value: +"Root asset, as a package path (\"/Game/Characters/BP_Hero\") or an object path (\"/Game/Characters/BP_Hero.BP_Hero\")."
      • changedInput schema / properties / dependency_type / description
        Previous value: -"Optional \"hard\"|\"soft\"|\"all\" (case-insensitive, default \"all\"). Filters every depth level of the walk via the AssetRegistry hard/soft FDependencyQuery split; \"all\" leaves the walk unfiltered."New value: +"Optional \"hard\"|\"soft\"|\"all\" (case-insensitive, default \"all\"): hard keeps only references loaded with the asset, soft only soft-object references, at every level; any other value counts as \"all\"."
      • changedInput schema / properties / max_depth / description
        Previous value: -"Maximum dependency depth to traverse (1..32, default 3)."New value: +"Levels to walk, 1 = direct dependencies only (1..32, default 3; a value outside the range is clamped)."
    • Changedget_blackboard_data1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name or label of the editor-world pawn, its AIController, or an actor with its own UBlackboardComponent, whose running blackboard to dump (first match); ignored when blackboard_path is given"New value: +"Object name or label of the pawn, its AIController, or an actor with its own UBlackboardComponent, whose running blackboard to dump, searched in the PIE world first, then the editor world (first match); ignored when blackboard_path is given"
    • Changedget_blackboard_value1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor whose blackboard to query"New value: +"Object name or label of the actor whose blackboard to query, searched in the PIE world first, then the editor world (first match)"
    • Changedget_camera_asset_info1 field changed
      • changedInput schema / properties / camera_asset_path / description
        Previous value: -"/Game/... path to the UCameraAsset (required)"New value: +"Package or object path of the UCameraAsset (required), e.g. \"/Game/Cameras/CA_ThirdPerson\", as create_camera_asset returns it."
    • Changedget_channel_keyframes8 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to read. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."New value: +"GUID of the binding whose section to read, as get_sequence_bindings returns it. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / channel_index / description
        Previous value: -"Index of the channel within its proxy view (default 0)."New value: +"0-based index among the section's channels of that kind (default 0); on a transform section 0-2 = location X/Y/Z, 3-5 = rotation roll/pitch/yaw, 6-8 = scale X/Y/Z."
      • changedInput schema / properties / channel_type / description
        Previous value: -"Channel value kind: \"double\" (default) | \"float\" | \"bool\"."New value: +"Channel value kind: \"double\" (default; transform tracks) | \"float\" (float, color and other property tracks) | \"bool\" (bool and visibility tracks). Aliases transform, scalar, color, boolean, visibility are accepted; anything else is an error."
      • changedInput schema / properties / section_index / description
        Previous value: -"Index of the section on the resolved track (default 0)."New value: +"0-based index of the section on the resolved track (default 0); out of range is an error."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Alias for sequence_path."New value: +"Alias for sequence_path, read when sequence_path is absent or empty; same formats."
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Full /Game path OR bare asset name of the target Level Sequence."New value: +"Full /Game object path (e.g. \"/Game/Cinematics/Intro.Intro\") or bare asset name (\"Intro\") of the Level Sequence; a bare name, or a path that does not load, resolves to the first Level Sequence under /Game with that asset name."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (default 0; used when track_type omitted). Without binding_guid it indexes the root tracks."New value: +"0-based index into the binding's tracks, or into the root tracks without binding_guid, in get_sequence_tracks order (default 0); used when track_type is omitted."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_properties) selecting the track on the binding."New value: +"Optional track kind; the first track of exactly that kind wins, else the first subclass: transform, float, bool, vector, color, visibility, audio, event, fade, skeletalanimation, sub, cameracut, shot, slomo, property, attach. An unrecognised value is ignored and track_index is used."
    • Changedget_data_registry_item2 fields changed
      • changedInput schema / properties / item_name / description
        Previous value: -"The item (row) name."New value: +"Item name, as get_data_registry_info lists it in item_names; for a DataTable source it is the row name, e.g. \"Sword\"."
      • changedInput schema / properties / registry_type / description
        Previous value: -"The registry type name."New value: +"Registry type name the asset declares, as list_data_registry_types returns it (registries[].registry_type), e.g. \"Items\"."
    • Changedget_eqs_query_info1 field changed
      • changedInput schema / properties / query_path / description
        Previous value: -"/Game/... path to the UEnvQuery asset (required)"New value: +"Asset path of the UEnvQuery (required), e.g. \"/Game/EQS/EQ_FindCover\" (the \".EQ_FindCover\" object suffix is optional), as create_eqs_query or find_assets_by_name gives it."
    • Changedget_marked_frames1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence."New value: +"Asset name of the Level Sequence, not a path (e.g. \"Intro\"): the first Level Sequence under /Game with that name, case-insensitive."
    • Changedget_material_parameter_collection_instance_info1 field changed
      • changedInput schema / properties / collection_path / description
        Previous value: -"Full /Game path of the parent MPC"New value: +"Asset path of the collection, e.g. \"/Game/MPC/MPC_Global\", as get_collection_info takes it."
    • Changedget_modulation_parameter_info1 field changed
      • changedInput schema / properties / parameter_path / description
        Previous value: -"Asset path to the USoundModulationParameter"New value: +"Asset path of the modulation parameter, e.g. \"/Game/Audio/Mod/Param_Volume\", as create_modulation_parameter returns it (parameter_path)."
    • Changedget_montage_info1 field changed
      • changedInput schema / properties / montage_path / description
        Previous value: -"Full asset path of the montage (e.g. '/Game/MyGame/AM_Example')."New value: +"Object path of the UAnimMontage, package form '/Game/Anims/AM_Attack' or object form '/Game/Anims/AM_Attack.AM_Attack'; list montages with get_assets_by_type (class AnimMontage)."
    • Changedget_motion_warping_component_info1 field changed
      • changedInput schema / properties / actor_path / description
        Previous value: -"Full editor path or short name of the actor."New value: +"Actor as a full object path ('/Game/Maps/Arena.Arena:PersistentLevel.BP_Hero_C_1'), or the internal name or label of an editor-world actor ('BP_Hero_C_1', 'Hero')."
    • Changedget_niagara_data_interfaces2 fields changed
      • changedInput schema / properties / parameter_name / description
        Previous value: -"Optional short name (no \"User.\" prefix, case-insensitive) of one data interface user parameter to return."New value: +"Short name of one data interface user parameter, e.g. 'SourceMesh'; a leading \"User.\" is dropped and case is ignored. Omit it to list every binding."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset, package or object path, e.g. '/Game/FX/NS_Sparks' or '/Game/FX/NS_Sparks.NS_Sparks'."
    • Changedget_niagara_emitter_renderers2 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Display name of the emitter handle in that system, case ignored, e.g. 'Sparks', as get_niagara_emitter_handles lists it."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset, package or object path, e.g. '/Game/FX/NS_Sparks'."
    • Changedget_niagara_event_handlers2 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Display name of the emitter handle within the system."New value: +"Display name of the emitter handle in that system, case ignored, e.g. 'Sparks', as get_niagara_emitter_handles lists it."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset, package or object path, e.g. '/Game/FX/NS_Sparks'."
    • Changedget_pcg_generated_data1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Actor holding the UPCGComponent (required)"New value: +"Actor holding the PCG component (an APCGVolume or an actor given one by add_pcg_component), by object name or editor label, e.g. \"PCGVolume_0\" (required)"
    • Changedget_procedural_mesh_info2 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Editor label of the actor carrying the PMC"New value: +"Editor label of the actor carrying the component (whole label, case-insensitive; the object name is not matched), as create_procedural_mesh_component set it, e.g. \"ProcMeshActor\"."
      • changedInput schema / properties / component_index / description
        Previous value: -"Optional 0-based PMC index on the actor; defaults to 0"New value: +"Optional 0-based index among the actor's procedural mesh components, in component order (default 0); most actors have only one."
    • Changedget_retarget_poses1 field changed
      • changedInput schema / properties / ik_retargeter_path / description
        Previous value: -"Content path to the UIKRetargeter asset."New value: +"IK Retargeter asset as a package or object path, e.g. \"/Game/Retarget/RTG_Manny_To_Hero\"."
    • Changedget_save_game_slot_info2 fields changed
      • changedInput schema / properties / slot_name / description
        Previous value: -"Save slot name to query"New value: +"Exact save slot name, e.g. \"Slot1\", as list_save_games returns it; on desktop it is the file name without .sav."
      • changedInput schema / properties / user_index / description
        Previous value: -"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"New value: +"Platform user index, a whole number (default 0); the generic desktop save system ignores it."
    • Changedget_sequence_folders2 fields changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Alias for sequence_path."New value: +"Alias for sequence_path, read when sequence_path is absent or empty; same formats."
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Asset path OR bare asset name of the target Level Sequence."New value: +"Full /Game object path (e.g. \"/Game/Cinematics/Intro.Intro\") or bare asset name (\"Intro\") of the Level Sequence; a bare name, or a path that does not load, resolves to the first Level Sequence under /Game with that asset name. get_level_sequences lists them."
    • Changedget_sound_cue_graph1 field changed
      • changedInput schema / properties / cue_path / description
        Previous value: -"Full asset path of the cue"New value: +"Object or package path of the Sound Cue asset (e.g. \"/Game/Audio/SC_Footsteps\" or \"/Game/Audio/SC_Footsteps.SC_Footsteps\")."
    • Changedget_soundfield_submix_info1 field changed
      • changedInput schema / properties / submix_path / description
        Previous value: -"Full path to the USoundfieldSubmix (required)."New value: +"Asset path of the soundfield submix, e.g. \"/Game/Audio/SFS_Ambisonics\" or \"/Game/Audio/SFS_Ambisonics.SFS_Ambisonics\", as create_soundfield_submix returns it (submix_path)."
    • Changedget_usd_stage_actor_info1 field changed
      • changedInput schema / properties / actor_path / description
        Previous value: -"Full actor path (or short name) of the AUsdStageActor."New value: +"The stage actor: its full path as create_usd_stage_actor returns it (actor_path), or its object name or editor label, e.g. \"UsdStageActor\"."
    • Changedget_volume_info1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name of the volume actor in the editor world; its editor label is not matched."New value: +"Object name of the volume actor in the editor world, e.g. \"BlockingVolume_0\", as spawn_box_volume returns it; its editor label is not matched (find_actors_by_name maps a label to its name)."
    • Changedget_widget_animations1 field changed
      • changedInput schema / properties / widget_bp_path / description
        Previous value: -"Asset path of the Widget Blueprint, e.g. \"/Game/UI/WBP_MainMenu\"; it must exist."New value: +"Asset path of the Widget Blueprint, e.g. \"/Game/UI/WBP_MainMenu\" (package or object path); it must exist and be a Widget Blueprint."
    • Changedgrant_ability2 fields changed
      • changedInput schema / properties / ability_class / description
        Previous value: -"Class path of a UGameplayAbility subclass: \"/Game/Abilities/GA_Jump.GA_Jump_C\" for a Blueprint, \"/Script/MyGame.MyAbility\" for C++"New value: +"Class path of a UGameplayAbility subclass: \"/Game/Abilities/GA_Jump.GA_Jump_C\" for a Blueprint (note the _C), \"/Script/MyGame.MyAbility\" for C++; create_gameplay_ability_blueprint makes one."
      • changedInput schema / properties / level / description
        Previous value: -"Spec level, a whole number; default 1"New value: +"Spec level, a whole number, e.g. 3 (default 1)."
    • Changedinsert_usd_sublayer3 fields changed
      • changedInput schema / properties / index / description
        Previous value: -"0-based insertion position; -1 (default) appends to the back of the prepend list."New value: +"0-based position in the root layer's sublayer list, where 0 is the strongest; -1 (default) appends as the weakest. The reply's index echoes this value, not the resulting position."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Name the stage was registered under."New value: +"Exact name the stage was registered under by create_usd_stage or open_usd_stage (a stage only in the USD cache is not found here)."
      • changedInput schema / properties / sublayer_path / description
        Previous value: -"Path or USD identifier of the layer to insert (e.g. an absolute .usd path or a \"//sub.usd\" relative identifier)."New value: +"Path or USD identifier of the layer to insert, e.g. \"D:/USD/props.usda\" or \"./props.usda\" (resolved relative to the root layer); compared with the existing entries as text, case ignored."
    • Changedis_point_inside_mesh3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or name of the target DynamicMeshActor."New value: +"Label or object name (case-insensitive) of the DynamicMeshActor in the editor world."
      • changedInput schema / properties / query_point / description
        Previous value: -"[x, y, z] point in the mesh's local space."New value: +"[x, y, z] point in the mesh's local space, in cm (e.g. [0, 0, 50]): exactly three JSON numbers, anything else is an error."
      • changedInput schema / properties / winding_threshold / description
        Previous value: -"Optional float; default 0.5 (standard parity test). Higher values shrink the \"inside\" region."New value: +"Optional float, default 0.5: the winding number above which the point counts as inside; higher values shrink the inside region, lower ones grow it."
    • Changedlist_chooser_tables1 field changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Optional path filter (default \"/Game\"). Pass \"\" to scan all."New value: +"Optional content folder to scan, sub-folders included (default \"/Game\"; an empty string also means /Game), e.g. \"/Game/Animation/Choosers\"; plugin content lives under its mount point, such as \"/MyPlugin\"."
    • Changedlist_cvars4 fields changed
      • changedInput schema / properties / filter / description
        Previous value: -"Substring filter for cvar names (empty matches all); with prefix, a name must match both."New value: +"Text the name must contain, case ignored, e.g. \"Shadow\" (default empty = no filter). Without prefix, space-separated words must all appear and a single character matches as a name prefix; with prefix, a name must start with prefix and contain the whole filter."
      • changedInput schema / properties / include_commands / description
        Previous value: -"Optional bool (default false): also list console commands, entries with a name and help but no value."New value: +"true to also list console commands (name and help, no value); default false lists variables only."
      • changedInput schema / properties / max_results / description
        Previous value: -"Cap on results (default 200, min 1)."New value: +"Most entries to return, a whole number of at least 1 (default 200); total_matches still counts every match."
      • changedInput schema / properties / prefix / description
        Previous value: -"Optional name prefix, case-insensitive, e.g. \"r.Shadow.\" or \"t.\"; when given only names starting with it are listed."New value: +"Text the name must start with, case ignored, e.g. \"r.Shadow.\" or \"t.\" (default empty = any name)."
    • Changedlist_engine_ini_sections1 field changed
      • changedInput schema / properties / include_base / description
        Previous value: -"Ignored: the code reads it but never uses it, so Base.ini sections are neither added nor removed."New value: +"true (default) lists the whole in-memory merge, engine Base ini layers included; false lists only the sections in the project's Config/Default<name>.ini and Saved/Config/<Platform>/<name>.ini, as they are on disk."
    • Changedlist_enums2 fields changed
      • changedInput schema / properties / module_filter / description
        Previous value: -"Optional module name substring filter (case-insensitive)"New value: +"Optional plain substring of the owning module name, case-insensitive, no wildcards, e.g. \"Engine\" or \"StateTreeModule\"; matches C++ enums only."
      • changedInput schema / properties / name_pattern / description
        Previous value: -"Optional enum name substring filter (case-insensitive)"New value: +"Optional plain substring of the enum name, case-insensitive, no wildcards, e.g. \"Collision\"; omitted or empty keeps every name."
    • Changedlist_evaluators1 field changed
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedlist_instance_overrides2 fields changed
      • changedInput schema / properties / actor / description
        Previous value: -"Actor to audit: internal object name, editor label, or full object path. Resolved in the EDITOR world — a per-instance override is an editor/on-disk concept, not a runtime one."New value: +"Actor to audit: internal object name, editor label, or full object path, e.g. \"BP_Door_C_3\" or \"Door_Main\". Resolved in the EDITOR world, since a per-instance override is an editor/on-disk value, not a runtime one."
      • changedInput schema / properties / include_components / description
        Previous value: -"Optional (default true). Also diff every UActorComponent of the actor against C->GetArchetype() — the SCS template, NOT the Blueprint CDO (a BP CDO does not carry the SCS components at all, which is why a capture_object_snapshot workaround yields an unusable component half)."New value: +"Optional (default true). Also compare every component of the actor with its own archetype, the Blueprint's component template rather than the Blueprint class defaults (which hold no components)."
    • Changedlist_localization_targets1 field changed
      • changedInput schema / properties / scope / description
        Previous value: -"Optional: \"engine\" | \"game\" | \"all\". Defaults to \"all\"."New value: +"\"engine\", \"game\" or \"all\" (default all), case ignored: which target set to list. Project targets such as \"Game\" live in the game set."
    • Changedlist_mass_tag_types1 field changed
      • changedInput schema / properties / include_abstract / description
        Previous value: -"If true (default false), include abstract tags too."New value: +"Optional bool, default false; true also lists tag structs marked Abstract (bases that are not meant to be set on entities)."
    • Changedlist_metasound_node_types3 fields changed
      • changedInput schema / properties / include_unloaded / description
        Previous value: -"If true (default), include classes from assets not yet loaded into memory."New value: +"true (default) also lists the classes of MetaSound assets not loaded into memory yet, from the MetaSound asset manager's tag data; false lists only the classes registered now."
      • addedInput schema / properties / max_results
        Added value: +{
        +  "description": "Optional cap on the classes returned after the filter (default 0, no cap); truncated says whether it cut the list.",
        +  "type": "number"
        +}
      • addedInput schema / properties / name_filter
        Added value: +{
        +  "description": "Optional text matched, case-insensitively, inside each class_path or asset_path, e.g. \"Sine\" or \"/Game/Audio/MS_\"; empty lists every class.",
        +  "type": "string"
        +}
    • Changedlist_state_trees1 field changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Content path to filter on (default \"/Game\")."New value: +"Content folder to search, recursively, as a long package path with no trailing slash, e.g. \"/Game/AI\" (default \"/Game\"); a plugin's content lives under its mount point, e.g. \"/MyPlugin\"."
    • Changedlist_structs2 fields changed
      • changedInput schema / properties / module_filter / description
        Previous value: -"Optional module name substring filter (case-insensitive)"New value: +"Optional plain substring of the owning module name, case-insensitive, no wildcards, e.g. \"CoreUObject\" or \"StateTreeModule\"; matches C++ structs only."
      • changedInput schema / properties / name_pattern / description
        Previous value: -"Optional struct name substring filter (case-insensitive)"New value: +"Optional plain substring of the struct name (no F prefix), case-insensitive, no wildcards, e.g. \"Vector\"; omitted or empty keeps every name."
    • Changedlist_subtitle_cues1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Content path of the USubtitleAssetUserData asset."New value: +"Subtitles asset as a package or object path, e.g. \"/Game/Audio/Subs/SUB_Intro\" or \"/Game/Audio/Subs/SUB_Intro.SUB_Intro\"."
    • Changedlist_usd_prims1 field changed
      • changedInput schema / properties / prim_path_prefix / description
        Previous value: -"SdfPath of the prim whose children are listed; it must exist. Default \"/\" (the pseudo root)."New value: +"Absolute SdfPath of the prim whose children are listed, e.g. \"/World\"; it must exist (it is a parent path, not a text prefix). Default \"/\" (the pseudo root)."
    • Changedlist_usd_variant_sets3 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"SdfPath of the prim to inspect"New value: +"Absolute SdfPath of the existing prim to inspect, e.g. \"/World/Car\""
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage or create_usd_stage (list_usd_stages shows it), or the end of a cached stage's root layer identifier, case-insensitive, e.g. \"Shot010\""
      • changedInput schema / properties / variant_set_name / description
        Previous value: -"Optional name of the one variant set to report"New value: +"Optional name of the one variant set to report, e.g. \"color\"; omitted or empty reports every set"
    • Changedmove_track_to_folder6 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of an object-binding to move into the folder. Mutually exclusive with track_class."New value: +"GUID of an object binding to move with all its tracks, as get_sequence_bindings returns it. Mutually exclusive with track_class."
      • changedInput schema / properties / folder_name / description
        Previous value: -"Name of the destination folder (searched recursively)."New value: +"Name of the destination folder, as get_sequence_folders lists it; searched depth-first through all folders, the first with that name wins."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Alias for sequence_path."New value: +"Alias for sequence_path, read when sequence_path is absent or empty; same formats."
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Asset path OR bare asset name of the target Level Sequence."New value: +"Full /Game object path (e.g. \"/Game/Cinematics/Intro.Intro\") or bare asset name (\"Intro\") of the Level Sequence; a bare name, or a path that does not load, resolves to the first Level Sequence under /Game with that asset name."
      • changedInput schema / properties / track_class / description
        Previous value: -"Class name of the master track to move (e.g. \"MovieSceneCameraCutTrack\"). Mutually exclusive with binding_guid."New value: +"Class name of the root track to move, without the U prefix, case-insensitive (e.g. \"MovieSceneCameraCutTrack\", \"MovieSceneAudioTrack\"; get_sequence_tracks lists each root track's class). Mutually exclusive with binding_guid."
      • changedInput schema / properties / track_name / description
        Previous value: -"Optional track name to disambiguate when several tracks share the class."New value: +"Optional track name (as get_sequence_tracks lists it) to pick one when several root tracks share the class."
    • Changedpause_behavior_tree1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name or label of the pawn, its AIController, or an actor with a UBehaviorTreeComponent, in the editor world (first match)."New value: +"Object name or label of the pawn, its AIController, or an actor with a UBehaviorTreeComponent, searched in the PIE world first, then the editor world (first match)."
    • Changedplay_sound2 fields changed
      • addedInput schema / properties / actor_name
        Added value: +{
        +  "description": "Optional object name (not label) of the actor that owns the component, compared without case. Needed when several actors own an audio component of that name (every AmbientSound's is AudioComponent0); an empty one, one that names no actor, or one whose actor has no such component is an error.",
        +  "type": "string"
        +}
      • changedInput schema / properties / audio_component_name / description
        Previous value: -"Name of the audio component to play sound on"New value: +"Object name of the audio component to play (e.g. \"AudioComponent0\"), compared without case against every audio component of every actor in the editor world."
    • Changedplay_widget_animation7 fields changed
      • changedInput schema / properties / animation_name / description
        Previous value: -"object name OR display label of the animation to play"New value: +"Object name or display label of the animation, as get_widget_animations lists it (case-insensitive)."
      • changedInput schema / properties / num_loops / description
        Previous value: -"Optional int number of loops (default 1)."New value: +"Optional whole number of times to play (default 1); 0 loops until stopped (stop_widget_animation), as the engine's PlayAnimation takes it. A negative or fractional number is an error."
      • changedInput schema / properties / play_mode / description
        Previous value: -"Optional Forward | Reverse | PingPong (default Forward)."New value: +"Optional \"Forward\" (default) | \"Reverse\" | \"PingPong\", case-insensitive; any other value is an error."
      • changedInput schema / properties / playback_speed / description
        Previous value: -"Optional float speed multiplier (default 1.0)."New value: +"Optional speed multiplier (default 1.0; 2.0 plays twice as fast)."
      • changedInput schema / properties / start_at_time / description
        Previous value: -"Optional float seconds to start playback at (default 0)."New value: +"Optional time in seconds into the animation to start from (default 0)."
      • changedInput schema / properties / widget_bp_path / description
        Previous value: -"/Game path of the Widget Blueprint asset"New value: +"Asset path of the Widget Blueprint (e.g. \"/Game/UI/WBP_HUD\"); it must exist."
      • changedInput schema / properties / world / description
        Previous value: -"Optional world selector: absent/'pie' (default: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'). In a 2-player PIE session EVERY client has its OWN widgets, so the default may well read the other player's HUD."New value: +"Optional world selector: absent/'pie' (default: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'); any other value is an error. In a 2-player PIE session EVERY client has its OWN widgets, so the default may well read the other player's HUD."
    • Changedpossess_pawn2 fields changed
      • changedInput schema / properties / pawn_actor_name / description
        Previous value: -"Required. Name or label of the pawn actor in the PIE world."New value: +"Name or label of the pawn actor in the PIE world, e.g. \"BP_Vehicle_C_0\" or \"Truck\"; find_actors_by_name or get_actors_in_level with world=\"pie\" list them."
      • changedInput schema / properties / pie_client_index / description
        Previous value: -"Optional int (default 0)."New value: +"Which PIE instance, a whole number from 0 (default 0: the first, the server in a ListenServer session); 1, 2... for further clients."
    • Changedreimport_anim_sequence2 fields changed
      • changedInput schema / properties / anim_sequence_path / description
        Previous value: -"Full asset path to the UAnimSequence"New value: +"Object path of the UAnimSequence, e.g. '/Game/Anims/A_Walk' or '/Game/Anims/A_Walk.A_Walk'."
      • changedInput schema / properties / source_file_path / description
        Previous value: -"Absolute path of the file to reimport from on disk (e.g. \"D:/Art/Walk.fbx\"); defaults to the first source file recorded in the asset import data."New value: +"Absolute path on disk of the file to reimport from, e.g. \"D:/Art/Walk.fbx\"; it replaces the recorded sources. Omit it to reimport from the source files recorded in the asset's import data (get_asset_import_data shows them), which must all exist."
    • Changedreimport_interchange_asset1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Asset path (e.g. \"/Game/Foo/Foo\") or fully-qualified object path (\"/Game/Foo/Foo.Foo\")"New value: +"Package path (e.g. \"/Game/Meshes/SM_Rock\") or object path (\"/Game/Meshes/SM_Rock.SM_Rock\") of the asset to reimport; it is loaded if needed."
    • Changedremove_consideration3 fields changed
      • changedInput schema / properties / consideration_index / description
        Previous value: -"0-based index into the state's Considerations array."New value: +"0-based index into the state's Considerations, as list_considerations returns it (considerations[].index)."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the consideration, as get_state_tree_info lists it; the first state with that name in a depth-first walk is used."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedremove_motion_warping_component1 field changed
      • changedInput schema / properties / actor_path / description
        Previous value: -"Full editor path or short name of the actor."New value: +"Actor as a full object path ('/Game/Maps/Arena.Arena:PersistentLevel.BP_Hero_C_1'), or the internal name or label of an editor-world actor ('BP_Hero_C_1', 'Hero')."
    • Changedremove_niagara_module_from_stack1 field changed
      • changedInput schema / properties / script_group / description
        Previous value: -"Optional \"spawn\" or \"update\" (any case), the stack the module is on; defaults to \"update\", and any other value reads as update."New value: +"Optional \"spawn\" or \"update\" (any case), the stack the module is on; defaults to \"update\"; any other value is an error and nothing changes."
    • Changedremove_pose_curve2 fields changed
      • changedInput schema / properties / curve_name / description
        Previous value: -"Name of the curve to remove."New value: +"Exact curve name, matched as an FName (case ignored), e.g. 'Blink_L'."
      • changedInput schema / properties / pose_asset_path / description
        Previous value: -"Path to the UPoseAsset."New value: +"Object path of the UPoseAsset, e.g. '/Game/Anims/PA_Face' or '/Game/Anims/PA_Face.PA_Face'."
    • Changedremove_pose_search_channel_from_schema3 fields changed
      • changedInput schema / properties / channel_index / description
        Previous value: -"0-based index into the schema's source Channels array (optional; takes precedence over channel_type)."New value: +"0-based index into the schema's source channel list (the order of get_pose_search_schema_info's finalized_channels once the schema is finalized; that tool lists none before); takes precedence over channel_type when both are given."
      • changedInput schema / properties / channel_type / description
        Previous value: -"One of 'Pose', 'Trajectory', 'Position', 'Velocity', 'Heading'; removes the first channel of that class (optional; used only when channel_index is absent)."New value: +"\"Pose\", \"Trajectory\", \"Position\", \"Velocity\" or \"Heading\", case ignored; removes the first channel of that class, subclasses included. Used only when channel_index is absent."
      • changedInput schema / properties / schema_path / description
        Previous value: -"Asset path of the UPoseSearchSchema (required)."New value: +"UPoseSearchSchema asset as a package or object path, e.g. \"/Game/MotionMatching/PSS_Locomotion\" (required)."
    • Changedremove_pose_search_roled_skeleton3 fields changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Asset path of the target UPoseSearchSchema (required)."New value: +"UPoseSearchSchema asset as a package or object path, e.g. \"/Game/MotionMatching/PSS_Interaction\" (required)."
      • changedInput schema / properties / role / description
        Previous value: -"Role name (FName) of the FPoseSearchRoledSkeleton entry to remove (provide this OR skeleton_index; empty = default/None role)."New value: +"Role name of the entry to remove, compared as an FName (case ignored), e.g. \"Defender\"; an empty string means the default (None) role. Give this OR skeleton_index."
      • changedInput schema / properties / skeleton_index / description
        Previous value: -"0-based index into the roled-skeleton list of the entry to remove (provide this OR role)."New value: +"0-based index of the entry in the schema's roled-skeleton list, in get_pose_search_schema_info order. Give this OR role."
    • Changedremove_section6 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to remove. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."New value: +"GUID of the binding whose section to remove, as get_sequence_bindings returns it. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / section_index / description
        Previous value: -"Index of the section on the resolved track to remove (default 0)."New value: +"0-based index of the section to delete on the resolved track (default 0); out of range is an error."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Alias for sequence_path."New value: +"Alias for sequence_path, read when sequence_path is absent or empty; same formats."
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Full /Game path OR bare asset name of the target Level Sequence."New value: +"Full /Game object path (e.g. \"/Game/Cinematics/Intro.Intro\") or bare asset name (\"Intro\") of the Level Sequence; a bare name, or a path that does not load, resolves to the first Level Sequence under /Game with that asset name."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (0 = first track, default 0). Without binding_guid it indexes the root tracks."New value: +"0-based index into the binding's tracks, or into the root tracks without binding_guid, in get_sequence_tracks order (default 0); used when track_type is omitted."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_properties)."New value: +"Optional track kind, case-insensitive; the first track of exactly that kind wins, else the first subclass: transform, float, bool, vector, color, visibility, audio, event, fade, skeletalanimation, sub, cameracut, shot, slomo, property, attach. An unrecognised value is an error and nothing is removed; omit it to pick by track_index."
    • Changedremove_skeletal_mesh_socket2 fields changed
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Package or object path of the skeletal mesh asset (e.g. \"/Game/Characters/SK_Hero\")."
      • changedInput schema / properties / socket_name / description
        Previous value: -"Name of the socket to remove"New value: +"Name of the socket to delete, matched case-insensitively (e.g. \"hand_r_socket\")."
    • Changedremove_soundfield_effect2 fields changed
      • changedInput schema / properties / effect_index / description
        Previous value: -"Zero-based index into SoundfieldEffectChain (required)."New value: +"0-based position in the effect chain, as get_soundfield_submix_info returns it (effect_chain[].index); a negative value is an error."
      • changedInput schema / properties / submix_path / description
        Previous value: -"Full path to the USoundfieldSubmix (required)."New value: +"Asset path of the soundfield submix, e.g. \"/Game/Audio/SFS_Ambisonics\", as create_soundfield_submix returns it (submix_path)."
    • Changedremove_state_tree_parameter2 fields changed
      • changedInput schema / properties / parameter_name / description
        Previous value: -"Name of the root parameter to remove."New value: +"Name of the root parameter, as get_state_tree_info lists it in parameters[].name, e.g. \"Speed\"; compared case-insensitively."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedremove_streaming_level1 field changed
      • changedInput schema / properties / level_package_path / description
        Previous value: -"Package path of an existing streaming sub-level."New value: +"Package path of an existing streaming sub-level, e.g. \"/Game/Maps/Arena_Lighting\", as get_streaming_levels returns it, or its object path; the bare level name (\"Arena_Lighting\") also matches, case ignored, when no other sub-level has that name."
    • Changedremove_struct_member2 fields changed
      • changedInput schema / properties / member_name / description
        Previous value: -"Member to remove, by its display name (or internal var name)."New value: +"Member to remove, by its display name as get_struct_members returns it (members[].name) or by its var_name; case-insensitive."
      • changedInput schema / properties / struct_path / description
        Previous value: -"Full asset path of the UUserDefinedStruct."New value: +"Asset path of the user-defined struct, e.g. \"/Game/Data/S_Item\", as get_struct_members takes it."
    • Changedremove_unused_vertices1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world; create one with spawn_actor."
    • Changedrename_collection_parameter3 fields changed
      • changedInput schema / properties / collection_path / description
        Previous value: -"Full /Game path to the MPC asset"New value: +"Asset path of the collection, e.g. \"/Game/MPC/MPC_Global\" or the object path \"/Game/MPC/MPC_Global.MPC_Global\"."
      • changedInput schema / properties / new_name / description
        Previous value: -"New parameter name, must not collide with another"New value: +"New parameter name, e.g. \"WindStrength\"; must not be used by another parameter of the same kind (compared case-insensitively)."
      • changedInput schema / properties / param_name / description
        Previous value: -"Current parameter name"New value: +"Current name of the parameter, as get_collection_info lists it (scalar_params[].name or vector_params[].name); case-insensitive."
    • Changedrename_skeletal_mesh_socket3 fields changed
      • changedInput schema / properties / new_name / description
        Previous value: -"New name for the socket"New value: +"New socket name; must differ from old_name and be free on the mesh and its skeleton (a change of letter case only counts as taken)."
      • changedInput schema / properties / old_name / description
        Previous value: -"Current name of the socket"New value: +"Current socket name, matched case-insensitively (e.g. \"hand_r_socket\")."
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Package or object path of the skeletal mesh asset (e.g. \"/Game/Characters/SK_Hero\")."
    • Changedrender_sequence_to_movie2 fields changed
      • changedInput schema / properties / map_path / description
        Previous value: -"Optional map object path (e.g. \"/Game/Maps/MyMap.MyMap\")"New value: +"Optional object path of the map to render in (e.g. \"/Game/Maps/MyMap.MyMap\"); without it the job takes the level open in the editor, as the Movie Render Queue window does. A map that is not the package path of a saved map (a long package name under a writable root; an unsaved level is under /Temp) is refused before anything changes."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence (found by AssetName under /Game)."New value: +"Asset name of the Level Sequence, not a path (e.g. \"Intro\"): the first Level Sequence under /Game with that name, case-insensitive; get_level_sequences lists them."
    • Changedrestart_behavior_tree1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name or label of the AI-possessed pawn (or AIController) whose UBehaviorTreeComponent to restart."New value: +"Name or label of the AI-possessed pawn (or AIController) whose UBehaviorTreeComponent to restart, searched in the PIE world first, then the editor world."
    • Changedresume_behavior_tree1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name or label of the AI-possessed pawn (or AIController) whose UBehaviorTreeComponent to resume."New value: +"Name or label of the AI-possessed pawn (or AIController) whose UBehaviorTreeComponent to resume, searched in the PIE world first, then the editor world."
    • Changedrun_behavior_tree1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name or label of the pawn or AIController in the editor world (first match)."New value: +"Object name or label of the pawn or AIController, searched in the PIE world first, then the editor world (first match)."
    • Changedrun_functional_test_in_pie2 fields changed
      • changedInput schema / properties / auto_stop_pie / description
        Previous value: -"Optional bool (default true). After the test completes (pass/fail), stop PIE and return the verdict."New value: +"Optional bool (default true): end the Simulate session this call requests as soon as it has started; false leaves it running. A session that was already running is never ended."
      • changedInput schema / properties / test_asset_path / description
        Previous value: -"Path to the AFunctionalTest BP asset (e.g. \"/Game/Tests/BP_FT_PlayerHealth\")."New value: +"Functional Test Blueprint, as an asset path (\"/Game/Tests/BP_FT_PlayerHealth\", as create_functional_test returns it), object path or generated-class path (\"/Game/Tests/BP_FT_PlayerHealth.BP_FT_PlayerHealth_C\"); when none loads, a loaded Functional Test class named exactly like the last path segment (with or without _C) is used."
    • Changedset_ability_cost2 fields changed
      • changedInput schema / properties / ability_blueprint_path / description
        Previous value: -"Full asset path of the GameplayAbility Blueprint"New value: +"Asset path of the GameplayAbility Blueprint, e.g. \"/Game/GAS/Abilities/GA_Fireball\"."
      • changedInput schema / properties / cost_effect_path / description
        Previous value: -"Full asset path of the GameplayEffect Blueprint to use as the cost"New value: +"Asset path of the GameplayEffect Blueprint used as the cost, e.g. \"/Game/GAS/Effects/GE_Cost_Fireball\"; typically an Instant effect that subtracts from an attribute."
    • Changedset_actor_spatially_loaded2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or name of the actor in the editor world."New value: +"Label or object name of the actor in the editor world (case-insensitive), e.g. \"SM_Rock_12\"; list_world_partition_actors gives labels even for unloaded actors, but the actor must be loaded."
      • changedInput schema / properties / is_spatially_loaded / description
        Previous value: -"bool desired spatial-loading flag."New value: +"Required bool: true = streamed with its grid cell, false = always loaded."
    • Changedset_attribute_base_value2 fields changed
      • changedInput schema / properties / attribute_name / description
        Previous value: -"Attribute name (\"Health\") or \"SetClass.Attribute\" (\"MyAttributeSet.Health\"), case-insensitive; the first registered attribute that matches wins"New value: +"Attribute name (\"Health\") or \"SetClass.Attribute\" (\"MyAttributeSet.Health\"), case-insensitive, as get_attributes lists them; the first registered attribute that matches wins"
      • changedInput schema / properties / value / description
        Previous value: -"The new base value for the attribute"New value: +"The new base value, a number such as 100 or 0.5; the tool does not clamp it, but the attribute set's own PreAttributeBaseChange may, so check base_value."
    • Changedset_audio_3d_settings2 fields changed
      • addedInput schema / properties / actor_name
        Added value: +{
        +  "description": "Optional object name (not label) of the actor that owns the component, compared without case. Needed when several actors own an audio component of that name (every AmbientSound's is AudioComponent0); an empty one, one that names no actor, or one whose actor has no such component is an error.",
        +  "type": "string"
        +}
      • changedInput schema / properties / audio_component_name / description
        Previous value: -"Object name of the audio component, compared without case against the first audio component of each actor, e.g. 'AudioComponent0' (get_audio_settings lists them)."New value: +"Object name of the audio component, compared without case against every audio component of every actor, e.g. 'AudioComponent0' (get_audio_settings lists them with their owners)."
    • Changedset_audio_sound2 fields changed
      • addedInput schema / properties / actor_name
        Added value: +{
        +  "description": "Optional object name (not label) of the actor that owns the component, compared without case. Needed when several actors own an audio component of that name (every AmbientSound's is AudioComponent0); an empty one, one that names no actor, or one whose actor has no such component is an error.",
        +  "type": "string"
        +}
      • changedInput schema / properties / audio_component_name / description
        Previous value: -"Name of the audio component to modify"New value: +"Object name of the audio component to modify (e.g. \"AudioComponent0\"), compared without case against every audio component of every actor in the editor world."
    • Changedset_audio_volume3 fields changed
      • addedInput schema / properties / actor_name
        Added value: +{
        +  "description": "Optional object name (not label) of the actor that owns the component, compared without case. Needed when several actors own an audio component of that name (every AmbientSound's is AudioComponent0); an empty one, one that names no actor, or one whose actor has no such component is an error.",
        +  "type": "string"
        +}
      • changedInput schema / properties / audio_component_name / description
        Previous value: -"Object name of the audio component to modify (e.g. \"AudioComponent0\"), compared without case; only the first audio component of each actor is searched."New value: +"Object name of the audio component to modify (e.g. \"AudioComponent0\"), compared without case against every audio component of every actor in the editor world; get_audio_settings lists them with their owners."
      • changedInput schema / properties / volume / description
        Previous value: -"Volume multiplier between 0.0 and 10.0"New value: +"Volume multiplier from 0.0 to 10.0 (1.0 = the sound's own level, 0.5 = half, 0 = silent); outside that range is an error."
    • Changedset_behavior_class2 fields changed
      • changedInput schema / properties / behavior_class / description
        Previous value: -"UGameplayBehavior subclass name (with or without \"U\" prefix)."New value: +"UGameplayBehavior subclass to run: a class path, e.g. \"/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased\" or \"/Game/AI/GB_Sit.GB_Sit_C\", a Blueprint asset path (\"/Game/AI/GB_Sit\"), loaded if needed, or the exact name of a loaded class (\"GameplayBehavior_AnimationBased\", also with the C++ \"U\" prefix, or \"GB_Sit_C\")."
      • changedInput schema / properties / config_path / description
        Previous value: -"Content path of the UGameplayBehaviorConfig."New value: +"UGameplayBehaviorConfig asset as an object or package path, e.g. \"/Game/MCP/BC_Patrol\", as list_behavior_configs returns it."
    • Changedset_behavior_tree_root2 fields changed
      • changedInput schema / properties / behavior_tree_path / description
        Previous value: -"Path to the UBehaviorTree asset."New value: +"UBehaviorTree asset as a package or object path, e.g. \"/Game/AI/BT_Guard\"."
      • changedInput schema / properties / composite / description
        Previous value: -"Root composite type: \"Selector\" or \"Sequence\" (optional, default \"Selector\")"New value: +"\"Selector\" (default: runs children until one succeeds) or \"Sequence\" (runs children until one fails), case ignored."
    • Changedset_blackboard_value1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor whose blackboard to modify"New value: +"Object name or label of the actor whose blackboard to modify, searched in the PIE world first, then the editor world (first match)"
    • Changedset_blueprint_breakpoint2 fields changed
      • changedInput schema / properties / blueprint_path / description
        Previous value: -"Object path, package path, or bare short name of the blueprint (resolved via mcp_common::ResolveAssetFlexible; ambiguity errors out listing candidates)"New value: +"Blueprint to debug: object path, package path (e.g. \"/Game/BP/BP_Door\") or bare asset name (e.g. \"BP_Door\"); a bare name matching several Blueprints is an error that lists them."
      • changedInput schema / properties / node_name / description
        Previous value: -"Name or title of the graph node to set as a breakpoint (title-contains match)"New value: +"Part of the node title as the graph shows it, e.g. \"Print String\" or \"Event BeginPlay\"; matched case-insensitively against node titles (not object names), first match wins."
    • Changedset_bone_parent3 fields changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Bone to re-parent"New value: +"Exact name of the bone to move (case ignored), as get_skeleton_info lists it, e.g. \"hand_r\"."
      • changedInput schema / properties / parent_name / description
        Previous value: -"New parent bone name, or empty/null to detach to root"New value: +"Exact name of the new parent bone, e.g. \"lowerarm_r\"; empty or omitted makes the bone a root."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"USkeleton asset as a package or object path, e.g. \"/Game/Characters/SK_Hero_Skeleton\", as get_skeleton_info returns it."
    • Changedset_chooser_row_outcome3 fields changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Long package path of the UObject to bind as the row's result via FAssetChooser (e.g. \"/Game/MyAsset\")."New value: +"Long package path (e.g. \"/Game/Anims/AS_Run\") or object path of the asset the row returns; on a Class table a class path or a Blueprint. It must load, or the call is refused."
      • changedInput schema / properties / row_index / description
        Previous value: -"0-based row index to assign the outcome to (must be within the OutputObject column's RowValues range)."New value: +"0-based row index, below the table's result count (results_count in get_chooser_table_info)."
      • changedInput schema / properties / table_path / description
        Previous value: -"Long package path of an existing UChooserTable."New value: +"Long package path of an existing UChooserTable (e.g. \"/Game/Choosers/CT_Locomotion\"), as list_chooser_tables lists it."
    • Changedset_cvars_from_json1 field changed
      • changedInput schema / properties / cvars / description
        Previous value: -"JSON object string {\"cvar\":\"value\", ...}"New value: +"A STRING holding a JSON object of exact cvar names to values, e.g. '{\"r.ScreenPercentage\":\"75\",\"t.MaxFPS\":60}'; names as list_cvars returns them. A value is text, a number (passed as its text) or a bool (passed as 1/0); a numeric or bool cvar takes only a number or one of the words true/false/yes/no/on/off (as 1/0), and other text, null, an array or an object is refused for that name."
    • Changedset_dynamic_mesh_material3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or name of the target DynamicMeshActor (required)."New value: +"Label or object name (case-insensitive) of the DynamicMeshActor in the editor world (required)."
      • changedInput schema / properties / material_path / description
        Previous value: -"Asset path of the UMaterialInterface (e.g. /Engine/EngineMaterials/DefaultMaterial) (required)."New value: +"Object path of a material or material instance (e.g. \"/Engine/EngineMaterials/DefaultMaterial.DefaultMaterial\"; a path without the .Name suffix also loads), as get_available_materials returns it (required)."
      • changedInput schema / properties / slot_index / description
        Previous value: -"Material slot to assign. Default 0 (the dynamic mesh only uses slot 0)."New value: +"0-based material slot, less than the component's slot count (slot 0 is always accepted); default 0."
    • Changedset_modulation_parameter_settings3 fields changed
      • changedInput schema / properties / clamp_to_normalized_range / description
        Previous value: -"Optional bool; sets Settings.bClampToNormalizedRange. Needs UE 5.8."New value: +"true to keep the parameter's value within 0-1, false to let it go outside; Unreal Engine 5.8 only (refused on 5.7)."
      • changedInput schema / properties / value_normalized / description
        Previous value: -"Optional float in [0,1]; sets Settings.ValueNormalized"New value: +"Default value in normalized units, from 0 to 1 (e.g. 0.5); written as given, without clamping."
      • changedInput schema / properties / value_unit / description
        Previous value: -"Optional float (editor-only); sets Settings.ValueUnit"New value: +"Default value in the parameter's own unit (for example decibels or hertz), shown in the editor; editor-only."
    • Changedset_niagara_module_enabled1 field changed
      • changedInput schema / properties / script_group / description
        Previous value: -"Optional \"spawn\" or \"update\"; defaults to \"update\", and any other value reads as update."New value: +"Optional \"spawn\" or \"update\" (any case), the stack the module is on; defaults to \"update\"; any other value is an error and nothing changes."
    • Changedset_physics_constraint_limits5 fields changed
      • changedInput schema / properties / constraint_actor_name / description
        Previous value: -"Label/name of the APhysicsConstraintActor."New value: +"Label or object name of the APhysicsConstraintActor in the editor world (case-insensitive), as spawn_physics_constraint returns it."
      • changedInput schema / properties / linear_limit / description
        Previous value: -"Optional shared linear limit applied to all 3 axes (cm)"New value: +"Optional linear limit in cm, applied to all 3 axes together (e.g. 10); not range-checked."
      • changedInput schema / properties / swing1_limit / description
        Previous value: -"Optional swing1 angular limit (degrees)"New value: +"Optional swing1 angular limit in degrees, the first symmetric angle of the swing cone (e.g. 45); the Details panel range is 0-180 and this value is not range-checked."
      • changedInput schema / properties / swing2_limit / description
        Previous value: -"Optional swing2 angular limit (degrees)"New value: +"Optional swing2 angular limit in degrees, the second symmetric angle of the swing cone (e.g. 45); the Details panel range is 0-180 and this value is not range-checked."
      • changedInput schema / properties / twist_limit / description
        Previous value: -"Optional twist angular limit (degrees)"New value: +"Optional twist angular limit in degrees, the symmetric rotation about the twist axis (e.g. 30); the Details panel range is 0-180 and this value is not range-checked."
    • Changedset_project_settings_value3 fields changed
      • changedInput schema / properties / class_name / description
        Previous value: -"Class short name or /Script/Module.Class path"New value: +"Settings class short name without the U prefix, e.g. \"RendererSettings\" (a loaded UDeveloperSettings subclass, case ignored), or a class path such as \"/Script/Engine.RendererSettings\"."
      • changedInput schema / properties / property_name / description
        Previous value: -"Name of the property on the settings class"New value: +"Exact C++ property name on that class, e.g. \"bDefaultFeatureBloom\" (not the display name shown in the panel); property_is_config in the reply says whether the property is saved to config at all."
      • changedInput schema / properties / value / description
        Previous value: -"New value as a string (ImportText format)"New value: +"New value as Unreal import text: \"True\"/\"False\" for a bool, \"1.5\" for a float, the enumerator name for an enum, \"(X=1,Y=2,Z=3)\" for a vector, \"/Game/Maps/Main.Main\" for an object or soft path."
    • Changedset_scalability_quality2 fields changed
      • changedInput schema / properties / category / description
        Previous value: -"Optional category name: \"ViewDistance\", \"AntiAliasing\", \"Shadows\", \"GlobalIllumination\", \"Reflection\", \"PostProcess\", \"Texture\", \"Effects\", \"Foliage\", \"Shading\", \"Landscape\", or \"all\" (default all)."New value: +"One group, case ignored: \"ViewDistance\", \"AntiAliasing\", \"Shadows\", \"GlobalIllumination\" (or \"GI\"), \"Reflection\", \"PostProcess\", \"Texture\", \"Effects\", \"Foliage\", \"Shading\", \"Landscape\"; or \"all\" (the default) for every group."
      • changedInput schema / properties / quality / description
        Previous value: -"Level 0-3(/4) or one of \"Low\"/\"Medium\"/\"High\"/\"Epic\"/\"Cinematic\"."New value: +"Level as a number 0-4 (0 Low, 1 Medium, 2 High, 3 Epic, 4 Cinematic; others clamped) or one of \"Low\", \"Medium\", \"High\", \"Epic\", \"Cinematic\", case ignored. Required."
    • Changedset_spline_points3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Display label or internal name of the target editor-world actor"New value: +"Display label or internal name of the target editor-world actor, e.g. \"Road_Spline\""
      • changedInput schema / properties / closed_loop / description
        Previous value: -"Optional bool; toggles closed-loop mode"New value: +"Optional bool: true joins the last point back to the first, false leaves the spline open; omitted keeps the current setting"
      • changedInput schema / properties / points / description
        Previous value: -"[[x, y, z], ...] spline points in local space; an entry that is not 3 numbers is an error and nothing is changed"New value: +"[[x, y, z], ...] positions in cm in the spline component's local space (relative to the component, not the world), e.g. [[0,0,0],[500,0,0],[500,500,100]]; an entry that is not 3 numbers is an error and nothing is changed"
    • Changedset_static_mesh_lightmap3 fields changed
      • changedInput schema / properties / lightmap_coordinate_index / description
        Previous value: -"Absolute lightmap UV channel index (optional)."New value: +"Optional 0-based UV channel the lightmap uses (typically 1); it should name a channel the mesh has (list_uv_channels), since it is not checked. Omitted, it stays as it is."
      • changedInput schema / properties / lightmap_resolution / description
        Previous value: -"Absolute lightmap texture resolution (optional)."New value: +"Optional lightmap texture size in texels per side, a whole number such as 64, 128 or 256 (powers of two are the usual choice); omitted, it stays as it is."
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh asset (e.g. \"/Game/Props/SM_Crate\")."
    • Changedset_streaming_level_loaded1 field changed
      • changedInput schema / properties / level_package_path / description
        Previous value: -"Package path of an existing streaming sub-level, e.g. \"/Game/Maps/SubLevel\"; an object path or the bare level name also matches."New value: +"Package path of an existing streaming sub-level, e.g. \"/Game/Maps/SubLevel\", or its object path; the bare level name also matches when no other sub-level has it."
    • Changedset_streaming_level_visible1 field changed
      • changedInput schema / properties / level_package_path / description
        Previous value: -"Package path of an existing streaming sub-level."New value: +"Package path of an existing streaming sub-level, or its object path; the bare level name also matches when no other sub-level has it."
    • Changedset_struct_member_default3 fields changed
      • changedInput schema / properties / default_value / description
        Previous value: -"New default as a string appropriate to the member's type (e.g. \"7\", \"true\", \"1.5\", \"Hello\"); pass \"\" to clear."New value: +"New default as text in the member type's format (e.g. \"7\", \"true\", \"1.5\", \"Hello\", \"(X=1.0,Y=2.0,Z=3.0)\" for a Vector); pass \"\" to clear it."
      • changedInput schema / properties / member_name / description
        Previous value: -"Member to edit, by its display name (or internal var name)."New value: +"Member to edit, by its display name as get_struct_members returns it (members[].name) or by its var_name; case-insensitive."
      • changedInput schema / properties / struct_path / description
        Previous value: -"Full asset path of the UUserDefinedStruct."New value: +"Asset path of the user-defined struct, e.g. \"/Game/Data/S_Item\", as get_struct_members takes it."
    • Changedset_substrate_slab_scalar3 fields changed
      • changedInput schema / properties / material_path / description
        Previous value: -"Content path to the UMaterial holding the slab node"New value: +"Package or object path of the UMaterial holding the slab node (e.g. \"/Game/Materials/M_Substrate\")."
      • changedInput schema / properties / pin_name / description
        Previous value: -"Slab input pin to drive (e.g. \"Roughness\")"New value: +"Slab input pin to drive, by its input name as get_material_graph_info lists it (input_name), without case: e.g. \"Roughness\", \"Anisotropy\", \"F0\" or \"Diffuse Albedo\" (a color pin receives the scalar on all channels)."
      • changedInput schema / properties / value / description
        Previous value: -"Scalar constant value to feed into the pin"New value: +"Scalar the Constant node holds (e.g. 0.35 for Roughness); not range-checked."
    • Changedset_trigger_box_extent2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name of the TriggerBox actor in the editor world; its editor label is not matched."New value: +"Object name of the TriggerBox actor in the editor world, e.g. \"TriggerBox_0\", as spawn_actor returns it; its editor label is not matched (find_actors_by_name maps a label to its name)."
      • changedInput schema / properties / extent_x / description
        Previous value: -"Half-extent along local X in cm, greater than 0; the box is twice as long."New value: +"Half-extent along local X in cm, greater than 0, e.g. 200; the box is twice as long, and the actor scale multiplies it in the world."
    • Changedset_usd_prim_specifier1 field changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"."New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\", as list_usd_prims returns it."
    • Changedsimplify_mesh2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or name of the target DynamicMeshActor"New value: +"Label or object name of the DynamicMeshActor in the editor world (case-insensitive); create one with spawn_actor."
      • changedInput schema / properties / target_triangle_count / description
        Previous value: -"Target triangle count to simplify down to (must be > 0)"New value: +"Triangle count to simplify down to, greater than 0 (e.g. half of the triangle_count get_dynamic_mesh_info reports); at or above the current count nothing changes."
    • Changedspawn_level_streaming_volume1 field changed
      • changedInput schema / properties / streaming_level_name / description
        Previous value: -"Package path (or short name) of an existing streaming sub-level to bind the volume to."New value: +"Package path of an existing streaming sub-level to bind the volume to, or its bare name when no other sub-level has it."
    • Changedstart_timing_region1 field changed
      • changedInput schema / properties / name / description
        Previous value: -"Region identifier. Required."New value: +"Required timer name, any non-empty string (e.g. \"import_pass\"); pass the same name to end_timing_region (names match case-insensitively)."
    • Changedstart_trace2 fields changed
      • changedInput schema / properties / channels / description
        Previous value: -"Comma-separated channel list (default \"cpu,frame,bookmark\"; also: gpu, region, memtag, counters, log, screenshot)"New value: +"Comma-separated Insights channels to enable (default \"cpu,frame,bookmark\"; others: gpu, region, memtag, counters, log, screenshot), e.g. \"cpu,gpu,frame,bookmark\"."
      • changedInput schema / properties / output_path / description
        Previous value: -"Absolute .utrace path. If empty, defaults to <ProjectDir>/Saved/Profiling/MCP_<timestamp>.utrace"New value: +"Path of the .utrace file to create, absolute (e.g. \"D:/Traces/run1.utrace\") or relative to <ProjectDir>/Saved/Profiling; another extension is changed to .utrace and the folder is created. Default <ProjectDir>/Saved/Profiling/MCP_<YYYYMMDD_HHMMSS>.utrace."
    • Changedstop_behavior_tree1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name or label of the pawn or AIController in the editor world (first match)"New value: +"Object name or label of the pawn or AIController, searched in the PIE world first, then the editor world (first match)"
    • Changedstop_sound2 fields changed
      • addedInput schema / properties / actor_name
        Added value: +{
        +  "description": "Optional object name (not label) of the actor that owns the component, compared without case. Needed when several actors own an audio component of that name (every AmbientSound's is AudioComponent0); an empty one, one that names no actor, or one whose actor has no such component is an error.",
        +  "type": "string"
        +}
      • changedInput schema / properties / audio_component_name / description
        Previous value: -"Object name of the audio component to stop (e.g. \"AudioComponent0\"), compared without case; only the first audio component of each actor is searched."New value: +"Object name of the audio component to stop (e.g. \"AudioComponent0\"), compared without case against every audio component of every actor in the editor world."
    • Changedsubscribe_to_delegate2 fields changed
      • changedInput schema / properties / delegate_name / description
        Previous value: -"Name of the FMulticastDelegateProperty (BlueprintAssignable/BlueprintCallable dynamic multicast delegate) on that object's class"New value: +"Exact name of the dynamic multicast delegate property on that object's class, e.g. \"OnComponentBeginOverlap\" or \"OnDoorOpened\", as get_component_events or get_event_dispatchers list it."
      • changedInput schema / properties / object_path / description
        Previous value: -"Path or name of the object owning the delegate (asset path, live GetPathName(), bare actor name, or dotted \"Actor.Component\")"New value: +"Object owning the delegate: a full object path (an asset, or a live object's path, including a PIE actor's), the internal name of an editor-world actor (\"BP_Door_C_1\"), or \"Actor.Component\" for one of its components (\"BP_Door_C_1.TriggerBox\"). Bare names search the editor world only."
    • Changedvalidate_asset1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Object/package path of the asset, e.g. \"/Game/MyGame/M_Example\"."New value: +"Asset to validate, as an object path (\"/Game/MyGame/M_Example.M_Example\") or a package path (\"/Game/MyGame/M_Example\", which names its primary asset)."
  5. 145 tool updatesv2.4.1
    • Changedadd_anim_state3 fields changed
      • changedInput schema / properties / anim_blueprint_path / description
        Previous value: -"Path to the UAnimBlueprint asset"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'."
      • changedInput schema / properties / machine_name / description
        Previous value: -"Name of the target state machine"New value: +"Name of a state machine on the blueprint's top-level AnimGraph, as get_anim_blueprint_info lists it in state_machines (case-insensitive), e.g. 'Locomotion'."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name for the new state"New value: +"Name for the new state, e.g. 'Idle'; the reply's state_name is the name its graph actually got."
    • Changedadd_blend_space_sample3 fields changed
      • changedInput schema / properties / animation_path / description
        Previous value: -"Full asset path to the UAnimSequence to use as sample."New value: +"Object path of the UAnimSequence played at this position, on the blend space's skeleton, e.g. '/Game/Animation/Run_Fwd'."
      • changedInput schema / properties / blend_value / description
        Previous value: -"Blend position: single number (1D) or array of up to 3 numbers (default 0)"New value: +"Blend position in the axis units: one number for a 1D blend space, or [x, y] (up to 3 numbers) for a 2D one, e.g. [0, 300]; default 0 on every axis."
      • changedInput schema / properties / blendspace_path / description
        Previous value: -"Full asset path to the UBlendSpace (e.g."New value: +"Object path of the UBlendSpace or UBlendSpace1D asset, e.g. '/Game/Animation/BS_Locomotion' (create_blend_space makes one)."
    • Changedadd_component_to_actor3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the placed actor to add the component to (editor world)."New value: +"Internal object name (not the label) of the placed actor in the editor world, e.g. 'StaticMeshActor_3'."
      • changedInput schema / properties / component_name / description
        Previous value: -"Name to assign to the new component"New value: +"Name for the new component, e.g. 'TriggerBox'; a taken name gets a unique variant, reported back in component_name."
      • changedInput schema / properties / component_type / description
        Previous value: -"Component class name (e.g., 'StaticMeshComponent', 'BoxComponent', 'UStaticMeshComponent')"New value: +"Component class by name or path, with or without the U prefix or the Component suffix, e.g. 'StaticMeshComponent', 'Box' or '/Script/Engine.PointLightComponent'."
    • Changedadd_curve_table_key4 fields changed
      • changedInput schema / properties / curve_table_path / description
        Previous value: -"Full asset path to the UCurveTable."New value: +"Asset path of the UCurveTable, e.g. \"/Game/Data/CT_Damage\", as create_curve_table returns it."
      • changedInput schema / properties / row_name / description
        Previous value: -"Name of the row (rich curve) to key."New value: +"Name of the row (one curve) to key, e.g. \"Fireball\"; created when missing."
      • changedInput schema / properties / time / description
        Previous value: -"Key time (X)."New value: +"Key time, the curve's X value as a float, e.g. 1 (often a level or seconds)."
      • changedInput schema / properties / value / description
        Previous value: -"Key value (Y)."New value: +"Key value, the curve's Y value as a float, e.g. 25.5."
    • Changedadd_data_registry_source3 fields changed
      • changedInput schema / properties / data_table_path / description
        Previous value: -"Content path to the source UDataTable."New value: +"Content path to the source UDataTable, e.g. \"/Game/Data/DT_Items\"; its RowStruct must equal the registry's ItemStruct."
      • changedInput schema / properties / precache / description
        Previous value: -"bool, enables synchronous cached lookups (default true)."New value: +"bool, enables synchronous cached lookups (default true): the table is loaded into the cache when the registry initializes, which get_data_registry_item needs."
      • changedInput schema / properties / registry_path / description
        Previous value: -"Content path to the UDataRegistry asset."New value: +"Content path to the UDataRegistry asset, e.g. \"/Game/Data/DR_Items\" (the \".DR_Items\" suffix optional), as create_data_registry returns it."
    • Changedadd_pose_search_channel_to_schema1 field changed
      • changedInput schema / properties / weight / description
        Previous value: -"Channel weight (float); default 1.0, which also resets the weight of an existing channel when omitted"New value: +"How much this channel counts against the others when matching, a float >= 0 (default 1.0); omitting it on an existing channel resets that channel's weight to 1.0."
    • Changedadd_shot_track1 field changed
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Full /Game path OR bare asset name of the target Level Sequence."New value: +"Full /Game path, e.g. \"/Game/Cinematics/LS_Intro\", OR bare asset name \"LS_Intro\" (the first Level Sequence under /Game with that name); get_level_sequences lists them."
    • Changedadd_spawnable_to_sequence2 fields changed
      • changedInput schema / properties / class_name / description
        Previous value: -"AActor subclass name (e.g. \"CineCameraActor\" default, \"StaticMeshActor\", \"PointLight\", or a \"/Script/Module.Class\" path)."New value: +"AActor subclass to spawn: \"CineCameraActor\" (default), \"StaticMeshActor\", \"PointLight\", another native class by short name (e.g. \"SkeletalMeshActor\"), or a path such as \"/Script/Engine.SkyLight\" or a Blueprint's \"/Game/BP_Door.BP_Door_C\"."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence (found by AssetName under /Game)."New value: +"Asset name (not a path) of the target Level Sequence, e.g. \"LS_Intro\": the first Level Sequence under /Game with that name, case-insensitive; get_level_sequences lists them, create_level_sequence makes one."
    • Changedadd_state2 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the new state, e.g. \"Patrol\"; the other state commands find states by this name."New value: +"Name of the new state, e.g. \"Patrol\"; it should be unique in the whole tree, because every other state command finds a state by this name (the first match, depth-first)."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as create_state_tree or list_state_trees (trees[].path) returns it."
    • Changedadd_state_tree_global_task2 fields changed
      • changedInput schema / properties / task_struct / description
        Previous value: -"Task struct name or /Script path; must derive from StateTreeTaskBase (e.g. \"StateTreeDebugTextTask\")"New value: +"Task struct name as list_task_types returns it, or its /Script path; a leading F is optional; must derive from FStateTreeTaskBase (e.g. \"StateTreeDebugTextTask\")."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedadd_transform_track_to_binding2 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding (from add_spawnable_to_sequence / bind_actor_to_sequence / get_sequence_bindings)."New value: +"GUID of the binding, e.g. \"8E2F14A64B7D5C3E9A1B2C3D4E5F6071\", as add_spawnable_to_sequence, bind_actor_to_sequence or get_sequence_bindings return it."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence."New value: +"Asset name of the Level Sequence, not a path, e.g. \"LS_Intro\"; the one with that name under /Game is used."
    • Changedadd_usd_payload1 field changed
      • changedInput schema / properties / prim_path_for_target / description
        Previous value: -"Prim inside the referenced layer to import. Empty (default) means '/'."New value: +"Absolute path of the prim inside the payload layer to compose, e.g. \"/Chair\". Empty (default) authors an empty target path, which USD resolves to that layer's defaultPrim."
    • Changedadd_usd_reference5 fields changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Identifier of the layer to reference (absolute file path or USD-style relative identifier)."New value: +"Identifier of the layer to reference: an absolute file path such as \"C:/Assets/chair.usda\", or a path relative to the layer being edited such as \"./chair.usda\"."
      • changedInput schema / properties / position / description
        Previous value: -"One of \"FrontOfPrependList\" / \"BackOfPrependList\" / \"FrontOfAppendList\" / \"BackOfAppendList\" (default BackOfPrependList — pxr::'s default for the strongest-anonymous opinion)."New value: +"\"FrontOfPrependList\" | \"BackOfPrependList\" | \"FrontOfAppendList\" | \"BackOfAppendList\", case-insensitive; prepended arcs are stronger than appended ones. Default BackOfPrependList, which is also what any other string means (the reply then echoes the string sent)."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Prim that owns the reference (target of the composition op on the consumer side)."New value: +"Absolute SdfPath of the existing prim that receives the reference, e.g. \"/World/Chair\"; define_usd_prim creates one."
      • changedInput schema / properties / prim_path_for_target / description
        Previous value: -"Prim inside the referenced layer to import. Empty (default) means the referenced layer's pseudo-root '/'. The default matches the common \"import the whole layer\" use case."New value: +"Absolute path of the prim inside the referenced layer to compose, e.g. \"/Chair\". Empty (default) authors an empty target path, which USD resolves to the referenced layer's defaultPrim; a layer without one composes nothing there."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Name the stage was registered under."New value: +"Name the stage was registered under by open_usd_stage or create_usd_stage (list_usd_stages shows it), e.g. \"Shot010\"."
    • Changedadd_water_body_to_zone2 fields changed
      • changedInput schema / properties / water_body_label / description
        Previous value: -"Label of the existing AWaterBody actor to link"New value: +"Editor label (not the object name) of the AWaterBody actor -- lake, river, ocean or custom -- e.g. \"Lake_Main\", as create_water_body set it; whole label, case-insensitive, first match"
      • changedInput schema / properties / water_zone_label / description
        Previous value: -"Label of the existing AWaterZone actor to link into"New value: +"Editor label of the AWaterZone actor, e.g. \"WaterZone_1\"; spawn_actor with type=\"WaterZone\" places one"
    • Changedapply_gameplay_effect3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\": the whole name, case-insensitive, no wildcards. get_actors_in_level lists names; find_actors_by_name maps a label to its name"
      • changedInput schema / properties / effect_class / description
        Previous value: -"Class path of a UGameplayEffect subclass; a Blueprint GE needs its _C class path, e.g. \"/Game/Effects/GE_Burn.GE_Burn_C\""New value: +"Class path of a UGameplayEffect subclass, loaded with LoadClass: a Blueprint GE needs its _C class path, e.g. \"/Game/Effects/GE_Burn.GE_Burn_C\"; a C++ one \"/Script/MyGame.GE_Burn\". create_gameplay_effect_blueprint makes one; an unloadable path is an error"
      • changedInput schema / properties / level / description
        Previous value: -"Effect level for scalable magnitudes, fractions allowed; default 1.0"New value: +"Effect level that scalable magnitudes are read at, a number, fractions allowed (e.g. 2.5); default 1.0"
    • Changedbuild_pose_search_database_index2 fields changed
      • changedInput schema / properties / database_path / description
        Previous value: -"Asset path of the UPoseSearchDatabase (required)."New value: +"Asset path of the UPoseSearchDatabase, e.g. \"/Game/Anim/PSD_Locomotion\", as create_pose_search_database returns it (required)."
      • changedInput schema / properties / wait_for_completion / description
        Previous value: -"If true, block until the build completes (the engine's FTickableGameObject pumps during the wait)."New value: +"true (default) blocks until the build ends, pumping the engine meanwhile, so large databases take a while; false returns at once, usually with status in_progress (or built when the index was already up to date)."
    • Changedcancel_ability2 fields changed
      • changedInput schema / properties / ability_name / description
        Previous value: -"Ability to match among the granted specs: the ability_name from get_active_abilities, the class name with or without _C (\"GA_Jump\"), the asset path (\"/Game/Abilities/GA_Jump\") or the class path; case-insensitive, first match wins"New value: +"Granted ability to cancel: the ability_name get_active_abilities returns, the class name with or without _C (\"GA_Jump\"), the asset path (\"/Game/Abilities/GA_Jump\") or the class path; case-insensitive, first matching spec wins"
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\": the whole name, case-insensitive, no wildcards. get_actors_in_level lists names; find_actors_by_name maps a label to its name"
    • Changedcheck_blueprint_errors1 field changed
      • changedInput schema / properties / blueprint_path / description
        Previous value: -"Object path, package path, or bare short name of the blueprint (resolved via mcp_common::ResolveAssetFlexible; ambiguity errors out listing candidates)"New value: +"Object path, package path or bare short name of the Blueprint, e.g. '/Game/Blueprints/BP_Door' or 'BP_Door'; a short name several Blueprints share is an error listing the candidates."
    • Changedclaim_smart_object2 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Editor label of the actor carrying the USmartObjectComponent"New value: +"Editor label (not the object name) of the editor-world actor carrying the USmartObjectComponent, e.g. \"SO_Bench_1\", as register_smart_object_actor set it; whole label, case-insensitive, first match wins"
      • changedInput schema / properties / definition_path / description
        Previous value: -"Optional path to the definition; only used for reporting"New value: +"Optional path to the definition; only echoed back in the reply, never loaded or checked"
    • Changedclear_anim_transition_rule4 fields changed
      • changedInput schema / properties / anim_blueprint_path / description
        Previous value: -"Asset path of the UAnimBlueprint"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'."
      • changedInput schema / properties / machine_name / description
        Previous value: -"Name of the state machine that owns the transition"New value: +"Name of a state machine on the blueprint's top-level AnimGraph, as get_anim_blueprint_info lists it in state_machines (case-insensitive), e.g. 'Locomotion'."
      • changedInput schema / properties / source_state / description
        Previous value: -"Name of the source state (transition origin)"New value: +"Name of the state or conduit the transition leaves, as get_anim_state_machine_info lists it (case-insensitive), e.g. 'Idle'."
      • changedInput schema / properties / target_state / description
        Previous value: -"Name of the target state (transition destination)"New value: +"Name of the state or conduit the transition enters (case-insensitive), e.g. 'Run'."
    • Changedclear_usd_payloads1 field changed
      • changedInput schema / properties / prim_path_for_target / description
        Previous value: -"With asset_path, the prim inside that layer the payload targets, as given to add_usd_payload. Empty (default) means '/', as for add_usd_payload."New value: +"With asset_path, the prim inside that layer the payload targets, as given to add_usd_payload. Empty (default) means the default-prim payload add_usd_payload authors when it is given none."
    • Changedclear_usd_references2 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"Prim whose references should be cleared."New value: +"Absolute SdfPath of the existing prim whose references are cleared, e.g. \"/World/Chair\"; list_usd_prims lists prim paths."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Name the stage was registered under."New value: +"Name the stage was registered under by open_usd_stage or create_usd_stage (list_usd_stages shows it), e.g. \"Shot010\"."
    • Changedcompile_state_tree1 field changed
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedcreate_camera_rig_asset2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (required)"New value: +"Asset name, e.g. 'CR_Player'; package_path/name must form a valid long package name."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content folder (default \"/Game/Cameras\")"New value: +"Content folder as a long package path, e.g. '/Game/Cameras/Rigs' (default \"/Game/Cameras\")."
    • Changedcreate_composite_data_table4 fields changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content package path where the asset lives (check the body for the default)."New value: +"Content folder as a long package path, e.g. '/Game/Data' (default /Game/DataTables)."
      • changedInput schema / properties / parent_tables / description
        Previous value: -"Array of full asset paths of the parent DataTables, LOW precedence first: a row present in several parents is won by the one with the HIGHEST index."New value: +"Array of DataTable asset paths, lowest precedence first: a row present in several parents takes its values from the one with the highest index, e.g. [\"/Game/Data/DT_Items\", \"/Game/Mod/DT_ItemsExtra\"]. A path listed twice counts once."
      • changedInput schema / properties / row_struct / description
        Previous value: -"Optional UScriptStruct name for the composite rows. Defaults to the row struct of the first resolved parent (or, on an existing composite, to the one it already has -- which cannot be changed in place)."New value: +"Optional row struct name without the F prefix, e.g. 'ItemRow', or its path '/Script/MyGame.ItemRow'. Defaults to the existing composite's struct, else the first parent's; an existing composite's struct cannot be changed in place."
      • changedInput schema / properties / table_name / description
        Previous value: -"Name of the composite DataTable asset to create or converge."New value: +"Asset name of the composite, e.g. 'DT_Items_Combined'; package_path/table_name must form a valid long package name."
    • Changedcreate_locomotion_anim_blueprint6 fields changed
      • changedInput schema / properties / add_transitions / description
        Previous value: -"Optional bool (default true). Add Idle<->Walk and Walk<->Run transitions."New value: +"Whether to add the two-way transitions between consecutive states, with a 0.2 s crossfade (default true); false leaves the states unlinked."
      • changedInput schema / properties / asset_name / description
        Previous value: -"Blueprint asset name, e.g. \"ABP_PlayerLocomotion\"."New value: +"Name of the Animation Blueprint, e.g. \"ABP_Hero\"; the asset is package_path/asset_name."
      • changedInput schema / properties / machine_name / description
        Previous value: -"Optional state machine name (default \"Locomotion\")."New value: +"Name of the state machine node in the AnimGraph (default \"Locomotion\"); a machine of that name is reused."
      • changedInput schema / properties / package_path / description
        Previous value: -"UE content folder, e.g. \"/Game/MyGame\"."New value: +"Content folder for the asset, e.g. \"/Game/Characters/Hero/Animation\" (a trailing slash is ignored)."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the target USkeleton."New value: +"Path of the USkeleton asset, e.g. \"/Game/Characters/Hero/SK_Hero_Skeleton\"; it must load even when the blueprint already exists."
      • changedInput schema / properties / states / description
        Previous value: -"Optional list of state names to add (default [\"Idle\", \"Walk\", \"Run\"])."New value: +"State names in order, e.g. [\"Idle\", \"Walk\", \"Run\", \"Sprint\"] (default [\"Idle\", \"Walk\", \"Run\"]); the first is the entry state, and transitions link each state with the next one."
    • Changedcreate_niagara_system2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Name of the Niagara System asset to create."New value: +"Asset name, e.g. 'NS_Sparks'; package_path/name must form a valid long package name."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content folder; defaults to /Game/Niagara"New value: +"Content folder as a long package path, e.g. '/Game/FX' (default /Game/Niagara); a trailing slash is ignored."
    • Changedcreate_sound_cue2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name, e.g. SC_Footsteps"New value: +"Asset name, e.g. 'SC_Footsteps'; package_path/name must form a valid long package name."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content path, defaults to /Game/SoundCues"New value: +"Content folder as a long package path, e.g. '/Game/Audio/Cues' (default /Game/SoundCues); trailing slashes are ignored."
    • Changedcreate_usd_stage_actor3 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"World [x, y, z] location for the new actor (optional, default [0, 0, 0])."New value: +"World [x, y, z] location in cm for a new actor, e.g. [0, 0, 100] (default [0, 0, 0]); missing trailing numbers stay 0."
      • changedInput schema / properties / name / description
        Previous value: -"Desired actor name (default \"UsdStageActor\"). Used only on first spawn; ignored on subsequent calls that pick up the existing actor."New value: +"Object name for a new actor, e.g. \"UsdStageActor\" (the default); a numeric suffix is added when taken, so read the real name from the reply. Ignored when a stage actor already exists."
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. World [pitch, yaw, roll] in degrees for the new actor (optional, default [0, 0, 0])."New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. World [pitch, yaw, roll] in degrees for a new actor, e.g. [0, 90, 0] (default [0, 0, 0])."
    • Changedcreate_water_body1 field changed
      • changedInput schema / properties / water_zone_label / description
        Previous value: -"Optional label of an existing AWaterZone to link the body to; if it is not found, success is false while the body is still spawned"New value: +"Optional editor label of an existing AWaterZone to link the body to, through its WaterZoneOverride as add_water_body_to_zone does (saved with the level, kept wherever the body lies); linked_to_zone and owning_zone_label are read back from the body. If the zone is not found, success is false while the body is still spawned"
    • Changedcut_geometry_collection_with_planes5 fields changed
      • changedInput schema / properties / geometry_collection_path / description
        Previous value: -"Asset path of the UGeometryCollection"New value: +"Asset path of the UGeometryCollection, e.g. \"/Game/Destruction/GC_Wall\", as create_geometry_collection returns it (asset_path)."
      • changedInput schema / properties / grout / description
        Previous value: -"Width of the gap left between cut pieces, in cm (default 0)"New value: +"Width of the gap left between cut pieces, in cm, e.g. 0.5 (default 0, no gap)."
      • changedInput schema / properties / num_planes / description
        Previous value: -"Number of random cutting planes to generate, minimum 1, default 3"New value: +"Number of random cutting planes, an integer of at least 1 (smaller values become 1), default 3."
      • changedInput schema / properties / random_seed / description
        Previous value: -"Optional seed for plane generation, default 1337"New value: +"Integer seed for plane placement, default 1337; the same seed on the same collection gives the same planes."
      • changedInput schema / properties / split_islands / description
        Previous value: -"Optional, split resulting islands, default true"New value: +"true (default) turns every disconnected part of a cut piece into its own piece; false keeps them together."
    • Changeddisconnect_pcg_nodes3 fields changed
      • changedInput schema / properties / from_node / description
        Previous value: -"Upstream node name, or the token \"Input\"."New value: +"Upstream node name as get_pcg_graph_info lists it (node_name, case-insensitive), or the token \"Input\" for the graph's input node."
      • changedInput schema / properties / pcg_graph_path / description
        Previous value: -"Asset path of the PCG Graph (e.g. \"/Game/PCG/PCG_Example\")."New value: +"Asset path of the PCG Graph, e.g. \"/Game/PCG/PCG_Example\", as create_pcg_graph returns it."
      • changedInput schema / properties / to_node / description
        Previous value: -"Downstream node name, or the token \"Output\"."New value: +"Downstream node name as get_pcg_graph_info lists it (node_name, case-insensitive), or the token \"Output\" for the graph's output node."
    • Changeddraw_line_to_render_target4 fields changed
      • changedInput schema / properties / color / description
        Previous value: -"Optional [r, g, b, a] line color, defaults to opaque white"New value: +"Optional [r, g, b, a] linear color, each usually 0..1; channels left out keep opaque white, the default"
      • changedInput schema / properties / end / description
        Previous value: -"Line end position [x, y] in screen-space pixels"New value: +"Line end [x, y] in render-target pixels from the top-left corner, e.g. [256, 128]; it must differ from start"
      • changedInput schema / properties / render_target_path / description
        Previous value: -"Asset path of the destination render target"New value: +"Asset path of the destination UTextureRenderTarget2D, e.g. \"/Game/RT/RT_Canvas\""
      • changedInput schema / properties / start / description
        Previous value: -"Line start position [x, y] in screen-space pixels"New value: +"Line start [x, y] in render-target pixels from the top-left corner, e.g. [0, 0]"
    • Changedduplicate_niagara_module_in_stack4 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it."
      • changedInput schema / properties / module_name / description
        Previous value: -"Function name of the module node to duplicate, case-sensitive, as list_niagara_modules gives module_name"New value: +"Function name of the module to duplicate, case-sensitive, as list_niagara_modules gives module_name for that stack, e.g. 'GravityForce'."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, e.g. '/Game/FX/NS_Sparks'."
      • changedInput schema / properties / target_index_override / description
        Previous value: -"Optional position for the new module, a JSON number; defaults to the source index plus one among the module nodes of the emitter graph"New value: +"Optional stack position for the new module, a JSON number (0 runs first; -1 appends; others are clamped into the stack); defaults to the source's stack index plus one."
    • Changedexport_data_table_as_csv2 fields changed
      • changedInput schema / properties / file_path / description
        Previous value: -"Optional OS path to also write the CSV string to (echoed back as written_to)"New value: +"Optional absolute OS path of the file to write, e.g. 'C:/Backups/DT_Items.csv'; an existing file is overwritten, and the path is echoed back as written_to."
      • changedInput schema / properties / table_path / description
        Previous value: -"Full asset path of the DataTable."New value: +"Object or package path of the DataTable asset, e.g. '/Game/Data/DT_Items'."
    • Changedfind_duplicate_assets2 fields changed
      • changedInput schema / properties / folder_path / description
        Previous value: -"Content folder to scan, default /Game"New value: +"Content folder to scan, a package path such as /Game/Characters, default /Game"
      • changedInput schema / properties / min_group_size / description
        Previous value: -"Minimum number of same-named assets to report as a duplicate group, default 2"New value: +"Minimum number of same-named assets to report as a duplicate group, default 2 (a value below 1 counts as 2)"
    • Changedfire_mass_signal2 fields changed
      • changedInput schema / properties / entity_handle / description
        Previous value: -"Optional. \"{Index}:{SerialNumber}\". If omitted, broadcasts to all live entities."New value: +"Optional handle \"Index:SerialNumber\" of one live entity, e.g. \"12:3\" (Index above 0, SerialNumber not 0). Leave it out to signal every live entity of the editor world."
      • changedInput schema / properties / signal / description
        Previous value: -"Signal name (FName)."New value: +"Signal name, as the receiving processors subscribe to it, e.g. \"StateTreeActivate\" (case-insensitive FName); any name is accepted."
    • Changedget_ability_system_component1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\": the whole name, case-insensitive, no wildcards. get_actors_in_level lists names; find_actors_by_name maps a label to its name"
    • Changedget_asset_bundle_data1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Full object path including the object name, e.g. /Game/MyGame/M_Example.M_Example; a package-only path does not resolve to the asset."New value: +"Full object path including the object name, e.g. /Game/MyGame/DA_Sword.DA_Sword (find_assets_by_name gives it); a package-only path such as /Game/MyGame/DA_Sword does not resolve to the asset and answers asset_found=false."
    • Changedget_behavior_tree_status1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name or label of the AI-possessed pawn (or AIController) whose UBehaviorTreeComponent to query."New value: +"Object name or label of the AI-possessed pawn, or of its AIController, e.g. 'BP_Guard_C_0'; searched in the PIE world first, then the editor world."
    • Changedget_chooser_table_info1 field changed
      • changedInput schema / properties / table_path / description
        Previous value: -"Long package path of an existing UChooserTable."New value: +"Long package path of the Chooser Table, without the object suffix, e.g. \"/Game/Animation/CHT_Locomotion\", as list_chooser_tables returns it."
    • Changedget_component_events2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor containing the component"New value: +"Object name (not the label) of the actor in the editor world, compared without case, e.g. 'StaticMeshActor_0'."
      • changedInput schema / properties / component_name / description
        Previous value: -"Name of the component to get events from"New value: +"Object name of one of that actor's components, compared without case, e.g. 'StaticMeshComponent0'; get_actor_components lists them."
    • Changedget_consideration_info3 fields changed
      • changedInput schema / properties / consideration_index / description
        Previous value: -"0-based index into State->Considerations."New value: +"0-based index of the consideration in that state, e.g. 0, as list_considerations reports it (index); required."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the consideration; the first state with that name in a depth-first walk is used."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedget_cvar1 field changed
      • changedInput schema / properties / name / description
        Previous value: -"Console variable name, e.g. \"r.ScreenPercentage\"."New value: +"Exact console variable name, e.g. \"r.ScreenPercentage\" or \"t.MaxFPS\", as list_cvars returns it (case-insensitive)."
    • Changedget_decal_info1 field changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Label of the ADecalActor in the editor world."New value: +"Editor label of the ADecalActor, e.g. \"Decal_Blood_01\", as spawn_decal_actor set it or the Outliner shows it (case-insensitive, first match)."
    • Changedget_game_mode_info2 fields changed
      • changedInput schema / properties / game_mode_class / description
        Previous value: -"Optional AGameModeBase class name (short or /Script/ path)"New value: +"Game mode class by name or path: a native short name with or without the A prefix ('GameModeBase'), a /Script path, or a Blueprint asset or class path, e.g. '/Game/Core/BP_MyGameMode'. One of the two class params is required."
      • changedInput schema / properties / game_mode_class_path / description
        Previous value: -"Optional long /Script/Engine.GameModeBase path (takes precedence)"New value: +"Full class path, e.g. '/Script/Engine.GameModeBase' or '/Game/Core/BP_MyGameMode.BP_MyGameMode_C'; tried before game_mode_class."
    • Changedget_gameplay_effect_components1 field changed
      • changedInput schema / properties / gameplay_effect_path / description
        Previous value: -"Full asset path of the GE Blueprint"New value: +"Asset path of the GameplayEffect Blueprint, e.g. \"/Game/GAS/GE_Burning\", as create_gameplay_effect_blueprint returns it (asset_path)."
    • Changedget_gameplay_effect_modifiers1 field changed
      • changedInput schema / properties / effect_path / description
        Previous value: -"GameplayEffect asset path: a Blueprint GE (\"/Game/Effects/GE_Burn\") or a native UGameplayEffect asset"New value: +"Asset path of the effect, not its _C class path: a Blueprint GE \"/Game/Effects/GE_Burn\" or a native UGameplayEffect asset \"/Game/Effects/GE_Native\" (\".Name\" suffix optional). find_assets_by_name finds it; create_gameplay_effect_blueprint or create_gameplay_effect_asset makes one"
    • Changedget_hlod_layer_info1 field changed
      • changedInput schema / properties / hlod_layer_path / description
        Previous value: -"Full /Game path to the HLOD layer asset"New value: +"Object or package path of the HLOD layer asset, e.g. '/Game/HLOD/HLOD_Instanced' (as get_hlod_layers lists it)."
    • Changedget_hlod_layers1 field changed
      • changedInput schema / properties / path / description
        Previous value: -"Optional content path; defaults to /Game"New value: +"Optional content folder searched recursively, as a long package path, e.g. '/Game/HLOD'; default /Game."
    • Changedget_level_sequence_status_runtime1 field changed
      • changedInput schema / properties / player_key / description
        Previous value: -"Player key returned from play_level_sequence_runtime"New value: +"The player_key string play_level_sequence_runtime returned in this editor session; keys do not survive the end of PIE."
    • Changedget_level_sequences2 fields changed
      • changedInput schema / properties / max_results / description
        Previous value: -"Maximum number of sequences to return, 1 to 10000, default 1000"New value: +"Maximum number of sequences to return, an integer from 1 to 10000 (default 1000)."
      • changedInput schema / properties / package_path / description
        Previous value: -"Filter to a long package path, defaults to /Game"New value: +"Long package path of the folder to search, subfolders included, e.g. \"/Game/Cinematics\" (default \"/Game\"; plugin content needs its own root such as \"/MyPlugin\")."
    • Changedget_modulation_generator_info1 field changed
      • changedInput schema / properties / generator_path / description
        Previous value: -"Asset path to the USoundModulationGenerator"New value: +"Asset path of the generator, e.g. \"/Game/Audio/Mod/LFO_Wobble\", as create_modulation_generator returns it."
    • Changedget_niagara_emitter_data_interfaces2 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it, e.g. 'Fountain'."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, package or object form, e.g. '/Game/FX/NS_Sparks'."
    • Changedget_niagara_emitter_runtime_summary2 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it, e.g. 'Fountain'."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, package or object form, e.g. '/Game/FX/NS_Sparks'."
    • Changedget_pose_search_database_info1 field changed
      • changedInput schema / properties / database_path / description
        Previous value: -"Asset path of the UPoseSearchDatabase (required)."New value: +"Asset path of the UPoseSearchDatabase, e.g. \"/Game/Anim/PSD_Locomotion\", as create_pose_search_database returns it (required)."
    • Changedget_primary_asset_ids_by_type2 fields changed
      • changedInput schema / properties / asset_type_name / description
        Previous value: -"Name of the primary asset type, e.g. \"Item\"."New value: +"Name of the primary asset type as registered, e.g. \"Item\" or \"Map\" (case-insensitive); get_all_primary_asset_types lists them."
      • changedInput schema / properties / filter / description
        Previous value: -"\"unloaded_only\" keeps only assets with no current or pending bundle state (not loaded through the Asset Manager); omitted or any other value lists all."New value: +"\"unloaded_only\" (case-insensitive) keeps only assets with no current or pending bundle state (not loaded through the Asset Manager); omitted or any other value lists all."
    • Changedget_section_info5 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to inspect. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."New value: +"GUID of the binding whose section to inspect, as get_sequence_bindings or get_sequence_tracks gives it. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / section_index / description
        Previous value: -"Index of the section on the resolved track (default 0)."New value: +"Index of the section on the resolved track (default 0); get_sequence_tracks gives each track's section_count."
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Full /Game path OR bare asset name of the target Level Sequence."New value: +"Full /Game path, e.g. \"/Game/Cinematics/LS_Intro\", OR bare asset name \"LS_Intro\" of the target Level Sequence."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (0 = first track, default 0). Without binding_guid it indexes the root tracks."New value: +"Index into the binding's tracks (0 = first track, default 0), in get_sequence_tracks order. Without binding_guid it indexes the root tracks."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_properties)."New value: +"Optional kind of track, case-insensitive: \"transform\"|\"float\"|\"bool\"|\"vector\"|\"color\"|\"visibility\"|\"audio\"|\"event\"|\"fade\"|\"skeletalanimation\"|\"subsequence\"|\"cameracut\"|\"shot\"|\"slomo\"|\"property\"|\"attach\"; the first track of that kind wins and none is an error; any other value is ignored and track_index picks."
    • Changedget_skeletal_mesh_info1 field changed
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset (e.g. /Game/MyMesh)"New value: +"Content path of the USkeletalMesh asset (object or package path), e.g. '/Game/Characters/SKM_Hero'."
    • Changedget_skeletal_mesh_morph_targets1 field changed
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path of the USkeletalMesh asset (object or package path), e.g. '/Game/Characters/SKM_Hero'."
    • Changedget_skeletal_mesh_section_info2 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"LOD index to query (default 0)"New value: +"0-based LOD index to read (default 0); it must be below num_lods from get_skeletal_mesh_info."
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path of the USkeletalMesh asset (object or package path), e.g. '/Game/Characters/SKM_Hero'."
    • Changedget_smart_object_component_definition1 field changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Editor label of the actor carrying the USmartObjectComponent"New value: +"Editor label (not the object name) of the editor-world actor carrying the USmartObjectComponent, e.g. \"SO_Bench_1\"; whole label, case-insensitive, first match wins. find_actors_by_name with match='label' finds labels"
    • Changedget_smart_object_slots_detail1 field changed
      • changedInput schema / properties / definition_path / description
        Previous value: -"Path to the USmartObjectDefinition asset"New value: +"Object path of the USmartObjectDefinition asset, e.g. \"/Game/AI/SO_Bench.SO_Bench\" (the package path \"/Game/AI/SO_Bench\" also loads); create_smart_object_definition makes one"
    • Changedget_trigger_info1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the trigger actor to query"New value: +"Object name (not the editor label) of the trigger actor in the editor world, e.g. \"TriggerBox_0\", as spawn_actor returns it; whole name, case-insensitive. find_actors_by_name maps a label to its name"
    • Changedget_usd_attribute_time_samples2 fields changed
      • changedInput schema / properties / attr_name / description
        Previous value: -"Name of the attribute to inspect, e.g. \"xformOp:translate\"."New value: +"Full attribute name including any namespace, as list_usd_prim_attributes returns it, e.g. \"xformOp:translate\"."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"."New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\", as list_usd_prims returns it."
    • Changedget_usd_generated_component2 fields changed
      • changedInput schema / properties / actor_path / description
        Previous value: -"Full actor path (or short name) of the AUsdStageActor."New value: +"The stage actor: its full path as create_usd_stage_actor returns it (actor_path), or its object name or editor label, e.g. \"UsdStageActor\"."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Full prim path, e.g. \"/root_prim/my_prim\"."New value: +"Absolute USD prim path in the actor's stage, starting with \"/\", e.g. \"/Root/Geom/Chair\"."
    • Changedget_uv_health_report3 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"LOD index to inspect (default 0)"New value: +"0-based LOD to inspect (default 0), below the total_lods list_uv_channels reports"
      • changedInput schema / properties / mesh_path / description
        Previous value: -"Static mesh path (e.g. /Game/Meshes/Cube)"New value: +"Content path of the UStaticMesh asset, e.g. \"/Game/Meshes/SM_Rock\" (the object path \"/Game/Meshes/SM_Rock.SM_Rock\" also works); find_assets_by_name finds it"
      • changedInput schema / properties / uv_channel / description
        Previous value: -"UV channel index to inspect (default 0)"New value: +"0-based UV channel to inspect (default 0), below that LOD's uv_channel_count from list_uv_channels"
    • Changedget_water_zone_info1 field changed
      • changedInput schema / properties / water_zone_label / description
        Previous value: -"Label of the existing AWaterZone actor"New value: +"Editor label (not the object name) of the AWaterZone actor, e.g. \"WaterZone_1\"; whole label, case-insensitive, first match. find_actors_by_name with match='label' lists labels"
    • Changedlist_automation_tests2 fields changed
      • changedInput schema / properties / filter / description
        Previous value: -"Optional case-insensitive substring matched against the full test path"New value: +"Optional case-insensitive substring matched against the full test path, e.g. 'UEAgent.' or 'Project.Functional'; empty lists every test."
      • changedInput schema / properties / max_results / description
        Previous value: -"Cap on returned entries (default 500)"New value: +"Most tests to return, a positive number (default 500); 0 or a negative value also means 500."
    • Changedlist_modules2 fields changed
      • changedInput schema / properties / loaded_only / description
        Previous value: -"Only include currently-loaded modules (default false)"New value: +"true keeps only the modules loaded right now (default false)"
      • changedInput schema / properties / name_pattern / description
        Previous value: -"Optional module name substring filter (case-insensitive)"New value: +"Optional plain substring of the module name, case-insensitive, no wildcards, e.g. \"Niagara\"; omitted or empty lists every module"
    • Changedlist_tasks2 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state, as get_state_tree_info lists it; the first state with that name in a depth-first walk is used."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedlist_usd_prim_attributes1 field changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"."New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\", as list_usd_prims returns it."
    • Changedlist_usd_stage_layers2 fields changed
      • changedInput schema / properties / include_session_layers / description
        Previous value: -"When true (default) the returned stack also includes the stage's session/auto-generated layers; pass false to get only the persistent root + sublayers. layer_index counts in this stack."New value: +"When true (default) the session layers are listed too; false leaves them out of layers without renumbering the rest, so the root keeps its index. layer_index ignores it."
      • changedInput schema / properties / layer_index / description
        Previous value: -"Optional 0-based index into the layer stack (the root layer is 0); report only that layer"New value: +"Optional 0-based index into the full stack, as set_usd_edit_target counts it (root_layer_index gives the root); report only that layer"
    • Changedlist_uv_channels2 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to inspect, or -1 to inventory every LOD (default -1)"New value: +"Optional 0-based LOD to inspect, or -1 to list every LOD (default -1); total_lods in the reply says how many exist, and one past the last is an error"
      • changedInput schema / properties / mesh_path / description
        Previous value: -"Static mesh path (e.g. /Game/Meshes/Cube)"New value: +"Content path of the UStaticMesh asset, e.g. \"/Game/Meshes/SM_Rock\" (the object path \"/Game/Meshes/SM_Rock.SM_Rock\" also works); find_assets_by_name finds it"
    • Changedload_world_partition_region3 fields changed
      • changedInput schema / properties / label / description
        Previous value: -"Optional label for the loader adapter (default \"MCP Load Region\")."New value: +"Name for the region, used later by unload_world_partition_region (default \"MCP Load Region\"); use one label per region to release them separately."
      • changedInput schema / properties / max / description
        Previous value: -"[x,y,z] maximum corner of the region box in world units."New value: +"[x,y,z] the opposite corner of the box, in centimetres; it must differ from min so the box has volume."
      • changedInput schema / properties / min / description
        Previous value: -"[x,y,z] minimum corner of the region box in world units."New value: +"[x,y,z] one corner of the box, in centimetres (world units); min and max may come in either order, they are sorted per axis."
    • Changedmute_usd_layer3 fields changed
      • changedInput schema / properties / mute_paths / description
        Previous value: -"Identifiers of layers to mute. Empty/missing is allowed (no-op on the mute side)."New value: +"Layer identifiers to mute, as list_usd_stage_layers reports them, e.g. [\"C:/Shots/lighting.usda\"]; non-string or empty entries are skipped. Empty/missing is allowed (no-op on the mute side)."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Name the stage was registered under."New value: +"Name the stage was registered under by open_usd_stage or create_usd_stage (list_usd_stages shows it), e.g. \"Shot010\"."
      • changedInput schema / properties / unmute_paths / description
        Previous value: -"Identifiers of layers to unmute. Empty/missing is allowed (no-op on the unmute side)."New value: +"Layer identifiers to unmute, same form as mute_paths. Empty/missing is allowed (no-op on the unmute side)."
    • Changedpause_timeline1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target level sequence"New value: +"Asset name of the Level Sequence, not its path, e.g. \"LS_Intro\" (case-insensitive; the first match under /Game is used), as get_level_sequences returns it (sequences[].name)."
    • Changedplay_sound_at_location5 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"[x, y, z] 3D location to play the sound at"New value: +"World position [x, y, z] in centimetres, e.g. [0, 0, 100]; required, and the origin [0, 0, 0] is valid."
      • changedInput schema / properties / pitch / description
        Previous value: -"Optional pitch multiplier; defaults to 1.0"New value: +"Optional pitch multiplier, e.g. 2.0 for an octave up; default 1.0."
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] rotation of the sound (it matters to a directional attenuation)"New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] in degrees, the facing of the sound (it matters to a directional attenuation); default [0, 0, 0]."
      • changedInput schema / properties / sound_path / description
        Previous value: -"Full asset path to the sound (e.g. '/Game/Audio/MySound.MySound')"New value: +"Object path of the sound asset, e.g. '/Game/Audio/MySound.MySound' (the package path '/Game/Audio/MySound' also loads)."
      • changedInput schema / properties / volume / description
        Previous value: -"Optional volume multiplier; defaults to 1.0"New value: +"Optional volume multiplier, e.g. 0.5 for half; default 1.0."
    • Changedpoll_delegate_events2 fields changed
      • changedInput schema / properties / cursor / description
        Previous value: -"Optional int64; only events with a higher sequence_id are returned (default 0 = everything currently retained)"New value: +"Optional sequence_id: only fires with a higher one are returned; pass the previous reply's next_cursor. Default 0 returns every fire still kept."
      • changedInput schema / properties / subscription_id / description
        Previous value: -"The id returned by subscribe_to_delegate"New value: +"The subscription_id that subscribe_to_delegate returned, e.g. 3."
    • Changedrecompute_mesh_uvs4 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name of the target DynamicMeshActor in the editor world, e.g. 'DynamicMeshActor_0'."
      • changedInput schema / properties / island_source / description
        Previous value: -"\"uv_islands\" | \"polygroups\" | \"existing_groups\" | \"selection\" (default \"uv_islands\")"New value: +"What one island is: \"uv_islands\" (the channel's existing islands, default) or \"polygroups\" (one island per polygroup); case-insensitive, any other value is an error."
      • changedInput schema / properties / method / description
        Previous value: -"flatten method: \"spectral_conformal\" (default), \"conformal\" or \"exp_map\""New value: +"Flatten method: \"spectral_conformal\" (default), \"conformal\" or \"exp_map\"; case-insensitive."
      • changedInput schema / properties / uv_channel / description
        Previous value: -"UV channel index (default 0)"New value: +"0-based UV channel index (default 0); get_dynamic_mesh_info shows the channels the mesh has."
    • Changedregister_gameplay_debugger_category2 fields changed
      • changedInput schema / properties / category_name / description
        Previous value: -"Unique name for this debugger category (required)"New value: +"Name of the category as the debugger shows it, e.g. 'MyAI'; reusing a name this tool registered updates it."
      • changedInput schema / properties / specs / description
        Previous value: -"[{actor_class?: string, property_name: string, color?: string (\"white\"|\"red\"|\"green\"|\"yellow\"|\"cyan\"...), label?: string}] -- which properties to print for the current debug-actor, and how"New value: +"Non-empty array of {property_name, actor_class?, color?, label?}: property_name is a property of the debug actor's class (a missing one prints '<property not found>'); actor_class limits the line to actors of that class by short class name, e.g. 'Character'; color is a debugger text color such as 'white', 'red', 'green', 'yellow' or 'cyan'; label replaces the property name in the line. e.g. [{\"property_name\": \"Health\", \"color\": \"green\"}]"
    • Changedregister_gameplay_tag_event1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Display label or internal name of the target editor-world actor (required)"New value: +"Object name of the target editor-world actor, or an editor label only one actor has (required)"
    • Changedregister_input_key_mapping5 fields changed
      • changedInput schema / properties / mapping_name / description
        Previous value: -"FName of the source mapping inside an already-mapped IMC (required)"New value: +"Name of the player-mappable key mapping to rebind, as set in its Player Mappable Key Settings, e.g. \"Jump\" (required)."
      • changedInput schema / properties / new_key / description
        Previous value: -"FKey name (e.g. \"Gamepad_FaceButton_Bottom\") (required)"New value: +"Unreal key name to bind, e.g. \"SpaceBar\", \"Gamepad_FaceButton_Bottom\" or \"LeftMouseButton\"; must be a valid FKey (required)."
      • changedInput schema / properties / player_controller_name / description
        Previous value: -"Optional editor-world APlayerController actor name (defaults to first local player)"New value: +"Optional object name or actor label of the PlayerController to remap, e.g. \"PlayerController_0\" (case-insensitive), searched in every running PIE or game world; when given, player_index is ignored."
      • changedInput schema / properties / player_index / description
        Previous value: -"Optional local player index used to resolve the PlayerController (default 0)."New value: +"Local player whose binding changes, in the play world: 0 (default) is the first player controller, any other value matches a local player's controller id."
      • changedInput schema / properties / slot / description
        Previous value: -"\"First\" | \"Second\" | \"Third\" | \"Fourth\" (default \"First\"); EPlayerMappableKeySlot enum"New value: +"Which of the player's key slots to set: \"First\" (default), \"Second\", \"Third\" or \"Fourth\"; an unknown name silently means \"First\"."
    • Changedreimport_asset1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Object path of the asset, e.g. /Game/Imported/MyTex.MyTex."New value: +"Asset path in object form, e.g. \"/Game/Imported/T_Rock.T_Rock\" (package form \"/Game/Imported/T_Rock\" also loads)."
    • Changedremove_ability2 fields changed
      • changedInput schema / properties / ability_name / description
        Previous value: -"Ability to match among the granted specs: the ability_name from get_active_abilities, the class name with or without _C (\"GA_Jump\"), the asset path (\"/Game/Abilities/GA_Jump\") or the class path; case-insensitive, first match wins"New value: +"Granted ability to remove: the ability_name get_active_abilities returns, the class name with or without _C (\"GA_Jump\"), the asset path (\"/Game/Abilities/GA_Jump\") or the class path; case-insensitive, first matching spec wins"
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\": the whole name, case-insensitive, no wildcards. get_actors_in_level lists names; find_actors_by_name maps a label to its name"
    • Changedremove_anim_composite_segment2 fields changed
      • changedInput schema / properties / composite_path / description
        Previous value: -"Object path of the UAnimComposite (e.g. \"/Game/Animation/AC_Example\")."New value: +"Object path of the UAnimComposite, e.g. '/Game/Animation/AC_Example' (create_anim_composite makes one)."
      • changedInput schema / properties / index / description
        Previous value: -"Zero-based index of the segment to remove, in [0, num_segments)."New value: +"Zero-based index of the segment to remove, in [0, num_segments), in the order of the segments list that add_anim_composite_segment and this tool return."
    • Changedremove_anim_conduit3 fields changed
      • changedInput schema / properties / anim_blueprint_path / description
        Previous value: -"Path to the UAnimBlueprint asset"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'."
      • changedInput schema / properties / conduit_name / description
        Previous value: -"Name of the conduit to remove"New value: +"Name of the conduit to remove, as get_anim_state_machine_info lists it (case-insensitive), e.g. 'ToAirborne'."
      • changedInput schema / properties / machine_name / description
        Previous value: -"Name of the state machine that owns the conduit"New value: +"Name of a state machine on the blueprint's top-level AnimGraph, as get_anim_blueprint_info lists it in state_machines (case-insensitive), e.g. 'Locomotion'."
    • Changedremove_anim_curve_name2 fields changed
      • changedInput schema / properties / curve_name / description
        Previous value: -"The curve name to remove (e.g. 'Curve_Example')."New value: +"The registered curve name to remove, exact as listed in curve_names, e.g. \"Curve_Example\"."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"Asset path of the USkeleton, e.g. \"/Game/Characters/SK_Hero_Skeleton\", as get_skeleton_info (skeleton_path) returns it."
    • Changedremove_anim_state3 fields changed
      • changedInput schema / properties / anim_blueprint_path / description
        Previous value: -"Path to the UAnimBlueprint asset"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'."
      • changedInput schema / properties / machine_name / description
        Previous value: -"Name of the state machine that owns the state"New value: +"Name of a state machine on the blueprint's top-level AnimGraph, as get_anim_blueprint_info lists it in state_machines (case-insensitive), e.g. 'Locomotion'."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state to remove"New value: +"Name of the state to remove, as get_anim_state_machine_info lists it (case-insensitive), e.g. 'Idle'."
    • Changedremove_anim_transition4 fields changed
      • changedInput schema / properties / anim_blueprint_path / description
        Previous value: -"Path to the UAnimBlueprint asset"New value: +"Content path of the UAnimBlueprint (object or package path), e.g. '/Game/Characters/ABP_Hero'."
      • changedInput schema / properties / machine_name / description
        Previous value: -"Name of the state machine that owns the transition"New value: +"Name of a state machine on the blueprint's top-level AnimGraph, as get_anim_blueprint_info lists it in state_machines (case-insensitive), e.g. 'Locomotion'."
      • changedInput schema / properties / source_state / description
        Previous value: -"Name of the source state (transition origin)"New value: +"Name of the state or conduit the transition leaves, as get_anim_state_machine_info lists it (case-insensitive), e.g. 'Idle'."
      • changedInput schema / properties / target_state / description
        Previous value: -"Name of the target state (transition destination)"New value: +"Name of the state or conduit the transition enters (case-insensitive), e.g. 'Run'."
    • Changedremove_bone3 fields changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Name of the bone to remove"New value: +"Exact name of the bone to remove, e.g. \"twist_01_l\"."
      • changedInput schema / properties / remove_children / description
        Previous value: -"If true, recursively remove all descendant bones (default false)"New value: +"true removes every descendant bone too; false (default) keeps the children and re-parents them one level up."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"Asset path of the USkeleton, e.g. \"/Game/Characters/SK_Hero_Skeleton\", as get_skeleton_info (skeleton_path) or create_editable_skeleton (asset_path) returns it."
    • Changedremove_eqs_generator2 fields changed
      • changedInput schema / properties / option_index / description
        Previous value: -"Option index (default 0)"New value: +"0-based index of the option whose generator goes, as get_eqs_query_info lists the options (default 0); out of range is an error"
      • changedInput schema / properties / query_path / description
        Previous value: -"/Game/... path to the UEnvQuery asset (required)"New value: +"Asset path of the UEnvQuery, e.g. \"/Game/EQS/EQ_FindCover\" (the \".EQ_FindCover\" object suffix is optional), as create_eqs_query or find_assets_by_name gives it (required)"
    • Changedremove_evaluator2 fields changed
      • changedInput schema / properties / evaluator_index / description
        Previous value: -"0-based index into the tree's Evaluators array."New value: +"0-based index of the evaluator in the tree, e.g. 0, as list_evaluators reports it; required."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedremove_gameplay_effect2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\": the whole name, case-insensitive, no wildcards. get_actors_in_level lists names; find_actors_by_name maps a label to its name"
      • changedInput schema / properties / effect_name / description
        Previous value: -"Active effect to match by its definition: the effect_name from get_active_effects, the class name with or without _C (\"GE_Burn\"), the asset path (\"/Game/Effects/GE_Burn\") or the class path; case-insensitive, first match wins"New value: +"Active effect to remove, matched by its definition: the effect_name get_active_effects returns, the class name with or without _C (\"GE_Burn\"), the asset path (\"/Game/Effects/GE_Burn\") or the class path; case-insensitive, first active match wins"
    • Changedremove_mass_trait3 fields changed
      • changedInput schema / properties / config_path / description
        Previous value: -"Asset path to the UMassEntityConfig"New value: +"Asset path of the Mass entity config, e.g. \"/Game/Mass/DA_CrowdAgent\", as create_mass_entity_config returns it (config_path)."
      • changedInput schema / properties / trait_class / description
        Previous value: -"Trait class name to remove; removes the first trait whose class is a child of it (mutually exclusive with trait_index)"New value: +"Trait class name, with or without its U prefix, or a /Script path, e.g. \"MassMovementTrait\"; removes the first own trait whose class is that class or a subclass of it. Give this or trait_index, not both."
      • changedInput schema / properties / trait_index / description
        Previous value: -"Index of the trait to remove (mutually exclusive with trait_class)"New value: +"0-based position in the config's own trait list, as list_mass_traits reports it (traits[] order); give this or trait_class, not both."
    • Changedremove_modulation_input_from_patch2 fields changed
      • changedInput schema / properties / bus_path / description
        Previous value: -"Asset path to the USoundControlBus whose input is removed"New value: +"Asset path of an existing USoundControlBus, e.g. \"/Game/Audio/Mod/CB_Music\"; it must load, and only its asset name is compared with the inputs' buses."
      • changedInput schema / properties / patch_path / description
        Previous value: -"Asset path to the USoundModulationPatch"New value: +"Asset path of the USoundModulationPatch, e.g. \"/Game/Audio/Mod/MP_Volume\", as create_sound_modulation_patch returns it."
    • Changedremove_montage_slot3 fields changed
      • changedInput schema / properties / montage_path / description
        Previous value: -"Full asset path of the montage (e.g. '/Game/MyGame/AM_Example')."New value: +"Object path of the UAnimMontage, e.g. '/Game/MyGame/AM_Example'."
      • changedInput schema / properties / slot_index / description
        Previous value: -"Zero-based index into SlotAnimTracks (alternative to slot_name). Use get_montage_info first to list slots."New value: +"Zero-based index into the montage's slot tracks, in get_montage_info order (used only without slot_name); an index past the last track is a no-op success with removed=false."
      • changedInput schema / properties / slot_name / description
        Previous value: -"Name of the FSlotAnimationTrack to remove (FName). Either this or slot_index is required."New value: +"Slot name of the track to remove, as get_montage_info lists it, e.g. 'DefaultSlot'; the first track with that name goes. Wins over slot_index when both are given; one of the two is required."
    • Changedremove_niagara_module_from_stack4 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it."
      • changedInput schema / properties / module_name / description
        Previous value: -"Display name of the module function-call node to remove"New value: +"Function name of the module to remove, case-sensitive, as list_niagara_modules gives module_name for that stack, e.g. 'GravityForce'."
      • changedInput schema / properties / script_group / description
        Previous value: -"Optional \"spawn\" or \"update\"; defaults to \"update\""New value: +"Optional \"spawn\" or \"update\" (any case), the stack the module is on; defaults to \"update\", and any other value reads as update."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, e.g. '/Game/FX/NS_Sparks'."
    • Changedremove_notify_track2 fields changed
      • changedInput schema / properties / animation_path / description
        Previous value: -"Full asset path to the UAnimSequence."New value: +"Object path of the UAnimSequence, e.g. '/Game/Animation/Run_Fwd'."
      • changedInput schema / properties / track_name / description
        Previous value: -"Notify track name to remove."New value: +"Name of the notify track, as get_anim_notifies lists it in track_names (matched case-insensitively), e.g. '1' or 'Footsteps'."
    • Changedremove_state3 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state to remove."New value: +"Name of the state to remove, as get_state_tree_info lists it; the first state with that name in a depth-first walk is removed."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
      • changedInput schema / properties / with_descendants / description
        Previous value: -"When true (default), also removes all child states recursively."New value: +"true (default) removes the state's whole subtree; false removes only the state and moves its children up one level, to where it was."
    • Changedremove_state_transition3 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the transition (its from_state); the first state with that name in a depth-first walk is used."
      • changedInput schema / properties / transition_index / description
        Previous value: -"0-based index into the state's Transitions array."New value: +"0-based index of the transition in that state's list, e.g. 0, as get_state_tree_info reports it (transitions[].index); required."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedremove_state_tree_global_task2 fields changed
      • changedInput schema / properties / global_task_index / description
        Previous value: -"0-based index into the tree's GlobalTasks array."New value: +"0-based index of the global task, e.g. 0, as list_state_tree_global_tasks reports it (global_tasks[].index); required."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedremove_task3 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the task; the first state with that name in a depth-first walk is used."
      • changedInput schema / properties / task_index / description
        Previous value: -"0-based index into the state's Tasks array."New value: +"0-based index of the task in that state, e.g. 0, as list_tasks reports it (tasks[].index); required."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedremove_water_body_from_zone2 fields changed
      • changedInput schema / properties / water_body_label / description
        Previous value: -"Label of the existing AWaterBody actor to unlink"New value: +"Editor label of the AWaterBody actor to unlink, e.g. \"Lake_Main\""
      • changedInput schema / properties / water_zone_label / description
        Previous value: -"Label of the existing AWaterZone actor to unlink from"New value: +"Editor label of the AWaterZone actor to unlink from, e.g. \"WaterZone_1\""
    • Changedrename_rig_element4 fields changed
      • changedInput schema / properties / control_rig_path / description
        Previous value: -"Path to the UControlRigBlueprint asset"New value: +"Path to the UControlRigBlueprint asset, e.g. \"/Game/Rigs/CR_Mannequin\"; create_control_rig_blueprint makes one"
      • changedInput schema / properties / element_name / description
        Previous value: -"Current name of the element to rename"New value: +"Current name of the element to rename, as get_rig_hierarchy lists it (case-insensitive)"
      • changedInput schema / properties / element_type / description
        Previous value: -"Element type (\"Bone\"/\"Null\"/\"Control\"/\"Curve\"/\"Socket\"/\"Connector\")"New value: +"Element type (\"Bone\"/\"Null\"/\"Control\"/\"Curve\"/\"Socket\"/\"Connector\"), case-insensitive; \"Space\" also means Null"
      • changedInput schema / properties / new_name / description
        Previous value: -"Desired new name for the element"New value: +"Desired new name for the element, e.g. \"spine_01_ctrl\"; a name in use gets a numeric suffix"
    • Changedreorder_niagara_modules5 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it."
      • changedInput schema / properties / module_name / description
        Previous value: -"Function name of the module node to move, case-sensitive, as list_niagara_modules gives module_name"New value: +"Function name of the module to move, case-sensitive, as list_niagara_modules gives module_name for that stack, e.g. 'GravityForce'."
      • changedInput schema / properties / script_group / description
        Previous value: -"Optional \"spawn\" or \"update\"; defaults to \"update\""New value: +"Optional \"spawn\" or \"update\" (any case), the stack the module is on; defaults to \"update\"; any other value is an error."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, e.g. '/Game/FX/NS_Sparks'."
      • changedInput schema / properties / target_index / description
        Previous value: -"Target position, a JSON number of 0 or more, counted over the module nodes of the emitter graph; clamped to the last; the call fails without it"New value: +"New position in the stack, a JSON number of 0 or more (0 runs first), counted as list_niagara_modules counts index; clamped to the last; the call fails without it."
    • Changedrun_eqs_query4 fields changed
      • changedInput schema / properties / max_items / description
        Previous value: -"Optional cap on how many items are serialized into the payload (default 50; the query still evaluates all)"New value: +"Optional cap on how many items are serialized into items, a whole number (default 50; negative counts as 0); the query still evaluates all and num_items counts them"
      • changedInput schema / properties / querier_actor / description
        Previous value: -"Optional actor display label or name used as the query Querier (drives contexts like EnvQueryContext_Querier); default: the query asset (no location)"New value: +"Optional object name or editor label of the editor-world actor used as the query Querier (drives EnvQueryContext_Querier and Querier-relative generators), whole name, case-insensitive, first match wins, e.g. \"BP_Guard_C_0\"; omitted: the query asset itself, which has no location"
      • changedInput schema / properties / query_path / description
        Previous value: -"/Game/... path to the UEnvQuery asset (required)"New value: +"Asset path of the UEnvQuery, e.g. \"/Game/EQS/EQ_FindCover\" (the \".EQ_FindCover\" object suffix is optional), as create_eqs_query or find_assets_by_name gives it (required)"
      • changedInput schema / properties / run_mode / description
        Previous value: -"\"SingleResult\" | \"RandomBest5Pct\" | \"RandomBest25Pct\" | \"AllMatching\" (default \"AllMatching\")"New value: +"\"SingleResult\" (the best item) | \"RandomBest5Pct\" | \"RandomBest25Pct\" (one random item scoring within 5% or 25% of the best) | \"AllMatching\" (every passing item, best first); case-insensitive, default \"AllMatching\", any other value is an error"
    • Changedrun_map_check2 fields changed
      • changedInput schema / properties / base_libraries / description
        Previous value: -"Package roots to classify each message's class against (optional, default: the project's Read Only Content Roots). An explicit [] disables the classification. Reported as data in class_root/class_root_is_base_library; the tool never judges which root is \"upstream\"."New value: +"Package roots, e.g. [\"/Game/Marketplace\"], to classify each message's class against (optional, default: the project's Read Only Content Roots). An explicit [] disables the classification. Reported as data in class_root/class_root_is_base_library; the tool never judges which root is \"upstream\"."
      • changedInput schema / properties / check_deprecated_only / description
        Previous value: -"When true, only run deprecated-asset checks (optional, default false)"New value: +"When true, runs MAP CHECKDEP: only the deprecated-class checks (optional, default false)"
    • Changedsave_game2 fields changed
      • changedInput schema / properties / save_game_class / description
        Previous value: -"Name of a loaded, concrete USaveGame subclass, e.g. \"MySaveGame\" (found with FindFirstObject, never loaded from disk); default UMCPSaveGame"New value: +"Name of a loaded, concrete USaveGame subclass, e.g. \"MySaveGame\", or \"BP_MySave_C\" for a Blueprint one already loaded (found with FindFirstObject, never loaded from disk); default UMCPSaveGame"
      • changedInput schema / properties / slot_name / description
        Previous value: -"Save slot name where the game will be saved"New value: +"Save slot name, e.g. \"Slot1\"; on desktop it is the file name Saved/SaveGames/<slot_name>.sav. list_save_games shows the slots that exist"
    • Changedsave_game_to_memory1 field changed
      • changedInput schema / properties / save_game_class / description
        Previous value: -"Name of a loaded, concrete USaveGame subclass, e.g. \"MySaveGame\" (found with FindFirstObject, never loaded from disk); default UMCPSaveGame"New value: +"Name of a loaded, concrete USaveGame subclass, e.g. \"MySaveGame\", or \"BP_MySave_C\" for a Blueprint one already loaded (found with FindFirstObject, never loaded from disk); default UMCPSaveGame"
    • Changedsave_usd_stage1 field changed
      • changedInput schema / properties / force / description
        Previous value: -"Force-re-save even when the layer is clean (default false)."New value: +"Re-save every file layer of the stack even when it is clean (default false: only dirty layers are written)."
    • Changedsend_gameplay_event_to_actor3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Display label or internal name of the target editor-world actor (required)"New value: +"Object name of the editor-world actor, e.g. \"BP_Hero_C_1\" (whole name, case-insensitive, no wildcards), or else an editor label only one actor has; resolved_by in the reply says which matched. get_actors_in_level lists names (required)"
      • changedInput schema / properties / event_tag / description
        Previous value: -"FGameplayTag name (e.g. \"Gameplay.Event.Hit\") (required)"New value: +"Full name of a registered gameplay tag, e.g. \"Gameplay.Event.Hit\"; find_gameplay_tags lists them, create_gameplay_tag adds one, and an unregistered tag is an error (required)"
      • changedInput schema / properties / payload_magnitude / description
        Previous value: -"Optional numeric magnitude placed in FGameplayEventData::EventMagnitude"New value: +"Optional number placed in the payload's EventMagnitude, e.g. 25.0; omitted leaves 0. The payload carries only EventTag and EventMagnitude (no instigator, target or object)"
    • Changedset_active_culture1 field changed
      • changedInput schema / properties / culture_name / description
        Previous value: -"Required culture identifier, e.g. \"en\", \"es-ES\", \"ja\"."New value: +"Required culture identifier as an IETF language tag, e.g. \"en\", \"es-ES\", \"ja\"; get_culture_info tells whether a name is known."
    • Changedset_actor_physical_material2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label/name of the target actor."New value: +"Editor label or object name of an actor in the editor world (not PIE), e.g. \"Floor_01\"."
      • changedInput schema / properties / physical_material_path / description
        Previous value: -"/Game path to the UPhysicalMaterial asset."New value: +"Asset path of the UPhysicalMaterial, e.g. \"/Game/Physics/PM_Ice\", as create_physical_material returns it (asset_path)."
    • Changedset_actor_team2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Display label or internal name (required)"New value: +"Object name or label of the actor in the editor world (a pawn, or the AIController itself), e.g. 'BP_Guard_C_0'."
      • changedInput schema / properties / team_id / description
        Previous value: -"Required int in [0, 254] (255 is the engine-reserved NoTeam id)"New value: +"Team number, an integer in [0, 254], e.g. 1; 255 is the engine-reserved NoTeam id and is refused."
    • Changedset_anim_retarget_source1 field changed
      • changedInput schema / properties / anim_sequence_path / description
        Previous value: -"Object path of the UAnimSequence to mutate."New value: +"Object path of the UAnimSequence to change, e.g. '/Game/Animation/Run_Fwd'."
    • Changedset_audio_3d_settings2 fields changed
      • changedInput schema / properties / audio_3d_settings / description
        Previous value: -"3D setting preset: 'Enabled', 'Disabled', 'High', 'Medium', or 'Low' (case-insensitive); any other name is an error"New value: +"Preset name: 'Enabled', 'Disabled', 'High', 'Medium' or 'Low' (case-insensitive); any other name is an error."
      • changedInput schema / properties / audio_component_name / description
        Previous value: -"Name of the audio component to configure"New value: +"Object name of the audio component, compared without case against the first audio component of each actor, e.g. 'AudioComponent0' (get_audio_settings lists them)."
    • Changedset_blend_profile_bone5 fields changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Bone to scale"New value: +"Exact name of a bone in the skeleton's reference skeleton, e.g. \"spine_01\"."
      • changedInput schema / properties / create_if_missing / description
        Previous value: -"If true, create the profile when not present (default true)"New value: +"true (default) creates the profile when the skeleton has none of that name; false makes a missing profile an error."
      • changedInput schema / properties / profile_name / description
        Previous value: -"Name of the UBlendProfile (created if absent when create_if_missing=true)"New value: +"Name of the blend profile on that skeleton, e.g. \"UpperBody\"; created when absent and create_if_missing is true."
      • changedInput schema / properties / scale / description
        Previous value: -"Blend scale value (clamped to [0, 1] by UBlendProfile)"New value: +"Blend scale for that bone, a float such as 0.5; it is not clamped (weight profiles usually use 0 to 1)."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"Asset path of the USkeleton, e.g. \"/Game/Characters/SK_Hero_Skeleton\", as get_skeleton_info (skeleton_path) or create_editable_skeleton (asset_path) returns it."
    • Changedset_collection_parameter_default4 fields changed
      • changedInput schema / properties / collection_path / description
        Previous value: -"Full /Game path to the MPC asset"New value: +"Asset path of the Material Parameter Collection, e.g. \"/Game/Materials/MPC_Weather\", as create_material_parameter_collection returns it."
      • changedInput schema / properties / param_name / description
        Previous value: -"Name of the existing parameter to update"New value: +"Exact name of an existing parameter, e.g. \"WindStrength\", as get_collection_info lists it."
      • changedInput schema / properties / scalar_value / description
        Previous value: -"Optional new float value for a scalar parameter"New value: +"New float default for a scalar parameter, e.g. 0.75; required when the parameter is scalar, ignored for a vector one."
      • changedInput schema / properties / vector / description
        Previous value: -"New linear color for a vector parameter, as a JSON array [r, g, b, a]; alpha is 1 when only three values are given"New value: +"New linear color default for a vector parameter, as a JSON array [r, g, b, a] of floats, e.g. [1, 0.5, 0, 1]; alpha is 1 when only three values are given. Required when the parameter is a vector."
    • Changedset_data_layer_debug_color2 fields changed
      • changedInput schema / properties / color / description
        Previous value: -"[r, g, b] or [r, g, b, a] integers 0-255."New value: +"[r, g, b] or [r, g, b, a] in 0-255, e.g. [255, 128, 0]; values are rounded and clamped to 0-255, and alpha defaults to 255."
      • changedInput schema / properties / data_layer_asset_path / description
        Previous value: -"Full /Game path to the data layer asset."New value: +"Object or package path of the data layer asset, e.g. '/Game/DataLayers/DL_Interiors'."
    • Changedset_enum_bitflags1 field changed
      • changedInput schema / properties / enum_path / description
        Previous value: -"Full asset path of the UUserDefinedEnum (e.g. /Game/Blueprints/MyEnum)."New value: +"Full asset path of the UUserDefinedEnum (e.g. /Game/Blueprints/MyEnum, the \".MyEnum\" suffix optional), as create_enum returns it or find_assets_by_name finds it."
    • Changedset_mass_config_parent2 fields changed
      • changedInput schema / properties / config_path / description
        Previous value: -"Asset path to the child UMassEntityConfigAsset"New value: +"Asset path of the child config to change, e.g. \"/Game/Mass/DA_Soldier\", as create_mass_entity_config returns it (config_path)."
      • changedInput schema / properties / parent_config_path / description
        Previous value: -"Asset path to the parent UMassEntityConfigAsset"New value: +"Asset path of the config to inherit from, e.g. \"/Game/Mass/DA_BaseAgent\"; must be a different UMassEntityConfigAsset."
    • Changedset_mass_spawner_count2 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Editor label of the AMassSpawner"New value: +"Editor label of the AMassSpawner actor, e.g. \"CrowdSpawner\"; matched case-insensitively, first match in the editor world (not PIE)."
      • changedInput schema / properties / count / description
        Previous value: -"New spawn count"New value: +"Number of entities to spawn, an integer such as 100 (a fraction is truncated)."
    • Changedset_mass_spawner_entity_types2 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Editor label of the AMassSpawner"New value: +"Editor label of the AMassSpawner actor, e.g. \"CrowdSpawner\"; matched case-insensitively, first match in the editor world (not PIE)."
      • changedInput schema / properties / config_paths / description
        Previous value: -"Array of UMassEntityConfigAsset asset paths to set as the spawner's entity types"New value: +"Array of Mass entity config asset paths, e.g. [\"/Game/Mass/DA_CrowdAgent\"], as create_mass_entity_config returns them (config_path); [] clears the list."
    • Changedset_material_usage_flag3 fields changed
      • changedInput schema / properties / enabled / description
        Previous value: -"Whether to enable (true, default) or disable (false) the flag"New value: +"true (default) turns the flag on, false turns it off."
      • changedInput schema / properties / material_path / description
        Previous value: -"Full path to the material (e.g., '/Game/Materials/MyMaterial.MyMaterial')"New value: +"Object or package path of the base material, e.g. '/Game/Materials/M_Base.M_Base' or '/Game/Materials/M_Base'."
      • changedInput schema / properties / usage / description
        Previous value: -"Usage flag name, with or without the MATUSAGE_ prefix (e.g., 'SkeletalMesh' or 'MATUSAGE_SkeletalMesh')"New value: +"EMaterialUsage name with or without the MATUSAGE_ prefix, e.g. 'SkeletalMesh', 'InstancedStaticMeshes' or 'MATUSAGE_Nanite'; any other name is an error."
    • Changedset_modulation_patch_bypass2 fields changed
      • changedInput schema / properties / bypass / description
        Previous value: -"New bypass value (required bool)"New value: +"true bypasses the patch (it outputs its parameter's default); false makes it apply its inputs. Required."
      • changedInput schema / properties / patch_path / description
        Previous value: -"Asset path to the USoundModulationPatch"New value: +"Asset path of the USoundModulationPatch, e.g. \"/Game/Audio/Mod/MP_Volume\", as create_sound_modulation_patch returns it."
    • Changedset_morph_target_deltas4 fields changed
      • changedInput schema / properties / deltas / description
        Previous value: -"List of delta dicts, e.g. [{\"vertex_index\": 0, \"position_delta\": {\"x\": 1.0, \"y\": 0, \"z\": 0}, \"normal_delta\": {\"x\": 0, \"y\": 0, \"z\": 0}}]"New value: +"Array of objects {vertex_index, position_delta, normal_delta}: vertex_index is the vertex's index in that LOD's vertex buffer (not range-checked), the two deltas are {x, y, z} offsets in mesh-local units and a missing one is zero, e.g. [{\"vertex_index\": 0, \"position_delta\": {\"x\": 1.0, \"y\": 0, \"z\": 0}, \"normal_delta\": {\"x\": 0, \"y\": 0, \"z\": 0}}]. An empty array leaves the LOD with no deltas."
      • changedInput schema / properties / lod_index / description
        Previous value: -"LOD index to populate (default 0)"New value: +"0-based LOD index whose deltas are overwritten (default 0); it must be below num_lods from get_skeletal_mesh_info."
      • changedInput schema / properties / morph_target_name / description
        Previous value: -"Name of the morph target to modify"New value: +"Name of an existing morph target, as get_skeletal_mesh_morph_targets lists it, e.g. 'Smile'."
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path of the USkeletalMesh asset (object or package path), e.g. '/Game/Characters/SKM_Hero'."
    • Changedset_niagara_component_fixed_bounds3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Owner actor identifier (internal name or editor label)."New value: +"Internal name or editor label of an actor in the editor world that has a Niagara component, as get_actors_in_level lists it, e.g. 'NiagaraActor_0'."
      • changedInput schema / properties / max / description
        Previous value: -"Local-space bounds maximum [X, Y, Z]."New value: +"Box maximum corner in the component's local space, [x, y, z] in centimetres, e.g. [500, 500, 800]; a missing or short array reads as [0, 0, 0]."
      • changedInput schema / properties / min / description
        Previous value: -"Local-space bounds minimum [X, Y, Z]."New value: +"Box minimum corner in the component's local space, [x, y, z] in centimetres, e.g. [-500, -500, 0]; a missing or short array reads as [0, 0, 0], and it is not checked against max."
    • Changedset_niagara_module_enabled5 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Display name of the emitter handle, as get_niagara_emitter_handles lists it."
      • changedInput schema / properties / enabled / description
        Previous value: -"Optional bool; defaults to true"New value: +"Optional bool, the state to set; defaults to true"
      • changedInput schema / properties / module_name / description
        Previous value: -"Display name of the module to toggle"New value: +"Function name of the module to toggle, case-sensitive, as list_niagara_modules gives module_name for that stack, e.g. 'GravityForce'."
      • changedInput schema / properties / script_group / description
        Previous value: -"Optional \"spawn\" or \"update\"; defaults to \"update\""New value: +"Optional \"spawn\" or \"update\"; defaults to \"update\", and any other value reads as update."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Content path of the UNiagaraSystem asset, e.g. '/Game/FX/NS_Sparks'."
    • Changedset_recast_navmesh_settings12 fields changed
      • changedInput schema / properties / agent_height / description
        Previous value: -"Optional float; ARecastNavMesh::AgentHeight (>= 0)"New value: +"Optional float, cm; ARecastNavMesh::AgentHeight, e.g. 144 (>= 0); like agent_radius, the Supported Agents config writes its own value back when the navmesh registers again"
      • changedInput schema / properties / agent_max_slope / description
        Previous value: -"Optional float degrees; ARecastNavMesh::AgentMaxSlope (clamped to <= 89)"New value: +"Optional float degrees; ARecastNavMesh::AgentMaxSlope, e.g. 44 (clamped to 0..89)"
      • changedInput schema / properties / agent_max_step_height / description
        Previous value: -"Optional float; SetAgentMaxStepHeight(Default, v) (>= 0)"New value: +"Optional float, cm; SetAgentMaxStepHeight(Default, v), the highest step agents climb, e.g. 35 (>= 0)"
      • changedInput schema / properties / agent_radius / description
        Previous value: -"Optional float; ARecastNavMesh::AgentRadius (>= 0)"New value: +"Optional float, cm; ARecastNavMesh::AgentRadius, e.g. 34 (>= 0; negatives become 0). When the navmesh registers again (a map reload) the navigation system's Supported Agents config writes its own radius back"
      • changedInput schema / properties / cell_height / description
        Previous value: -"Optional float; SetCellHeight(Default, v) (clamped 1..1024)"New value: +"Optional float, cm; SetCellHeight(Default, v), voxel height, e.g. 10 (clamped 1..1024)"
      • changedInput schema / properties / cell_size / description
        Previous value: -"Optional float; SetCellSize(Default, v) (clamped 1..1024)"New value: +"Optional float, cm; SetCellSize(Default, v), voxel width: smaller is finer and slower to build, e.g. 19 (clamped 1..1024)"
      • changedInput schema / properties / max_simplification_error / description
        Previous value: -"Optional float; ARecastNavMesh::MaxSimplificationError (>= 0)"New value: +"Optional float; ARecastNavMesh::MaxSimplificationError, how far simplified edges may stray from the voxel outline, e.g. 1.3 (>= 0)"
      • changedInput schema / properties / merge_region_size / description
        Previous value: -"Optional float; ARecastNavMesh::MergeRegionSize (>= 0)"New value: +"Optional float; ARecastNavMesh::MergeRegionSize, regions smaller than this merge with neighbours, e.g. 400 (>= 0)"
      • changedInput schema / properties / min_region_area / description
        Previous value: -"Optional float; ARecastNavMesh::MinRegionArea (>= 0)"New value: +"Optional float; ARecastNavMesh::MinRegionArea, isolated regions smaller than this are dropped, e.g. 0 (>= 0)"
      • changedInput schema / properties / rebuild / description
        Previous value: -"Optional bool (default false); when true, calls UNavigationSystemV1::Build() synchronously to apply"New value: +"Optional bool (default false); true calls UNavigationSystemV1::Build() synchronously after writing so the change takes effect now; false leaves requires_rebuild=true"
      • changedInput schema / properties / simplification_elevation_ratio / description
        Previous value: -"Optional float; ARecastNavMesh::SimplificationElevationRatio (>= 0)"New value: +"Optional float; ARecastNavMesh::SimplificationElevationRatio, e.g. 0 (>= 0)"
      • changedInput schema / properties / tile_size_uu / description
        Previous value: -"Optional float; ARecastNavMesh::TileSizeUU (clamped to >= 300)"New value: +"Optional float, cm; ARecastNavMesh::TileSizeUU, the edge of one navmesh tile, e.g. 1000 (clamped to >= 300)"
    • Changedset_render_job_output5 fields changed
      • changedInput schema / properties / format / description
        Previous value: -"Image format: \"png\" | \"jpg\" | \"exr\" | \"bmp\" (optional, default \"png\"; exr falls back to png if class unavailable)"New value: +"Image format of the frames: \"png\" (default), \"jpg\" (or \"jpeg\"), \"exr\" or \"bmp\"; any other value is refused."
      • changedInput schema / properties / job_name / description
        Previous value: -"Name of an existing render job in the queue (from create_render_job)."New value: +"Name of a job in the editor's render queue, as create_render_job or get_render_queue returns it."
      • changedInput schema / properties / output_dir / description
        Previous value: -"Output directory path (optional)"New value: +"Folder the frames are written to, absolute (\"D:/Renders/Shot01\") or with Movie Render Queue tokens (\"{project_dir}/Saved/MovieRenders/\"); omit it to keep the current folder."
      • changedInput schema / properties / resolution_x / description
        Previous value: -"Output width in pixels (optional, must be paired with resolution_y)"New value: +"Output width in pixels, e.g. 1920; give it together with resolution_y, or neither to keep the current resolution."
      • changedInput schema / properties / resolution_y / description
        Previous value: -"Output height in pixels (optional, must be paired with resolution_x)"New value: +"Output height in pixels, e.g. 1080; give it together with resolution_x."
    • Changedset_skeletal_mesh_component_tick1 field changed
      • changedInput schema / properties / component_name / description
        Previous value: -"Object name of the USkeletalMeshComponent, e.g. \"CharacterMesh0\", case-insensitive; the first actor in the world that has one with that name wins"New value: +"Object name of the USkeletalMeshComponent, e.g. \"CharacterMesh0\", case-insensitive; the first actor in the world that has one with that name wins. get_actor_components lists an actor's component names"
    • Changedset_skeletal_mesh_socket_transform5 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [x, y, z] relative location"New value: +"Optional [x, y, z] offset from the parent bone, in centimetres."
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] relative rotation (degrees)"New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] rotation relative to the parent bone, in degrees."
      • changedInput schema / properties / scale / description
        Previous value: -"Optional [x, y, z] relative scale"New value: +"Optional [x, y, z] scale relative to the parent bone, e.g. [1, 1, 1]."
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path of the USkeletalMesh asset (object or package path), e.g. '/Game/Characters/SKM_Hero'."
      • changedInput schema / properties / socket_name / description
        Previous value: -"Name of the socket to modify"New value: +"Name of an existing socket on the mesh (or its skeleton), as add_skeletal_mesh_socket created it, e.g. 'hand_r_socket'."
    • Changedset_sound_source_bus_send_info3 fields changed
      • changedInput schema / properties / send_index / description
        Previous value: -"0-based index into BusSends; the entry is REPLACED in place. If out of range, the entry is appended (resize+append)."New value: +"0-based position in the BusSends list, e.g. 0; an existing entry is updated in place, a larger index grows the list (required)."
      • changedInput schema / properties / send_info / description
        Previous value: -"Object of FSoundSourceBusSendInfo fields to merge (sourceBusSendLevelControlMethod(Linear|CustomCurve|Manual), soundSourceBus(path), audioBus(path), sendLevel(Manual), minSendLevel/maxSendLevel(Linear), minSendDistance/maxSendDistance(Linear), customSendLevelCurve(object), bEnableLPFCutoff(bool), lPFCutoff(20..20000Hz), bEnableHPFCutoff(bool), hPFCutoff(20..20000Hz))."New value: +"Object of FSoundSourceBusSendInfo fields to merge (sourceBusSendLevelControlMethod(Linear|CustomCurve|Manual), soundSourceBus(path), audioBus(path), sendLevel(Manual), minSendLevel/maxSendLevel(Linear), minSendDistance/maxSendDistance(Linear), customSendLevelCurve(object), bEnableLPFCutoff(bool), lPFCutoff(20..20000Hz), bEnableHPFCutoff(bool), hPFCutoff(20..20000Hz)), e.g. {\"sourceBusSendLevelControlMethod\":\"Manual\",\"audioBus\":\"/Game/Audio/AB_Reverb\",\"sendLevel\":0.5} (required)."
      • changedInput schema / properties / ssb_path / description
        Previous value: -"Full content path of the target USoundSourceBus (USoundBase.BusSends is the target array; USoundSourceBus inherits it unchanged)."New value: +"Asset path of the USoundSourceBus to edit, e.g. \"/Game/Audio/SSB_Radio\", as create_sound_source_bus returns it (asset_path)."
    • Changedset_state_completion_type3 fields changed
      • changedInput schema / properties / completion_type / description
        Previous value: -"Aggregation policy: \"All\" (default in engine: Any) | \"Any\" (case-insensitive)."New value: +"\"All\" or \"Any\" (case-insensitive; the engine default for a new state is Any)."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state to modify."New value: +"Name of the state, as get_state_tree_info lists it; the first state with that name in a depth-first walk is used."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\", as list_state_trees (trees[].path) returns it."
    • Changedset_static_mesh_socket_transform5 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"Socket relative location as [x, y, z] (optional)."New value: +"New relative location [x, y, z] in cm from the mesh origin, e.g. [0, 0, 50] (optional)."
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Socket relative rotation as [pitch, yaw, roll] (optional)."New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. New relative rotation [pitch, yaw, roll] in degrees, e.g. [0, 90, 0] (optional)."
      • changedInput schema / properties / scale / description
        Previous value: -"Socket relative scale as [x, y, z] (optional)."New value: +"New relative scale [x, y, z] as multipliers, e.g. [1, 1, 1] (optional)."
      • changedInput schema / properties / socket_name / description
        Previous value: -"Name of the socket to update."New value: +"Name of the existing socket, compared as an FName (case-insensitive), as get_static_mesh_info lists it."
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Crate\"."
    • Changedset_submix_effect_settings2 fields changed
      • changedInput schema / properties / settings / description
        Previous value: -"Object of fields to merge into the preset's Settings struct; absent keys untouched"New value: +"Object of fields to merge into the preset's Settings struct, keyed by property name (case-insensitive), e.g. {\"ThresholdDb\": -12, \"Ratio\": 4} for a dynamics processor; absent keys untouched, unknown keys ignored"
      • changedInput schema / properties / submix_path / description
        Previous value: -"Full content path of the target USoundSubmix"New value: +"Full content path of the target USoundSubmix, e.g. \"/Game/Audio/Submix_Music\""
    • Changedset_timeline_time2 fields changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target level sequence"New value: +"Asset name of the Level Sequence, not its path, e.g. \"LS_Intro\" (case-insensitive; the first match under /Game is used), as get_level_sequences returns it (sequences[].name)."
      • changedInput schema / properties / time / description
        Previous value: -"Playback time in seconds, must be >= 0"New value: +"Playhead position in seconds from the sequence start, e.g. 2.5; must be 0 or more (a time past the end is not refused)."
    • Changedset_trigger_sphere_radius2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name of the TriggerSphere actor in the editor world; its editor label is not matched."New value: +"Object name of the TriggerSphere actor in the editor world, e.g. \"TriggerSphere_0\", as spawn_actor returns it; its editor label is not matched."
      • changedInput schema / properties / radius / description
        Previous value: -"New unscaled sphere radius in cm, greater than 0."New value: +"New unscaled sphere radius in cm, greater than 0, e.g. 250; the actor scale multiplies it in the world."
    • Changedset_usd_edit_target2 fields changed
      • changedInput schema / properties / layer_index / description
        Previous value: -"0-based index into GetLayerStack(true) of the new edit target. Defaults to 0 (the root layer)."New value: +"Optional 0-based index into the stage's full layer stack, as list_usd_stage_layers lists it: the session layer and its sublayers first, then the root layer and its sublayers. Omitted: the root layer (root_layer_index), usually 1."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Name the stage was registered under."New value: +"Name the stage was registered under by open_usd_stage or create_usd_stage (list_usd_stages shows it), e.g. \"Shot010\"."
    • Changedset_usd_variant_selection4 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"SdfPath of the prim that authors the variant set"New value: +"Absolute SdfPath of the existing prim that authors the variant set, e.g. \"/World/Car\""
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage or create_usd_stage (list_usd_stages shows it), or the end of a cached stage's root layer identifier, case-insensitive, e.g. \"Shot010\""
      • changedInput schema / properties / variant_name / description
        Previous value: -"Variant to activate (must already be present — use add_usd_variant first)"New value: +"Variant to activate, e.g. \"red\" (must already be present — use add_usd_variant first)"
      • changedInput schema / properties / variant_set_name / description
        Previous value: -"Variant set to select a variant from"New value: +"Variant set to select a variant from, as list_usd_variant_sets reports it, e.g. \"color\""
    • Changedset_water_zone_settings2 fields changed
      • changedInput schema / properties / render_target_resolution / description
        Previous value: -"Optional [X, Y] water-info render target resolution. Read back by reflection as `render_target_resolution_actual` (the getter is not exported, so this is the raw UPROPERTY, i.e. BEFORE the r.Water.WaterInfo.RenderTargetResolutionMax clamp)."New value: +"Optional [X, Y] water-info render target resolution in texels, whole numbers, e.g. [2048, 2048]. Read back by reflection as `render_target_resolution_actual` (the getter is not exported, so this is the raw UPROPERTY, i.e. BEFORE the r.Water.WaterInfo.RenderTargetResolutionMax clamp)."
      • changedInput schema / properties / water_zone_label / description
        Previous value: -"Label of the AWaterZone actor"New value: +"Editor label (not the object name) of the AWaterZone actor in the editor world, e.g. \"WaterZone_1\"; whole label, case-insensitive, first match"
    • Changedspawn_player_start3 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"[X, Y, Z] world location for the spawn point."New value: +"[X, Y, Z] world location in centimetres; put it a little above the floor so the pawn's capsule does not start inside it."
      • changedInput schema / properties / name / description
        Previous value: -"Optional label for the new actor. Defaults to \"PlayerStart_N\"."New value: +"Optional actor label, e.g. \"PS_RedBase\"; an existing Player Start with this label or object name is reused. Without it the engine names the new actor (PlayerStart_N) and every call adds one."
      • changedInput schema / properties / player_start_tag / description
        Previous value: -"Optional FName for the PlayerStart.Tag UPROPERTY (e.g. \"Red\", \"Spectator\", \"DM\"). Used by AGameModeBase to filter start points by team."New value: +"Optional PlayerStartTag, e.g. \"Red\", \"Blue\", \"Spectator\": the game mode's FindPlayerStart picks starts by this tag (the Portal argument); empty leaves the current tag unchanged."
    • Changedtranslate_mesh_uvs4 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world, e.g. 'DynamicMeshActor_0'; spawn_actor with type DynamicMeshActor creates one."
      • changedInput schema / properties / translate_u / description
        Previous value: -"Offset added to every U coordinate (1.0 shifts by one full tile)."New value: +"Offset added to every U coordinate, in UV units: 1.0 shifts by one full tile, 0.5 by half, negative moves left."
      • changedInput schema / properties / translate_v / description
        Previous value: -"Offset added to every V coordinate (1.0 shifts by one full tile)."New value: +"Offset added to every V coordinate, in UV units: 1.0 shifts by one full tile, 0.5 by half, negative moves down."
      • changedInput schema / properties / uv_channel / description
        Previous value: -"0-based UV channel index; a channel the mesh does not have fails the call."New value: +"0-based UV channel index, e.g. 0; a channel the mesh does not have fails the call."
    • Changedunregister_input_key_mapping4 fields changed
      • changedInput schema / properties / mapping_name / description
        Previous value: -"FName of the source mapping inside an already-mapped IMC (required)"New value: +"Name of the player-mappable key mapping to reset, as set in its Player Mappable Key Settings, e.g. \"Jump\" (required)."
      • changedInput schema / properties / player_controller_name / description
        Previous value: -"Optional editor-world APlayerController actor name (defaults to first local player)"New value: +"Optional object name or actor label of the PlayerController to reset, e.g. \"PlayerController_0\" (case-insensitive), searched in every running PIE or game world; when given, player_index is ignored."
      • changedInput schema / properties / player_index / description
        Previous value: -"Optional local player index used to resolve the PlayerController (default 0)."New value: +"Local player whose binding is reset, in the play world: 0 (default) is the first player controller, any other value matches a local player's controller id."
      • changedInput schema / properties / slot / description
        Previous value: -"\"First\" | \"Second\" | \"Third\" | \"Fourth\" (default \"First\"); EPlayerMappableKeySlot enum"New value: +"Which of the player's key slots to reset: \"First\" (default), \"Second\", \"Third\" or \"Fourth\"; an unknown name silently means \"First\"."
  6. 325 tool updatesv2.3.0
    • Addedadd_blueprint_timeline_track
    • Changedadd_chooser_column1 field changed
      • changedInput schema / properties / column_type / description
        Previous value: -"Column struct to add: \"FloatRange\", \"Bool\", \"Enum\", \"Object\", or \"OutputObject\"."New value: +"Column struct to add: \"FloatRange\", \"Bool\", \"Enum\", \"Object\", or \"OutputObject\". Name and OutputName need UE 5.8."
    • Changedadd_comment_node1 field changed
      • changedInput schema / properties / text / description
        Previous value: -"Comment text; currently IGNORED (see the bug above), the box always ends up saying \"Comment\""New value: +"Comment text shown in the box; omitted or empty leaves the engine default \"Comment\""
    • Changedadd_field_node2 fields changed
      • changedInput schema / properties / angle / description
        Previous value: -"Optional RotatedRadialVector rotation angle in degrees; defaults to 0.0"New value: +"Optional RotatedRadialVector rotation angle in degrees; defaults to 0.0. Needs UE 5.8."
      • changedInput schema / properties / node_type / description
        Previous value: -"One of \"RadialFalloff\", \"PlaneFalloff\", \"BoxFalloff\", \"WaveScalar\", \"UniformScalar\", \"NoiseField\", \"UniformInteger\", \"RadialIntMask\", \"UniformVector\", \"RadialVector\", \"RotatedRadialVector\", \"RandomVector\""New value: +"One of \"RadialFalloff\", \"PlaneFalloff\", \"BoxFalloff\", \"WaveScalar\", \"UniformScalar\", \"NoiseField\", \"UniformInteger\", \"RadialIntMask\", \"UniformVector\", \"RadialVector\", \"RotatedRadialVector\", \"RandomVector\". RotatedRadialVector needs UE 5.8."
    • Addedadd_foot_ik_node
    • Changedadd_function_parameter2 fields changed
      • changedInput schema / properties / function_name / description
        Previous value: -"Name of an existing function graph (FunctionGraphs or an interface-override graph). A custom event is NOT a function graph and is rejected here."New value: +"Name of an existing function graph (FunctionGraphs or an interface-override graph), or of a macro graph of this Blueprint when no function has that name. A custom event is NOT a function graph and is rejected here."
      • changedInput schema / properties / param_type / description
        Previous value: -"Type string: bool, int, int64, float, string, name, text, byte, Vector, or a struct/enum/class/object name or path. Arrays are NOT expressible."New value: +"Type string: bool, int, int64, float, string, name, text, byte, Vector, or a struct/enum/class/object name or path; \"exec\" on a macro. Arrays are NOT expressible."
    • Addedadd_mesh_primitive
    • Addedadd_mesh_to_dynamic_mesh
    • Addedadd_physics_asset_body
    • Addedadd_state_transition_condition
    • Removedadd_transition_condition
    • Removedanalyze_assets_performance_batch
    • Removedappend_mesh_primitive
    • Removedappend_mesh_to_dynamic_mesh
    • Removedapply_multiple_gameplay_effects
    • Addedclear_usd_payloads
    • Changedclick_pie_widget1 field changed
      • changedInput schema / properties / widget_name / description
        Previous value: -"Required. Name of the target UWidget in the live tree (as reported by read_pie_widgets), e.g. \"ConfirmButton\". Matches a widget inside an active viewport UserWidget's WidgetTree, or a top-level UserWidget by its own name."New value: +"Required. Name of the target UWidget in the live tree (as reported by list_pie_widgets), e.g. \"ConfirmButton\". Matches a widget inside an active viewport UserWidget's WidgetTree, or a top-level UserWidget by its own name."
    • Removedconfigure_ai_sight_radius
    • Removedconfigure_asset_streaming
    • Removedconfigure_audio_3d
    • Removedconfigure_light_shadows
    • Removedconfigure_post_processing
    • Removedconfigure_render_output
    • Removedconfigure_replication
    • Removedconfigure_water_zone
    • Addedconnect_metasound_graph_input_to_node
    • Addedconnect_metasound_nodes
    • Changedconnect_to_material_output1 field changed
      • changedInput schema / properties / output_property / description
        Previous value: -"Material input to feed, case-insensitive: BaseColor, Metallic, Specular, Roughness, Anisotropy, Normal, Tangent, EmissiveColor (or Emissive), Opacity, OpacityMask, WorldPositionOffset (WPO), AmbientOcclusion (AO), Refraction, PixelDepthOffset, SubsurfaceColor."New value: +"Material input to feed, case-insensitive: BaseColor, Metallic, Specular, Roughness, Anisotropy, Normal, Tangent, EmissiveColor (or Emissive), Opacity, OpacityMask, WorldPositionOffset (WPO), AmbientOcclusion (AO), Refraction, PixelDepthOffset, SubsurfaceColor, FrontMaterial (Substrate), MaterialAttributes."
    • Removedcreate_camera
    • Removedcreate_camera_rig_crane
    • Removedcreate_camera_rig_rail
    • Removedcreate_lake_water_body
    • Addedcreate_locomotion_anim_blueprint
    • Removedcreate_mass_spawner_actor
    • Addedcreate_menu_screen_widget
    • Removedcreate_ocean_water_body
    • Removedcreate_river_water_body
    • Removedcreate_trigger
    • Addedcreate_water_body
    • Removedcreate_water_zone
    • Addeddelete_mass_entity
    • Changeddelete_material_expression3 fields changed
      • addedInput schema / properties / material_function_path
        Added value: +{
        +  "description": "Alias of material_path that addresses a UMaterialFunction (or material layer): the node is deleted from the function's graph",
        +  "type": "string"
        +}
      • changedInput schema / properties / material_path / description
        Previous value: -"Full path to the material (e.g., '/Game/Materials/MyMaterial.MyMaterial')"New value: +"Full path to the material (e.g., '/Game/Materials/MyMaterial.MyMaterial'); a UMaterialFunction path is accepted too and deletes the node inside that function"
      • changedInput schema / required
        Previous value: -[
        -  "material_path",
        -  "expression_name"
        -]New value: +[
        +  "expression_name"
        +]
    • Removeddestroy_mass_entity
    • Removeddetect_substrate_enabled
    • Changeddisconnect_material_expressions3 fields changed
      • addedInput schema / properties / material_function_path
        Added value: +{
        +  "description": "Alias of material_path that addresses a UMaterialFunction (or material layer): the input is disconnected inside the function's graph",
        +  "type": "string"
        +}
      • changedInput schema / properties / material_path / description
        Previous value: -"Full path to the material (e.g., '/Game/Materials/MyMaterial.MyMaterial')"New value: +"Full path to the material (e.g., '/Game/Materials/MyMaterial.MyMaterial'); a UMaterialFunction path is accepted too and disconnects inside that function"
      • changedInput schema / required
        Previous value: -[
        -  "material_path",
        -  "to_expression_name",
        -  "to_input_name"
        -]New value: +[
        +  "to_expression_name",
        +  "to_input_name"
        +]
    • Addeddisconnect_metasound_nodes
    • Changeddisconnect_to_material_output1 field changed
      • changedInput schema / properties / output_property / description
        Previous value: -"BaseColor, Metallic, Roughness, Normal, Emissive, Opacity, OpacityMask, Specular, ... (same strings as connect_to_material_output)"New value: +"BaseColor, Metallic, Roughness, Normal, Emissive, Opacity, OpacityMask, Specular, ... (same strings as connect_to_material_output), FrontMaterial (the Substrate slab wire connect_substrate_slab_to_material makes) and MaterialAttributes (the wire add_material_attribute_layers_node makes) included"
    • Removeddump_collision_channels
    • Removededit_anim_notify
    • Removededit_blend_space_sample
    • Changedexecute_batch1 field changed
      • changedInput schema / properties / transaction / description
        Previous value: -"Wrap the whole run in one undo transaction, so a single undo reverts all of it (begin_transaction / end_transaction, or cancel_transaction instead when stop_on_error tripped on an error). Default false."New value: +"Wrap the whole run in one undo transaction, so a single undo reverts all of it (begin_transaction / end_transaction). When stop_on_error trips on an error, cancel_transaction closes it instead and rolls back what the run had recorded, items reported ok included: transaction_rolled_back says whether it did. Default false."
    • Addedfind_assets_by_name
    • Addedfind_gameplay_tags
    • Addedfind_scene_overlaps
    • Changedget_actor_properties_by_class1 field changed
      • changedInput schema / properties / properties / description
        Previous value: -"Optional property names to read. Names the target does not have are skipped SILENTLY (no not_found list — cross-check the spelling with inspect_object or get_class_properties). Omit it to read every BlueprintVisible property, which on a Character is a very large payload."New value: +"Optional property names to read. Names the target does not have are skipped SILENTLY (no not_found list — cross-check the spelling with get_object_info or get_class_properties). Omit it to read every BlueprintVisible property, which on a Character is a very large payload."
    • Changedget_actors_in_trigger1 field changed
      • changedInput schema / properties / trigger_name / description
        Previous value: -"Object name or editor label of the trigger actor, such as the actor_name returned by create_trigger."New value: +"Object name or editor label of the trigger actor, such as the actor_name returned by spawn_actor."
    • Addedget_behavior_tree_node_properties
    • Addedget_blueprint_timeline_info
    • Changedget_channel_keyframes3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to read."New value: +"GUID of the binding whose section to read. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (default 0; used when track_type omitted)."New value: +"Index into the binding's tracks (default 0; used when track_type omitted). Without binding_guid it indexes the root tracks."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_easing) selecting the track on the binding."New value: +"Optional class filter (see set_section_properties) selecting the track on the binding."
    • Addedget_chooser_table_info
    • Addedget_data_table_from_package_file
    • Removedget_directional_light_cascade_settings
    • Removedget_exponential_height_fog_properties
    • Removedget_foliage_type_properties
    • Removedget_interchange_pipeline_properties
    • Addedget_mass_entity_count
    • Addedget_mcp_audit_report
    • Addedget_motion_warping_component_info
    • Removedget_niagara_system_properties
    • Addedget_object_info
    • Addedget_pose_search_database_info
    • Addedget_pose_search_schema_info
    • Removedget_scene_capture_2d_properties
    • Changedget_section_info3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to inspect."New value: +"GUID of the binding whose section to inspect. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (0 = first track, default 0)."New value: +"Index into the binding's tracks (0 = first track, default 0). Without binding_guid it indexes the root tracks."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_easing)."New value: +"Optional class filter (see set_section_properties)."
    • Removedget_sky_atmosphere_properties
    • Removedget_sky_light_properties
    • Removedget_sound_attenuation_properties
    • Removedget_sound_concurrency_properties
    • Removedget_sound_wave_properties
    • Addedget_subsystem_instance_info
    • Removedget_volumetric_cloud_properties
    • Addedget_widget_animation_tracks
    • Removedinspect_chooser_table
    • Removedinspect_motion_warping_component
    • Removedinspect_object
    • Removedinspect_pose_search_database
    • Removedinspect_pose_search_schema
    • Removedinspect_subsystem_instance
    • Addedis_substrate_enabled
    • Addedlist_metasound_connections
    • Addedlist_pie_widgets
    • Changedmove_keyframe3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to edit."New value: +"GUID of the binding whose section to edit. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (default 0; used when track_type omitted)."New value: +"Index into the binding's tracks (default 0; used when track_type omitted). Without binding_guid it indexes the root tracks."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_easing) selecting the track on the binding."New value: +"Optional class filter (see set_section_properties) selecting the track on the binding."
    • Removedplace_actor_on_terrain
    • Removedplace_actors_on_terrain
    • Removedplace_player_start
    • Removedquery_gameplay_tags
    • Removedquery_mass_entities
    • Removedquery_scene_overlaps
    • Removedread_data_table_from_package_file
    • Removedread_mcp_audit_file
    • Removedread_pie_widgets
    • Addedrebuild_reflection_captures
    • Addedremove_ai_perception_sense
    • Addedremove_anim_notify_name
    • Addedremove_asset_metadata_tag
    • Addedremove_blueprint_macro
    • Addedremove_blueprint_timeline_track
    • Addedremove_camera_node_child
    • Addedremove_collision_channel
    • Addedremove_collision_profile
    • Addedremove_function_local_variable
    • Addedremove_function_parameter
    • Changedremove_keyframe3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to edit."New value: +"GUID of the binding whose section to edit. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (default 0; used when track_type omitted)."New value: +"Index into the binding's tracks (default 0; used when track_type omitted). Without binding_guid it indexes the root tracks."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_easing) selecting the track on the binding."New value: +"Optional class filter (see set_section_properties) selecting the track on the binding."
    • Addedremove_metasound_interface
    • Addedremove_montage_segment
    • Addedremove_niagara_user_parameter
    • Addedremove_pcg_graph_parameter
    • Addedremove_physics_asset_body
    • Addedremove_rigvm_link
    • Changedremove_section3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to remove."New value: +"GUID of the binding whose section to remove. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (0 = first track, default 0)."New value: +"Index into the binding's tracks (0 = first track, default 0). Without binding_guid it indexes the root tracks."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_easing)."New value: +"Optional class filter (see set_section_properties)."
    • Changedremove_sequence_track2 fields changed
      • addedInput schema / properties / binding_guid
        Added value: +{
        +  "description": "Optional GUID of the object binding whose track to remove (get_sequence_tracks lists the bindings); omit it for a root track.",
        +  "type": "string"
        +}
      • changedInput schema / properties / track_name / description
        Previous value: -"Display name OR class short name of the track to remove."New value: +"Track name OR class short name of the track to remove (get_sequence_tracks gives both); with binding_guid the display name matches too."
    • Addedremove_sound_cue_node
    • Addedremove_sound_mix_class_override
    • Addedremove_state_transition
    • Addedremove_state_transition_condition
    • Addedremove_submix_effect_from_chain
    • Removedremove_transition
    • Removedremove_transition_condition
    • Addedremove_usd_variant
    • Addedremove_usd_variant_set
    • Addedremove_widget_animation_keyframe
    • Addedremove_widget_animation_track
    • Addedremove_widget_from_blueprint
    • Changedresolve_asset_by_name1 field changed
      • changedInput schema / properties / asset_name / description
        Previous value: -"EXACT bare asset name or full package/asset path. This is an equality test, not a substring one -- use search_assets_by_pattern when you only know part of the name."New value: +"EXACT bare asset name or full package/asset path. This is an equality test, not a substring one -- use find_assets_by_name when you only know part of the name."
    • Addedresume_level_sequence_runtime
    • Changedrun_automation_test1 field changed
      • changedInput schema / properties / test_name / description
        Previous value: -"The exact registered test name (the \"test_name\" field from list_automation_tests)"New value: +"The test's test_name or its full_test_path, exactly as list_automation_tests gives them (e.g. \"UEAgent.ClaudeCode\")"
    • Removedscaffold_locomotion_animbp
    • Removedscaffold_menu_screen
    • Removedsearch_assets_by_pattern
    • Removedset_actor_net_cull_distance
    • Removedset_actor_net_dormancy
    • Removedset_actor_net_priority
    • Removedset_actor_net_update_frequency
    • Removedset_actor_transforms
    • Addedset_ai_sight_radius
    • Removedset_allow_cinematic_control
    • Addedset_anim_notify
    • Addedset_asset_streaming_config
    • Changedset_attach_section_rules2 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the attachee binding that owns the attach track."New value: +"GUID of the attachee binding that owns the attach track. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Optional index into the binding's tracks (default 0)."New value: +"Optional index into the binding's tracks (default 0). Without binding_guid it indexes the root tracks."
    • Addedset_audio_3d_settings
    • Changedset_audio_section_properties2 fields changed
      • changedInput schema / properties / looping / description
        Previous value: -"Section repeating/looping (maps to SetRepeating, the engine's loop knob; omit to leave unchanged)."New value: +"Section looping, through the section's own setter (SetRepeating on UE 5.8, SetLooping on 5.7); omit to leave unchanged."
      • changedInput schema / properties / play_until_finished / description
        Previous value: -"SetPlayUntilFinished (omit to leave unchanged)."New value: +"SetPlayUntilFinished (omit to leave unchanged). Needs UE 5.8."
    • Addedset_behavior_tree_node_property
    • Changedset_binding_channel_keyframe_interpolation3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to edit."New value: +"GUID of the binding whose section to edit. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (default 0; used when track_type omitted)."New value: +"Index into the binding's tracks (default 0; used when track_type omitted). Without binding_guid it indexes the root tracks."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_easing) selecting the track on the binding."New value: +"Optional class filter (see set_section_properties) selecting the track on the binding."
    • Removedset_blend_space_properties
    • Addedset_blend_space_sample
    • Removedset_box_slot_properties
    • Removedset_camera_fov
    • Changedset_camera_node_parameters1 field changed
      • addedInput schema / properties / child_index
        Added value: +{
        +  "description": "Optional index of a child of the composite ArrayCameraNode root to edit instead of the root node itself",
        +  "type": "number"
        +}
    • Removedset_camera_post_process
    • Removedset_camera_rig_rail_position
    • Removedset_camera_speed
    • Removedset_camera_transform
    • Addedset_chooser_cell
    • Removedset_cine_camera_aperture
    • Removedset_cine_camera_filmback
    • Removedset_cine_camera_focal_length
    • Removedset_cine_camera_focus
    • Removedset_cine_camera_lens
    • Removedset_data_asset_property
    • Removedset_decal_color
    • Removedset_decal_fade
    • Removedset_decal_material
    • Removedset_decal_size
    • Removedset_decal_sort_order
    • Removedset_directional_light_cascade_settings
    • Removedset_exponential_height_fog_properties
    • Removedset_far_clip_plane
    • Removedset_foliage_type_properties
    • Removedset_game_view
    • Removedset_gameplay_cue_notify_actor_properties
    • Removedset_gameplay_cue_notify_static_properties
    • Addedset_gameplay_effect_component
    • Removedset_gameplay_effect_component_asset_tags
    • Removedset_gameplay_effect_component_block_ability_tags
    • Removedset_gameplay_effect_component_chance_to_apply
    • Removedset_gameplay_effect_component_granted_abilities
    • Removedset_gameplay_effect_component_target_tag_requirements
    • Removedset_gameplay_effect_component_target_tags
    • Addedset_gameplay_effect_modifier
    • Removedset_gameplay_effect_modifier_attribute_based
    • Removedset_gameplay_effect_modifier_attribute_curve
    • Removedset_gameplay_effect_modifier_attribute_tag_filters
    • Removedset_gameplay_effect_modifier_custom
    • Removedset_gameplay_effect_modifier_custom_curve
    • Removedset_gameplay_effect_modifier_set_by_caller
    • Removedset_grid_slot_properties
    • Addedset_instanced_static_mesh_instance_transform
    • Removedset_interchange_pipeline_properties
    • Removedset_light_color
    • Removedset_light_intensity
    • Removedset_light_properties
    • Removedset_lumen_gi_quality
    • Removedset_marked_frames_locked
    • Removedset_material_instance_base_overrides
    • Changedset_material_instance_parameter3 fields changed
      • addedInput schema / properties / association
        Added value: +{
        +  "description": "Optional, static switch or component mask: GlobalParameter (default), LayerParameter or BlendParameter",
        +  "type": "string"
        +}
      • addedInput schema / properties / layer_index
        Added value: +{
        +  "description": "Optional: the zero-based layer of a layered instance; with a scalar, vector or texture param_type it writes that layer's parameter",
        +  "type": "number"
        +}
      • changedInput schema / properties / param_type / description
        Previous value: -"\"scalar\" | \"vector\" | \"texture\" | \"static_switch\" (optional, inferred from the value: a JSON array => vector, a JSON bool => static_switch, a JSON number => scalar, a string starting with '/' => texture, with '(' or '[' => vector, else scalar. A bool passed AS A STRING still reads as scalar, so pass param_type explicitly in that case)"New value: +"\"scalar\" | \"vector\" | \"texture\" | \"static_switch\" | \"static_component_mask\" (a value [r, g, b, a] of bools) (optional, inferred from the value: a JSON array => vector, a JSON bool => static_switch, a JSON number => scalar, a string starting with '/' => texture, with '(' or '[' => vector, else scalar. A bool passed AS A STRING still reads as scalar, so pass param_type explicitly in that case)"
    • Removedset_material_instance_static_component_mask
    • Removedset_material_instance_static_switch
    • Removedset_material_layer_parameter
    • Changedset_modulation_parameter_settings1 field changed
      • changedInput schema / properties / clamp_to_normalized_range / description
        Previous value: -"Optional bool; sets Settings.bClampToNormalizedRange"New value: +"Optional bool; sets Settings.bClampToNormalizedRange. Needs UE 5.8."
    • Removedset_montage_properties
    • Removedset_motion_warping_component_search_in_anims
    • Addedset_motion_warping_target
    • Removedset_motion_warping_target_bone_name
    • Removedset_motion_warping_target_follow_component
    • Removedset_motion_warping_target_location_offset
    • Removedset_near_clip_plane
    • Removedset_niagara_component_bool
    • Removedset_niagara_component_color
    • Removedset_niagara_component_float
    • Removedset_niagara_component_int
    • Removedset_niagara_component_matrix
    • Removedset_niagara_component_object
    • Removedset_niagara_component_position
    • Removedset_niagara_component_quat
    • Addedset_niagara_component_variable
    • Removedset_niagara_component_vec2
    • Removedset_niagara_component_vec4
    • Removedset_niagara_component_vector
    • Removedset_niagara_effect_type
    • Removedset_niagara_emitter_allocation_mode
    • Removedset_niagara_emitter_bounds
    • Removedset_niagara_emitter_enabled
    • Removedset_niagara_emitter_max_gpu_particles
    • Addedset_niagara_emitter_properties
    • Removedset_niagara_emitter_requires_persistent_ids
    • Removedset_niagara_emitter_sim_target
    • Removedset_niagara_emitter_template_description
    • Removedset_niagara_system_deterministic
    • Removedset_niagara_system_properties
    • Removedset_niagara_system_warmup_tick_count
    • Removedset_niagara_system_warmup_tick_delta
    • Removedset_niagara_system_warmup_time
    • Removedset_pcg_component_properties
    • Removedset_physical_material_properties
    • Removedset_physics_properties
    • Changedset_pie_list_view_items1 field changed
      • changedInput schema / properties / widget_name / description
        Previous value: -"Required. Name of the target UListView/UTileView in the live tree (as reported by read_pie_widgets), resolved the same way click_pie_widget resolves widget_name."New value: +"Required. Name of the target UListView/UTileView in the live tree (as reported by list_pie_widgets), resolved the same way click_pie_widget resolves widget_name."
    • Changedset_pie_widget_focus1 field changed
      • changedInput schema / properties / world / description
        Previous value: -"Optional world selector, same rules as read_pie_widgets: absent/'pie' | 'server' | 'client' | 'pie:N'."New value: +"Optional world selector, same rules as list_pie_widgets: absent/'pie' | 'server' | 'client' | 'pie:N'."
    • Changedset_pie_widget_value1 field changed
      • changedInput schema / properties / widget_name / description
        Previous value: -"Required. Name of the target UWidget in the live tree (as reported by read_pie_widgets)."New value: +"Required. Name of the target UWidget in the live tree (as reported by list_pie_widgets)."
    • Removedset_playback_range_locked
    • Removedset_pose_search_schema_properties
    • Removedset_post_process_color_grading
    • Removedset_post_process_setting
    • Removedset_post_process_volume_settings
    • Addedset_procedural_mesh_section_vertices
    • Changedset_properties3 fields changed
      • addedInput schema / properties / clamp
        Added value: +{
        +  "description": "Clamp each number written to the ClampMin/ClampMax of its property, struct fields and array elements included (default false)",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / object_path / description
        Previous value: -"Path or name of the object instance, resolved in the EDITOR world: full object path, asset path, CDO/archetype, or a dotted \"Actor[.Component[.Subobject]]\" whose first segment is the actor's internal name."New value: +"The object, resolved in the EDITOR world: an asset path, a full object path, a CDO/archetype, or \"Actor[.Component[.Subobject]]\" where Actor is an internal name or a unique label and Component a component name or a class only one component has."
      • addedInput schema / properties / save
        Added value: +{
        +  "description": "Save the asset's package after the writes (default false); refused, before anything is written, for an object in a level",
        +  "type": "boolean"
        +}
    • Removedset_reflection_capture_properties
    • Addedset_render_job_output
    • Removedset_scene_capture_2d_properties
    • Removedset_section_active
    • Removedset_section_blend_type
    • Removedset_section_color
    • Removedset_section_completion_mode
    • Removedset_section_easing
    • Removedset_section_locked
    • Removedset_section_pre_post_rollout
    • Addedset_section_properties
    • Changedset_section_range3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding."New value: +"GUID of the binding. Optional: omit it for a section of a root track (shot, camera cut, audio, event...)."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (0 = first track, default 0)."New value: +"Index into the binding's tracks, or into the root tracks without binding_guid (0 = first track, default 0)."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_name",
        -  "binding_guid",
        -  "start_frame",
        -  "end_frame"
        -]New value: +[
        +  "sequence_name",
        +  "start_frame",
        +  "end_frame"
        +]
    • Removedset_section_row_index
    • Removedset_sequence_display_rate
    • Removedset_sequence_playback_range
    • Addedset_sequence_settings
    • Removedset_sequence_view_range
    • Removedset_sequence_working_range
    • Removedset_show_flag
    • Changedset_skeletal_animation_section_parameters3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose skeletal-animation section to edit."New value: +"GUID of the binding whose skeletal-animation section to edit. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (default 0; used when track_type is omitted or unrecognised)."New value: +"Index into the binding's tracks (default 0; used when track_type is omitted or unrecognised). Without binding_guid it indexes the root tracks."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter: \"skeletalanimation\" picks the binding's first skeletal-animation track (see set_section_easing for the other kinds); omitted or unrecognised, track_index picks the track."New value: +"Optional class filter: \"skeletalanimation\" picks the binding's first skeletal-animation track (see set_section_properties for the other kinds); omitted or unrecognised, track_index picks the track."
    • Removedset_sky_atmosphere_properties
    • Removedset_sky_light_properties
    • Removedset_sound_attenuation_properties
    • Removedset_sound_class_properties
    • Removedset_sound_concurrency_properties
    • Removedset_sound_wave_properties
    • Addedset_state_transition
    • Removedset_static_mesh_properties
    • Changedset_transform_section_mask3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose transform section to edit."New value: +"GUID of the binding whose transform section to edit. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (default 0)."New value: +"Index into the binding's tracks (default 0). Without binding_guid it indexes the root tracks."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (default resolves the transform track; see set_section_easing)."New value: +"Optional class filter (default resolves the transform track; see set_section_properties)."
    • Changedset_transform_section_quaternion_interpolation2 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose transform section to edit."New value: +"GUID of the binding whose transform section to edit. Omit it (and binding_name_or_guid) for a section of a ROOT track -- shot, camera cut, audio, event, sub-sequence, fade: track_type or track_index then pick among the root tracks in get_sequence_tracks order, camera cut last."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (default 0)."New value: +"Index into the binding's tracks (default 0). Without binding_guid it indexes the root tracks."
    • Changedset_usd_attribute_value1 field changed
      • changedInput schema / properties / value / description
        Previous value: -"The value: a JSON scalar, e.g. 2.5, \"inherited\" or true, a JSON array, e.g. [1, 0.5, 0] for a color3f or [[0, 0, 1]] for a float3[], or an object {\"value\": <value>} whose \"type\" key, if any, is not used; it is converted to the declared type of the attribute."New value: +"The value: a JSON scalar, e.g. 2.5, \"inherited\" or true, a JSON array, e.g. [1, 0.5, 0] for a color3f or [[0, 0, 1]] for a float3[], or an object {\"value\": <value>} whose \"type\" key, if any, is not used; it is converted to the declared type of the attribute. On UE 5.7 a pathExpression value cannot be written (needs UE 5.8); reading one works."
    • Changedset_usd_prim_metadata1 field changed
      • changedInput schema / properties / value / description
        Previous value: -"The value itself (a scalar, an array, or an object of dictionary entries) or {type?, value}. It is converted to the field's type when that is known, and type is then not used; else type, or the JSON type, decides (bool, number as double, string, object as dictionary). A list op is {\"explicit\": [...]} or {\"prepended\": [...], \"appended\", \"deleted\", \"ordered\", \"added\"}, a reference item \"@a.usda@</Prim>\", an integer list op item a whole number."New value: +"The value itself (a scalar, an array, or an object of dictionary entries) or {type?, value}. It is converted to the field's type when that is known, and type is then not used; else type, or the JSON type, decides (bool, number as double, string, object as dictionary). A list op is {\"explicit\": [...]} or {\"prepended\": [...], \"appended\", \"deleted\", \"ordered\", \"added\"}, a reference item \"@a.usda@</Prim>\", an integer list op item a whole number. On UE 5.7 an integer list op (int, uint, int64 or uint64) cannot be written (needs UE 5.8); reading one works."
    • Removedset_view_type
    • Removedset_viewport_camera
    • Removedset_viewport_exposure
    • Removedset_viewport_fov
    • Removedset_viewport_realtime
    • Addedset_viewport_settings
    • Removedset_viewport_view_mode
    • Removedset_volumetric_cloud_properties
    • Addedset_water_zone_settings
    • Removedset_widget_slot_properties
    • Removedsetup_foot_ik
    • Changedsnap_actor_to_ground1 field changed
      • changedInput schema / properties / fallback_heightmap / description
        Previous value: -"When true (default) and the downward line trace misses (headless traces routinely miss the landscape), fall back to sampling the landscape heightmap at the actor's XY (same sampler as place_actor_on_terrain) so the actor still lands. Set false to require a real trace hit."New value: +"When true (default) and the downward line trace misses (headless traces routinely miss the landscape), fall back to sampling the landscape heightmap at the actor's XY (same sampler as snap_actor_to_landscape) so the actor still lands. Set false to require a real trace hit."
    • Addedsnap_actor_to_landscape
    • Changedspawn_actor2 fields changed
      • addedInput schema / properties / properties
        Added value: +{
        +  "additionalProperties": true,
        +  "description": "Optional {\"Prop\": value, \"Component.Prop\": value} written after the spawn with set_properties' writer: engine property names, a struct as a JSON object of the fields to change.",
        +  "type": "object"
        +}
      • changedInput schema / properties / type / description
        Previous value: -"One of StaticMeshActor, PointLight, SpotLight, DirectionalLight, RectLight, SkyLight, CameraActor, Character (case-insensitive); a light also by its short name Point, Spot, Directional, Rect or Sky. Anything else is a clean error; Blueprints go through spawn_blueprint_actor."New value: +"The actor class: a built-in short name (StaticMeshActor, PointLight, SpotLight, DirectionalLight, RectLight, SkyLight, CameraActor, Character; a light also as Point, Spot, Directional, Rect or Sky), any other actor class by name or /Script path, or a Blueprint asset path (/Game/BP_Door). Volumes go through spawn_box_volume."
    • Removedspawn_blueprint_actor
    • Removedspawn_box_reflection_capture
    • Removedspawn_dynamic_mesh_actor
    • Removedspawn_exponential_height_fog
    • Removedspawn_field_system_actor
    • Removedspawn_nav_link_proxy
    • Removedspawn_nav_modifier_volume
    • Removedspawn_navmesh_bounds_volume
    • Removedspawn_niagara_component
    • Removedspawn_pcg_volume
    • Addedspawn_player_start
    • Removedspawn_post_process_volume
    • Removedspawn_scene_capture_2d
    • Removedspawn_sky_atmosphere
    • Removedspawn_sky_light
    • Removedspawn_sphere_reflection_capture
    • Removedspawn_text_render_actor
    • Removedspawn_volumetric_cloud
    • Addedunload_world_partition_region
    • Changedunwrap_mesh_uvs1 field changed
      • changedInput schema / properties / respect_polygroups / description
        Previous value: -"patch_builder: seed patches from the existing polygroups instead of curvature (default false). Useful right after append_mesh_primitive, where each appended face is already its own group."New value: +"patch_builder: seed patches from the existing polygroups instead of curvature (default false). Useful right after add_mesh_primitive, where each appended face is already its own group."
    • Removedupdate_instanced_static_mesh_instance_transform
    • Removedupdate_procedural_mesh_section
    • Removedupdate_reflection_captures
    • Removedupdate_transition
  7. 27 tool updatesv2.0.2
    • Changedadd_instanced_static_mesh_component1 field changed
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Optional /Game/... path to a UStaticMesh asset (defaults to engine cube if absent)"New value: +"Optional /Game/... path to a UStaticMesh asset; without it the ISM has no mesh. A path that does not load is an error and nothing is added; on an existing ISM it is not applied."
    • Changedadd_motion_warping_component1 field changed
      • changedInput schema / properties / actor_path / description
        Previous value: -"Full editor path (e.g. \"/Game/Maps/Test.Test:PersistentLevel.ActorName\") or short name of the actor."New value: +"Full editor path (e.g. \"/Game/Maps/Test.Test:PersistentLevel.ActorName\"), internal name or label of the actor."
    • Changedadd_spline_component1 field changed
      • changedInput schema / properties / points / description
        Previous value: -"Optional [[x, y, z], ...] spline points in local space"New value: +"Optional [[x, y, z], ...] spline points in local space; an entry that is not 3 numbers is an error and nothing is added"
    • Changedcreate_procedural_mesh_component2 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Editor label for the new actor"New value: +"Editor label for the new actor; the procedural-mesh tools find the actor by it. An actor that already carries it is reused when it has a PMC and refused when it has none (those tools would find it first); a label that is not a valid actor label (\"None\", blank) is refused. Nothing is spawned on a refusal."
      • changedInput schema / properties / location / description
        Previous value: -"Optional [x, y, z] world location; defaults to (0,0,0)"New value: +"Optional [x, y, z] world location of a new actor; defaults to (0,0,0). A reused actor is not moved."
    • Changedget_audio_component_properties2 fields changed
      • addedInput schema / properties / actor_name
        Added value: +{
        +  "description": "Optional object name (not label) of the actor that owns the component, compared without case. Needed when several actors own an audio component of that name (every AmbientSound's is AudioComponent0): without it that is an error listing the owners. An actor_name that names no actor, or whose actor has no such component, is an error.",
        +  "type": "string"
        +}
      • changedInput schema / properties / audio_component_name / description
        Previous value: -"Name of the audio component to query"New value: +"Object name of the audio component to query (e.g. \"AudioComponent0\"), compared without case against EVERY audio component of every actor in the editor world."
    • Changedset_box_slot_properties1 field changed
      • changedInput schema / properties / padding / description
        Previous value: -"Optional [Left, Top, Right, Bottom] floats (also accepts [uniform] or [horizontal, vertical])."New value: +"Optional [Left, Top, Right, Bottom] floats (also accepts [uniform] or [horizontal, vertical]); any other shape, or an entry that is not a number, fails the call and nothing is changed."
    • Changedset_data_asset_property1 field changed
      • changedInput schema / properties / value / description
        Previous value: -"New value as a string (numbers/bools accepted); structs use UE text form e.g. \"(X=1,Y=2,Z=3)\"; object refs use a full asset path."New value: +"New value: a string in UE text form (structs \"(X=1,Y=2,Z=3)\", object refs as a full asset path), a number or a bool; or a JSON object/array, written through the JSON importer (a struct as an object, an array or set as an array, a map as an object). null is refused."
    • Changedset_exponential_height_fog_properties1 field changed
      • changedInput schema / properties / volumetric_fog_albedo / description
        Previous value: -"Optional [R,G,B] volumetric albedo as 0-255 bytes (FColor)."New value: +"Optional [R,G,B] or [R,G,B,A] volumetric albedo, each a whole number from 0 to 255 (FColor; A defaults to 255)."
    • Changedset_foliage_type_properties6 fields changed
      • changedInput schema / properties / cull_distance / description
        Previous value: -"Integer interval {\"min\":start,\"max\":end} in cm: instances fade from min (only with a PerInstanceFadeAmount material node) and clusters cull beyond max; 0 disables."New value: +"Integer interval {\"min\":start,\"max\":end} in cm: instances fade from min (only with a PerInstanceFadeAmount material node) and clusters cull beyond max; 0 disables. Anything but such an object fails the call and nothing is changed."
      • changedInput schema / properties / mobility / description
        Previous value: -"Component mobility: Static, Stationary or Movable, case-insensitive; any other value fails the call."New value: +"Component mobility: Static, Stationary or Movable, case-insensitive; any other value fails the call and nothing is changed."
      • changedInput schema / properties / scale_x / description
        Previous value: -"X scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional."New value: +"X scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional; anything else (not an object, no number bound, another key) fails the call and nothing is changed."
      • changedInput schema / properties / scale_y / description
        Previous value: -"Y scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional."New value: +"Y scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional; anything else fails the call and nothing is changed."
      • changedInput schema / properties / scale_z / description
        Previous value: -"Z scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional."New value: +"Z scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional; anything else fails the call and nothing is changed."
      • changedInput schema / properties / z_offset / description
        Previous value: -"Z location offset range in cm as a JSON object {\"min\":-5,\"max\":0}; either bound may be left out."New value: +"Z location offset range in cm as a JSON object {\"min\":-5,\"max\":0}; either bound may be left out; anything else fails the call and nothing is changed."
    • Changedset_grid_slot_properties2 fields changed
      • changedInput schema / properties / nudge / description
        Previous value: -"Optional [X, Y] content offset."New value: +"Optional [X, Y] content offset; anything but an array of exactly 2 numbers fails the call and nothing is changed."
      • changedInput schema / properties / padding / description
        Previous value: -"Optional [Left, Top, Right, Bottom] floats."New value: +"Optional [Left, Top, Right, Bottom] floats (also accepts [uniform] or [horizontal, vertical]); any other shape, or an entry that is not a number, fails the call and nothing is changed."
    • Changedset_landscape_grass_type_properties5 fields changed
      • changedInput schema / properties / grass_mesh / description
        Previous value: -"Path of the StaticMesh for this variety, e.g. \"/Game/Foliage/SM_Grass\"; an unknown path fails the call."New value: +"Path of the StaticMesh for this variety, e.g. \"/Game/Foliage/SM_Grass\"; a path that does not load as a StaticMesh fails the call and nothing is changed."
      • changedInput schema / properties / scale_x / description
        Previous value: -"X scale range as a JSON object {\"min\":0.8,\"max\":1.2}, also used for every axis with Uniform scaling."New value: +"X scale range as a JSON object {\"min\":0.8,\"max\":1.2}, also used for every axis with Uniform scaling; anything else (not an object, no number bound, another key) fails the call and nothing is changed."
      • changedInput schema / properties / scale_y / description
        Previous value: -"Y scale range as a JSON object {\"min\":0.8,\"max\":1.2}, used only with Free scaling."New value: +"Y scale range as a JSON object {\"min\":0.8,\"max\":1.2}, used only with Free scaling; anything else fails the call and nothing is changed."
      • changedInput schema / properties / scale_z / description
        Previous value: -"Z scale range as a JSON object {\"min\":0.8,\"max\":1.2}, used with Free or LockXY scaling."New value: +"Z scale range as a JSON object {\"min\":0.8,\"max\":1.2}, used with Free or LockXY scaling; anything else fails the call and nothing is changed."
      • changedInput schema / properties / scaling / description
        Previous value: -"Scale mode: Uniform, Free or LockXY, case-insensitive; any other value fails the call."New value: +"Scale mode: Uniform, Free or LockXY, case-insensitive; any other value fails the call and nothing is changed."
    • Changedset_pcg_node_properties1 field changed
      • changedInput schema / properties / properties / description
        Previous value: -"Object of UPCGSettings fields to merge (e.g. for a SurfaceSampler: bApplyDensityToPoints(bool), PointsPerSquaredMeter(float>=0), Looseness(float)); absent keys untouched."New value: +"Object of UPCGSettings fields to merge, keyed by property name (matched case-insensitively) (e.g. for a SurfaceSampler: bApplyDensityToPoints(bool), PointsPerSquaredMeter(float>=0), Looseness(float)); absent keys untouched. An empty object, a key that names no property of the settings class (or a deprecated one, or one holding instanced subobjects), a null value or a value that does not convert is an error and nothing is changed."
    • Changedset_pose_search_schema_properties1 field changed
      • changedInput schema / properties / properties / description
        Previous value: -"Object of UPoseSearchSchema UPROPERTY fields to merge; keys are the C++ property NAMES (case-insensitive), absent keys untouched. Covers: SampleRate(int, ClampMin=1 ClampMax=240), bAddDataPadding(bool), bInjectAdditionalDebugChannels(bool), bDrawInjectAdditionalDebugChannels(bool), NumberOfPermutations(int, ClampMin=1), PermutationsSampleRate(int, ClampMin=1 ClampMax=240), PermutationsTimeOffset(float), DataPreprocessor(enum name: None/Normalize/NormalizeOnlyByDeviation/NormalizeWithCommonSchema). Object-refs (skeleton, mirror_data_table) and the role tag are set via their dedicated commands, not here."New value: +"Object of UPoseSearchSchema UPROPERTY fields to merge; keys are the C++ property NAMES (case-insensitive), absent keys untouched. Covers: SampleRate(int, ClampMin=1 ClampMax=240), bAddDataPadding(bool), bInjectAdditionalDebugChannels(bool), bDrawInjectAdditionalDebugChannels(bool), NumberOfPermutations(int, ClampMin=1), PermutationsSampleRate(int, ClampMin=1 ClampMax=240), PermutationsTimeOffset(float), DataPreprocessor(enum name: None/Normalize/NormalizeOnlyByDeviation/NormalizeWithCommonSchema). Object-refs (skeleton, mirror_data_table) and the role tag are set via their dedicated commands, not here. An empty object, a key that names no property (or a deprecated one, or one holding instanced subobjects such as Channels), a null value or a value that does not convert is an error and nothing is changed."
    • Changedset_reflection_capture_properties2 fields changed
      • changedInput schema / properties / box_extent / description
        Previous value: -"Box capture extent as actor scale [X, Y, Z] (Box only; SetActorScale3D)"New value: +"Box capture extent as actor scale [X, Y, Z] (Box only; SetActorScale3D). Anything but an array of exactly 3 numbers fails the call and nothing is changed, on a Sphere capture too."
      • changedInput schema / properties / cubemap / description
        Previous value: -"Path to a UTextureCube; assigning it sets ReflectionSourceType=SpecifiedCubemap"New value: +"Path to a UTextureCube; assigning it sets ReflectionSourceType=SpecifiedCubemap. A path that does not load as a TextureCube fails the call and nothing is changed."
    • Changedset_scene_capture_2d_properties3 fields changed
      • changedInput schema / properties / capture_source / description
        Previous value: -"ESceneCaptureSource (e.g. SceneColorHDR | FinalColorLDR | FinalColorHDR | SceneDepth); the SCS_ prefix is optional"New value: +"ESceneCaptureSource (e.g. SceneColorHDR | FinalColorLDR | FinalColorHDR | SceneDepth); the SCS_ prefix is optional; any other value fails the call and nothing is changed"
      • changedInput schema / properties / projection_type / description
        Previous value: -"Projection mode, \"Perspective\" or \"Orthographic\" (case-insensitive); any other value fails the call; omit to keep the current one"New value: +"Projection mode, \"Perspective\" or \"Orthographic\" (case-insensitive); any other value fails the call and nothing is changed; omit to keep the current one"
      • changedInput schema / properties / texture_target / description
        Previous value: -"Path to a UTextureRenderTarget2D to assign"New value: +"Path to a UTextureRenderTarget2D to assign; a path that does not load as one fails the call and nothing is changed"
    • Changedset_sky_atmosphere_properties1 field changed
      • changedInput schema / properties / ground_albedo / description
        Previous value: -"Optional [R,G,B] ground albedo as 0-255 bytes (FColor)."New value: +"Optional [R,G,B] or [R,G,B,A] ground albedo, each a whole number from 0 to 255 (FColor; A defaults to 255)."
    • Changedset_sky_light_properties1 field changed
      • changedInput schema / properties / occlusion_tint / description
        Previous value: -"Optional [R,G,B] occlusion tint as 0-255 bytes (FColor)."New value: +"Optional [R,G,B] or [R,G,B,A] occlusion tint, each a whole number from 0 to 255 (FColor; A defaults to 255)."
    • Changedset_sound_attenuation_properties1 field changed
      • changedInput schema / properties / settings / description
        Previous value: -"Object of FSoundAttenuationSettings/FBaseAttenuationSettings fields to merge; absent keys untouched. e.g. bAttenuate, bSpatialize, attenuationShape(Sphere/Capsule/Box/Cone), distanceAlgorithm, falloffDistance, dBAttenuationAtMax(-60..0), attenuationShapeExtents{x,y,z}, bAttenuateWithLPF, lPFFrequencyAtMin/Max, bEnableOcclusion, occlusionVolumeAttenuation, bEnableReverbSend, reverbWetLevelMin/Max. Nested plugin sub-objects (pluginSettings, audioLinkSettingsOverride) are NOT authored here."New value: +"Object of FSoundAttenuationSettings/FBaseAttenuationSettings fields to merge; absent keys untouched. e.g. bAttenuate, bSpatialize, attenuationShape(Sphere/Capsule/Box/Cone), distanceAlgorithm, falloffDistance, dBAttenuationAtMax(-60..0), attenuationShapeExtents{x,y,z}, bAttenuateWithLPF, lPFFrequencyAtMin/Max, bEnableOcclusion, occlusionVolumeAttenuation, bEnableReverbSend, reverbWetLevelMin/Max. Nested plugin sub-objects (pluginSettings, audioLinkSettingsOverride) are NOT authored here. Keys match the field names case-insensitively; an empty object, a key that names no field, a null value or a value that does not convert is an error and nothing is changed."
    • Changedset_sound_concurrency_properties1 field changed
      • changedInput schema / properties / settings / description
        Previous value: -"Object of FSoundConcurrencySettings fields to merge (maxCount(int>=1), bLimitToOwner(bool), resolutionRule(enum name), retriggerTime, volumeScale(0..1), volumeScaleMode(enum), bVolumeScaleCanRelease, volumeScaleAttackTime, volumeScaleReleaseTime, voiceStealReleaseTime); absent keys untouched."New value: +"Object of FSoundConcurrencySettings fields to merge (maxCount(int>=1), bLimitToOwner(bool), resolutionRule(enum name), retriggerTime, volumeScale(0..1), volumeScaleMode(enum), bVolumeScaleCanRelease, volumeScaleAttackTime, volumeScaleReleaseTime, voiceStealReleaseTime); absent keys untouched. Keys match the field names case-insensitively; an empty object, a key that names no field, a null value or a value that does not convert is an error and nothing is changed."
    • Changedset_sound_wave_properties2 fields changed
      • changedInput schema / properties / looping / description
        Previous value: -"Optional bool; sets the bLooping bitfield directly (when this sound is played directly, not via a cue)."New value: +"Optional bool; sets the bLooping bitfield directly (when this sound is played directly, not via a cue). A value that is not true or false is an error and nothing is changed."
      • changedInput schema / properties / settings / description
        Previous value: -"Object of USoundWave/USoundBase UPROPERTY fields to merge; absent keys untouched. e.g. CompressionQuality(1..100), SampleRateQuality(Max/High/Medium/Low/Min), SoundGroup(SOUNDGROUP_Default/SOUNDGROUP_Effects/SOUNDGROUP_UI/SOUNDGROUP_Music/SOUNDGROUP_Voice), SoundAssetCompressionType(BinkAudio/ADPCM/PCM/Opus/PlatformSpecific/ProjectDefined), Volume(>=0), Pitch(0.125..4.0), Priority(0..100), VirtualizationMode(Disabled/PlayWhenSilent/Restart/SeekRestart), SoundClassObject(asset path), AttenuationSettings(asset path). Do NOT put `bLooping` here — use the `looping` param."New value: +"Object of USoundWave/USoundBase UPROPERTY fields to merge, keyed by property name (matched case-insensitively); absent keys untouched. e.g. CompressionQuality(1..100), SampleRateQuality(Max/High/Medium/Low/Min), SoundGroup(SOUNDGROUP_Default/SOUNDGROUP_Effects/SOUNDGROUP_UI/SOUNDGROUP_Music/SOUNDGROUP_Voice), SoundAssetCompressionType(BinkAudio/ADPCM/PCM/Opus/PlatformSpecific/ProjectDefined), Volume(>=0), Pitch(0.125..4.0), Priority(0..100), VirtualizationMode(Disabled/PlayWhenSilent/Restart/SeekRestart), SoundClassObject(asset path), AttenuationSettings(asset path). A key that names no property, a deprecated one or one holding instanced subobjects, a null value, a value that does not convert, a settings value that is not an object, or `bLooping` (use the `looping` param) is an error and nothing is changed."
    • Changedset_spline_points1 field changed
      • changedInput schema / properties / points / description
        Previous value: -"[[x, y, z], ...] spline points in local space"New value: +"[[x, y, z], ...] spline points in local space; an entry that is not 3 numbers is an error and nothing is changed"
    • Changedset_static_mesh_properties2 fields changed
      • changedInput schema / properties / material / description
        Previous value: -"Optional asset path of the UMaterialInterface for slot 0"New value: +"Optional asset path of the UMaterialInterface for slot 0; a path that does not load as a material fails the call and nothing is changed. At least one of static_mesh and material is required."
      • changedInput schema / properties / static_mesh / description
        Previous value: -"Optional asset path of the UStaticMesh to assign"New value: +"Optional asset path of the UStaticMesh to assign; a path that does not load as a StaticMesh fails the call and nothing is changed"
    • Changedset_volumetric_cloud_properties1 field changed
      • changedInput schema / properties / ground_albedo / description
        Previous value: -"Optional [R,G,B] ground albedo as 0-255 bytes (FColor)."New value: +"Optional [R,G,B] or [R,G,B,A] ground albedo, each a whole number from 0 to 255 (FColor; A defaults to 255)."
    • Changedset_widget_slot_properties4 fields changed
      • changedInput schema / properties / anchors / description
        Previous value: -"Optional [MinX, MinY, MaxX, MaxY] anchor floats."New value: +"Optional [MinX, MinY, MaxX, MaxY] anchor floats; anything but an array of exactly 4 numbers fails the call and nothing is changed."
      • changedInput schema / properties / offsets / description
        Previous value: -"Optional [Left, Top, Right, Bottom] offset floats."New value: +"Optional [Left, Top, Right, Bottom] offset floats; anything but an array of exactly 4 numbers fails the call and nothing is changed."
      • changedInput schema / properties / position / description
        Previous value: -"Optional [X, Y] position."New value: +"Optional [X, Y] position; anything but an array of exactly 2 numbers fails the call and nothing is changed."
      • changedInput schema / properties / size / description
        Previous value: -"Optional [X, Y] size."New value: +"Optional [X, Y] size; anything but an array of exactly 2 numbers fails the call and nothing is changed."
    • Changedspawn_decal_actor1 field changed
      • changedInput schema / properties / material_path / description
        Previous value: -"Optional content path of a UMaterialInterface to assign to the decal."New value: +"Optional content path of a UMaterialInterface to assign to the decal; a path that does not load is an error and nothing is spawned or changed."
    • Changedspawn_mass_entities1 field changed
      • changedInput schema / properties / count / description
        Previous value: -"Informational only; accepted but does not bound the spawn (default 0)"New value: +"Optional; must equal the spawner's own count (set_mass_spawner_count), which is what DoSpawning spawns. Any other value is an error and nothing is spawned."
    • Changedspawn_niagara_component4 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Optional desired editor label for the owner actor"New value: +"Optional editor label for the new actor; when omitted the factory labels it after the system, made unique. A label that is not a valid actor label (\"None\", blank), or that another actor of the editor world already has as its label or internal name, is an error and nothing is spawned."
      • changedInput schema / properties / location / description
        Previous value: -"World location [X, Y, Z]."New value: +"Optional world location [X, Y, Z]; the origin when omitted."
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll]; defaults to identity"New value: +"Optional world rotation, the object {\"pitch\":..,\"yaw\":..,\"roll\":..} or the array [pitch, yaw, roll] (index 2 is ROLL); zero when omitted."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System to spawn (e.g. /Game/MyGame/NS_Example)"New value: +"Asset path of the Niagara System to place (e.g. /Game/MyGame/NS_Example); one that does not load is an error and nothing is spawned."
  8. 6 tool updatesv2.0.1
    • Changedget_anim_sequence_info2 fields changed
      • changedInput schema / properties / anim_sequence_path / description
        Previous value: -"Asset path of the UAnimSequence."New value: +"Asset path of the sequence, e.g. \"/Game/Anims/Run_Fwd\" (package or object path)."
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Alias of anim_sequence_path."New value: +"Alias of anim_sequence_path; read only when anim_sequence_path is absent."
    • Changedregister_interchange_factory1 field changed
      • changedInput schema / properties / factory_class_path / description
        Previous value: -"Class path of the factory UClass to instantiate and register (e.g. \"/Script/InterchangeEngine.InterchangeTextureFactory\"), loaded via LoadClass."New value: +"Class path of the factory class, e.g. \"/Script/InterchangeImport.InterchangeTextureFactory\"; loaded with LoadClass."
    • Changedregister_interchange_translator1 field changed
      • changedInput schema / properties / translator_class_path / description
        Previous value: -"Class path of the translator UClass to instantiate and register (e.g. \"/Script/InterchangeEngine.InterchangeTextureTranslator\"), loaded via LoadClass."New value: +"Class path of the translator class, e.g. \"/Script/InterchangeImport.InterchangeImageWrapperTranslator\"; loaded with LoadClass."
    • Changedremove_trigger1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name of the trigger actor, e.g. TriggerBox_0 or TriggerSphere_0, matched without case (its editor label is not matched); the command fails without it."New value: +"The trigger's object name, not its editor label (e.g. TriggerBox_0, as get_actors_in_trigger reports it in actor_name); matched without case."
    • Changedset_interchange_pipeline_properties2 fields changed
      • changedInput schema / properties / pipeline_path / description
        Previous value: -"Object path of the pipeline asset to modify (loaded via LoadObject, must be a UInterchangePipelineBase)."New value: +"Object path of the pipeline asset, e.g. \"/Game/Pipelines/MyMeshPipeline.MyMeshPipeline\"; it must load as a UInterchangePipelineBase."
      • changedInput schema / properties / properties / description
        Previous value: -"JSON object of { propertyName: value } pairs applied by reflection to the pipeline's EditAnywhere UPROPERTYs. Values may be scalars, nested objects (structs), or arrays; non-editable or unknown fields are skipped and reported."New value: +"{property_name: value}, with names as get_interchange_pipeline_properties lists them; a struct takes an object of its fields and a TArray an array."
    • Changedset_interchange_pipeline_stack_default2 fields changed
      • changedInput schema / properties / content_or_scene / description
        Previous value: -"Which import path's default stack to set: \"content\" (ContentImportSettings) or \"scene\" (SceneImportSettings). Case-insensitive."New value: +"Which default to set: \"content\" for asset imports (ContentImportSettings) or \"scene\" for level imports (SceneImportSettings). Case-insensitive."
      • changedInput schema / properties / stack_name / description
        Previous value: -"Name of the pipeline stack to make the default (an FName key into the project's PipelineStacks map)."New value: +"Name of an existing pipeline stack of that import path, e.g. \"Assets\"; matched without case."
  9. 805 tool updatesv2.0.0
    • Removedadd_ability_task
    • Removedadd_actor_begin_overlap_event
    • Removedadd_anim_bone_track
    • Changedadd_anim_float_curve3 fields changed
      • changedInput schema / properties / curve_name / description
        Previous value: -"Float curve name to add."New value: +"Float curve name to add or rekey."
      • addedInput schema / properties / curve_type
        Added value: +{
        +  "description": "Optional curve type the keys are meant for: float (the default, the only one written). transform is refused with an error pointing at add_anim_transform_curve; any other value is an error.",
        +  "type": "string"
        +}
      • changedInput schema / properties / keys / description
        Previous value: -"JSON array of [time, value] pairs (default [[0,0],[1,1]])"New value: +"JSON array of [time, value] pairs, time in seconds (default [[0,0],[1,1]]); entries that are not such a pair are skipped."
    • Addedadd_behavior_tree_child
    • Addedadd_behavior_tree_decorator
    • Addedadd_behavior_tree_service
    • Addedadd_blend_space_sample
    • Removedadd_blendspace_sample
    • Changedadd_blueprint_function3 fields changed
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Name of the blueprint"New value: +"Name of the blueprint (for override=true it must already implement the interface / inherit the virtual; implement_interface first)."
      • changedInput schema / properties / function_name / description
        Previous value: -"Name for the new function; with override=true, the EXACT name of the inherited (interface or parent-class) function to override."New value: +"Name for the new function; with override=true, the EXACT name of the inherited (interface or parent-class) function to override (e.g. \"CanInteract\", \"GetInteractText\")."
      • addedInput schema / properties / node_position
        Added value: +{
        +  "description": "Optional [x, y] canvas position for an event-override node that override=true CREATES (an existing one is not moved; a function graph has no single node to place).",
        +  "type": "array"
        +}
    • Removedadd_branch_node
    • Removedadd_break_struct_node
    • Removedadd_bt_composite_child
    • Removedadd_bt_decorator
    • Removedadd_bt_service
    • Removedadd_bt_task_child
    • Removedadd_call_library_function
    • Changedadd_camera_cut5 fields changed
      • changedInput schema / properties / end_frame / description
        Previous value: -"Exclusive end frame (must be > start_frame)."New value: +"Optional exclusive end frame (default start_frame + 1); must be > start_frame."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence."New value: +"Name of the target Level Sequence (first asset under /Game with that name), or its full /Game path."
      • addedInput schema / properties / sequence_path
        Added value: +{
        +  "description": "Alias of sequence_name.",
        +  "type": "string"
        +}
      • changedInput schema / properties / start_frame / description
        Previous value: -"Inclusive start frame (tick resolution)."New value: +"Optional inclusive start frame in tick resolution (default 0)."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_name",
        -  "camera_binding_guid",
        -  "start_frame",
        -  "end_frame"
        -]New value: +[
        +  "camera_binding_guid"
        +]
    • Removedadd_camera_cut_section
    • Removedadd_camera_focus_track
    • Removedadd_cast_node
    • Addedadd_chooser_column
    • Removedadd_chooser_column_to_table
    • Addedadd_collection_parameter
    • Removedadd_collection_scalar_param
    • Removedadd_collection_vector_param
    • Removedadd_component_event
    • Removedadd_custom_event_node
    • Removedadd_data_table_row
    • Addedadd_evaluator
    • Removedadd_get_component_by_class_node
    • Changedadd_graph_node11 fields changed
      • addedInput schema / properties / compile
        Added value: +{
        +  "description": "Optional bool, default false: compile the Blueprint after placing the node. Ignored inside build_blueprint_graph, which never compiles its steps.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / enum_path / description
        Previous value: -"Enum path or name; required for switch_enum and enum_literal nodes"New value: +"Enum path or name; required for switch_enum and enum_literal nodes. Optional for select: the enum then drives the Index pin and one option pin is generated per enum entry."
      • changedInput schema / properties / event_name / description
        Previous value: -"Event name; required for event and custom_event node types"New value: +"Event name; required for event and custom_event node types (e.g. \"ReceiveActorBeginOverlap\", \"ReceiveBeginPlay\" for event)"
      • addedInput schema / properties / function_library
        Added value: +{
        +  "description": "Optional, call_function only: the library class owning function_name, used instead of target_class -- an engine library by name (\"KismetMathLibrary\", \"KismetSystemLibrary\", \"GameplayStatics\", \"KismetStringLibrary\", with or without the U prefix, or any /Script/Engine class) or a user BlueprintFunctionLibrary asset path (\"/Game/Dir/BFL_X\", \"/Game/Dir/BFL_X.BFL_X\" or the \"..._C\" class). Searched strictly, like target_class.",
        +  "type": "string"
        +}
      • addedInput schema / properties / index_type
        Added value: +{
        +  "description": "Optional alias of enum_path for node_type=select.",
        +  "type": "string"
        +}
      • changedInput schema / properties / macro_graph_name / description
        Previous value: -"Macro graph name; required for node_type=macro_instance. Resolved against this Blueprint's own MacroGraphs first, then the engine StandardMacros."New value: +"Macro graph name; required for node_type=macro_instance. Resolved against this Blueprint's own MacroGraphs first, then the engine StandardMacros; \"<library-path>:<MacroGraphName>\" (e.g. \"/Game/Lib/ML_X.ML_X:MyMacro\") resolves it in that macro library instead."
      • addedInput schema / properties / macro_library
        Added value: +{
        +  "description": "Optional, macro_instance only: asset path of a macro LIBRARY Blueprint to resolve macro_graph_name in -- the only way to reach a third-party or project macro library.",
        +  "type": "string"
        +}
      • changedInput schema / properties / node_type / description
        Previous value: -"One of event, custom_event, call_function, print_string, variable_get, variable_set, branch, sequence, self, cast, spawn_actor (alias spawn_actor_from_class), create_widget, make_struct, break_struct, get_array_item, select, make_array, make_set, make_map, switch_int, switch_string, switch_name, switch_enum, enum_literal, format_text, foreach, foreach_with_break, do_once, gate, flipflop, for_loop, while_loop, is_valid, add_delegate, macro_instance"New value: +"One of event, custom_event, call_function, print_string, variable_get, variable_set, branch, sequence, self, cast, spawn_actor (alias spawn_actor_from_class), create_widget, make_struct, break_struct, get_array_item, select, make_array, make_set, make_map, switch_int, switch_string, switch_name, switch_enum, enum_literal, format_text, foreach, foreach_with_break, do_once, gate, flipflop, for_loop, while_loop, is_valid, add_delegate, macro_instance, get_component_by_class"
      • addedInput schema / properties / option_count
        Added value: +{
        +  "description": "Optional, select only: total number of option pins to end up with (default the built-in 2; ignored when an enum drives the index).",
        +  "type": "number"
        +}
      • changedInput schema / properties / struct_type / description
        Previous value: -"Struct type; required for make_struct and break_struct nodes"New value: +"Struct type; required for make_struct and break_struct nodes: a UScriptStruct path (/Game/.../S_Foo.S_Foo), bare name, or engine alias (Vector/Rotator/Transform...)"
      • changedInput schema / properties / target_class / description
        Previous value: -"Class owning the function or cast/spawn target class; required for cast and create_widget. For variable_get/variable_set it names the class that owns the variable, producing a non-self member-access node (with a 'target' pin) instead of a self-context node. For create_widget it names the widget class to construct (e.g. WBP_Foo_C, a full asset path, or the widget Blueprint short name); the node exposes that widget's Expose-On-Spawn pins."New value: +"Class owning the function or cast/spawn target class; required for cast, create_widget and get_component_by_class. For call_function it is searched STRICTLY: a function that is not on that class is an error, never a silent fallback to another library; it also resolves a user BlueprintFunctionLibrary by asset path (\"/Game/Dir/BFL_X\"). For get_component_by_class it is the component class to fetch (a UActorComponent subclass). For variable_get/variable_set it names the class that owns the variable, producing a non-self member-access node (with a 'target' pin) instead of a self-context node. For create_widget it names the widget class to construct (e.g. WBP_Foo_C, a full asset path, or the widget Blueprint short name); the node exposes that widget's Expose-On-Spawn pins."
    • Addedadd_instanced_static_mesh_instance
    • Removedadd_ism_instance
    • Changedadd_keyframe_to_property_track5 fields changed
      • addedInput schema / properties / arrive_tangent
        Added value: +{
        +  "description": "Optional tangent for interp_mode \"cubic\" (default 0).",
        +  "type": "number"
        +}
      • addedInput schema / properties / interp_mode
        Added value: +{
        +  "description": "Optional, float channels only: \"cubic\", \"linear\" or \"constant\". When given the key is inserted with that interpolation instead of updating one at that frame.",
        +  "type": "string"
        +}
      • addedInput schema / properties / leave_tangent
        Added value: +{
        +  "description": "Optional tangent for interp_mode \"cubic\" (default 0).",
        +  "type": "number"
        +}
      • addedInput schema / properties / property_name
        Added value: +{
        +  "description": "Optional name or path of the property whose track takes the key, case ignored; omitted, the first track of property_type on the binding. A name no track of that type animates is an error that lists the ones it does.",
        +  "type": "string"
        +}
      • changedInput schema / properties / time_seconds / description
        Previous value: -"Time (seconds, >= 0) at which to place the key."New value: +"Time (seconds, >= 0) at which to place the key; rounded to the nearest tick frame."
    • Removedadd_light
    • Changedadd_list_view7 fields changed
      • changedInput schema / properties / entry_widget_class / description
        Previous value: -"Optional entry widget class (asset or /Script path)"New value: +"Optional entry widget class for each row, tile or tree node (asset path such as \"/Game/UI/WBP_ItemTile\", or a /Script path)"
      • changedInput schema / properties / list_view_name / description
        Previous value: -"FName of the new UListView widget"New value: +"FName of the new view widget in the tree; also the idempotency key"
      • addedInput schema / properties / parent_widget_name
        Added value: +{
        +  "description": "Optional name of an existing panel widget (UPanelWidget) in the tree to insert the new view under; omitted = the root canvas or panel (in an empty tree the view becomes the root)",
        +  "type": "string"
        +}
      • addedInput schema / properties / view_type
        Added value: +{
        +  "description": "Optional \"List\" (default, UListView), \"Tile\" (UTileView) or \"Tree\" (UTreeView), case-insensitive; anything else is an error",
        +  "type": "string"
        +}
      • changedInput schema / properties / widget_blueprint_name / description
        Previous value: -"/Game path of the Widget Blueprint"New value: +"/Game path of the Widget Blueprint, e.g. \"/Game/UI/WBP_Inventory\""
      • addedInput schema / properties / widget_name
        Added value: +{
        +  "description": "Alias of list_view_name, read only when list_view_name is absent",
        +  "type": "string"
        +}
      • changedInput schema / required
        Previous value: -[
        -  "widget_blueprint_name",
        -  "list_view_name"
        -]New value: +[
        +  "widget_blueprint_name"
        +]
    • Removedadd_macro_instance_node
    • Removedadd_make_struct_node
    • Changedadd_mapping_to_context6 fields changed
      • changedInput schema / properties / action_name / description
        Previous value: -"Short asset name of the InputAction (e.g. IA_Example)."New value: +"Short asset name (e.g. IA_Example) or full object path of the InputAction."
      • changedInput schema / properties / action_path / description
        Previous value: -"Asset path of the Input Action"New value: +"Alias of action_name, read only when action_name is absent."
      • changedInput schema / properties / context_name / description
        Previous value: -"Short asset name of the InputMappingContext (e.g. IMC_Example)."New value: +"Short asset name (e.g. IMC_Example) or full object path of the InputMappingContext."
      • changedInput schema / properties / context_path / description
        Previous value: -"Asset path of the Input Mapping Context"New value: +"Alias of context_name, read only when context_name is absent."
      • addedInput schema / properties / input_action_path
        Added value: +{
        +  "description": "Second alias of action_name, read only when action_name and action_path are both absent.",
        +  "type": "string"
        +}
      • changedInput schema / properties / key_name / description
        Previous value: -"Input key name (e.g. SpaceBar, Gamepad_FaceButton_Bottom)"New value: +"Alias of key, read only when key is absent (same FKey names)."
    • Addedadd_mass_tag_to_entity
    • Removedadd_mass_trait_to_entity
    • Addedadd_metasound_interface
    • Addedadd_metasound_node
    • Addedadd_motion_warping_target
    • Removedadd_niagara_decal_renderer
    • Changedadd_niagara_emitter_from_template1 field changed
      • addedInput schema / properties / emitter_name
        Added value: +{
        +  "description": "Optional name for the new emitter handle; absent or empty keeps the name the engine generates from the source emitter. The engine sanitizes it and makes it unique among the system's emitters, so read emitter_handle_name for the stored name.",
        +  "type": "string"
        +}
    • Removedadd_niagara_emitter_handle
    • Removedadd_niagara_light_renderer
    • Removedadd_niagara_module_to_graph
    • Changedadd_niagara_module_to_stack1 field changed
      • addedInput schema / properties / target_index
        Added value: +{
        +  "description": "Optional 0-based position in the stack; -1 (INDEX_NONE, the default) and any index past the end append. A value that is not a JSON number is an error.",
        +  "type": "number"
        +}
    • Changedadd_niagara_renderer3 fields changed
      • changedInput schema / properties / material_path / description
        Previous value: -"Optional asset path; sets the renderer's Material property. If omitted, the renderer is added with a null material (still a valid empty renderer)."New value: +"Optional asset path; sets the renderer's Material property (a class without one, such as Light, ignores it). If omitted, the renderer is added with a null material (still a valid empty renderer)."
      • addedInput schema / properties / properties
        Added value: +{
        +  "additionalProperties": true,
        +  "description": "Optional object of renderer properties to seed, with the keys and value forms of set_niagara_renderer_properties, e.g. {\"radius_scale\": 2, \"use_inverse_squared_falloff\": false, \"color_add\": {\"X\": 1, \"Y\": 0, \"Z\": 0}} for a Light (scales clamped at 0; affects_translucency and alpha_scales_brightness default to true) or {\"decal_source_mode\": \"Emitter\", \"renderer_visibility\": 1, \"decal_screen_size_fade\": 0.1} for a Decal. Keys the renderer class lacks are listed in not_applicable.",
        +  "type": "object"
        +}
      • changedInput schema / properties / renderer_type / description
        Previous value: -"One of \"Sprite\" / \"Ribbon\" / \"Mesh\" / \"Light\" (case-insensitive)."New value: +"One of \"Sprite\" / \"Ribbon\" / \"Mesh\" / \"Light\" / \"Decal\" (case-insensitive)."
    • Removedadd_pose_search_roled_skeleton
    • Changedadd_property_track1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence (found by AssetName under /Game)."New value: +"Name of the target Level Sequence (found by AssetName under /Game), or its full /Game path."
    • Removedadd_rig_bone
    • Removedadd_rig_control
    • Addedadd_rig_element
    • Removedadd_rig_null
    • Removedadd_select_node
    • Removedadd_sequence_node
    • Removedadd_simple_collision_to_static_mesh
    • Addedadd_skeleton_socket
    • Removedadd_socket_to_skeleton_asset
    • Removedadd_state_evaluator
    • Changedadd_state_tree_binding1 field changed
      • changedInput schema / properties / source_parameter / description
        Previous value: -"Name of the root parameter to bind from (the binding source; add it with add_tree_parameter first)."New value: +"Name of the root parameter to bind from (the binding source; add it with add_state_tree_parameter first)."
    • Removedadd_state_tree_global_task_property
    • Addedadd_state_tree_parameter
    • Addedadd_static_mesh_simple_collision
    • Removedadd_tile_view
    • Addedadd_trace_bookmark
    • Changedadd_transition_condition2 fields changed
      • changedInput schema / properties / transition_index / description
        Previous value: -"0-based index of the transition within that state (the index field of list_transitions or get_state_tree_info); required"New value: +"0-based index of the transition within that state (the index field of get_state_tree_info transitions); required"
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "state_name",
        -  "condition_struct"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "transition_index",
        +  "condition_struct"
        +]
    • Removedadd_tree_parameter
    • Removedadd_tree_view
    • Removedadd_visibility_track
    • Removedadd_warp_target_to_component
    • Removedadd_weighted_value_keyframe
    • Removedadd_weighted_value_track
    • Removedadd_widget_extended
    • Changedadd_widget_to_blueprint1 field changed
      • changedInput schema / properties / widget_type / description
        Previous value: -"one of TextBlock, Button, Image, VerticalBox, CanvasPanel (the curated basic names; see list_widget_types), OR any native widget class path (e.g. /Script/UMG.Throbber), OR a UserWidget-derived Widget Blueprint to embed as a nested instance, by its /Game asset path (e.g. /Game/UI/WBP_HealthBar) or generated-class path (/Game/UI/WBP_HealthBar.WBP_HealthBar_C)"New value: +"one of TextBlock, Button, Image, VerticalBox, CanvasPanel, ProgressBar, Slider, CheckBox, ComboBoxString, ScrollBox, Border, Overlay, SizeBox, WidgetSwitcher, HorizontalBox, EditableTextBox, Spacer, GridPanel, RichTextBlock, EditableText, MultiLineEditableText, ComboBox, SpinBox, ScaleBox, SafeZone, UniformGridPanel, WrapBox, MenuAnchor (the curated names; see list_widget_types), OR any other native widget class path (e.g. /Script/UMG.Throbber, /Script/UMG.ListView), OR a UserWidget-derived Widget Blueprint to embed as a nested instance, by its /Game asset path (e.g. /Game/UI/WBP_HealthBar) or generated-class path (/Game/UI/WBP_HealthBar.WBP_HealthBar_C)"
    • Removedapply_component_property_overrides
    • Addedassign_runtime_virtual_texture_to_landscape
    • Removedassign_rvt_to_landscape
    • Removedauto_generate_mesh_uvs
    • Removedbatch
    • Removedbatch_delete_actors
    • Removedbatch_place_actors_on_terrain
    • Removedbatch_set_actor_transform
    • Removedbind_actor_property_to_sequence
    • Changedbind_actor_to_sequence2 fields changed
      • addedInput schema / properties / property_name
        Added value: +{
        +  "description": "Optional property of the actor to animate (e.g. \"bHidden\"); needs property_type. Used as both the property name and path.",
        +  "type": "string"
        +}
      • addedInput schema / properties / property_type
        Added value: +{
        +  "description": "Optional, with property_name: one of \"Float\", \"Bool\", \"Vector\", \"Color\", \"Visibility\".",
        +  "type": "string"
        +}
    • Removedbind_component_property_to_sequence
    • Changedbind_component_to_sequence2 fields changed
      • addedInput schema / properties / property_name
        Added value: +{
        +  "description": "Optional component property to animate (e.g. \"Intensity\"); needs property_type. Used as both property name and path, and not checked against the component.",
        +  "type": "string"
        +}
      • addedInput schema / properties / property_type
        Added value: +{
        +  "description": "Optional, with property_name: one of \"Float\", \"Bool\", \"Vector\", \"Color\", \"Visibility\".",
        +  "type": "string"
        +}
    • Removedbookmark
    • Addedbuild_anim_state_machine
    • Removedbuild_animation_state_machine
    • Removedbuild_hlod
    • Removedbuild_minimap
    • Removedbulk_delete_assets
    • Removedbulk_rename_assets
    • Removedcall_component_function
    • Changedcall_function12 fields changed
      • addedInput schema / properties / actor
        Added value: +{
        +  "description": "Alias of object_path.",
        +  "type": "string"
        +}
      • changedInput schema / properties / args / description
        Previous value: -"Alias of `parameters` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `parameters`."New value: +"Alias of `params` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `params`."
      • changedInput schema / properties / args_json / description
        Previous value: -"Alias of `parameters` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `parameters`."New value: +"Alias of parameters; like parameters it also takes the dict as JSON text."
      • addedInput schema / properties / class_name
        Added value: +{
        +  "description": "Optional, instead of object_path: a class NAME (bare/native e.g. \"KismetSystemLibrary\", /Script path, or a Blueprint asset path -- a Blueprint path yields its GeneratedClass); the function runs on that class's Class Default Object, with no `world`.",
        +  "type": "string"
        +}
      • addedInput schema / properties / component_class
        Added value: +{
        +  "description": "Optional component CLASS (bare/native name, /Script path, or Blueprint asset path) to locate on the actor object_path names; the FIRST component of (or derived from) that class is the target. Must derive from UActorComponent.",
        +  "type": "string"
        +}
      • addedInput schema / properties / function
        Added value: +{
        +  "description": "Alias of function_name.",
        +  "type": "string"
        +}
      • changedInput schema / properties / object_path / description
        Previous value: -"Path or name of the object instance, resolved in the EDITOR world: full object path, asset path, CDO/archetype, or a dotted \"Actor[.Component[.Subobject]]\" whose first segment is the actor's internal name. This command has NO `world` parameter — use call_object_method for a live PIE target."New value: +"Path or name of the target object: full object path, asset path, CDO/archetype, or a dotted \"Actor[.Component[.Subobject]]\" (first segment: the actor's internal name in the editor world, internal name OR editor label in a live world). With component_class it names the ACTOR whose component is called. Required unless class_name is given."
      • changedInput schema / properties / parameters / description
        Previous value: -"Optional {param_name: value} dict. Scalars map directly; pass an ENUM by its entry name as a string (e.g. \"Harvest\"); pass a STRUCT param as a JSON object {Field: val, ...} and an ARRAY/set as a JSON array (nativized via FJsonObjectConverter — nested structs + enum-by-name inside structs supported; JSON keys match the field's authored name). A UE-format text string (e.g. \"(X=1,Y=2,Z=3)\") is also accepted for structs."New value: +"Optional {param_name: value} dict. Scalars map directly; pass an ENUM by its entry name as a string (e.g. \"Harvest\"); pass a STRUCT param as a JSON object {Field: val, ...} and an ARRAY/set as a JSON array (nativized via FJsonObjectConverter — nested structs + enum-by-name inside structs supported; JSON keys match the field's authored name); FGameplayTag as {\"TagName\":\"A.B\"}; FGuid as a hex/braced string. A UE-format text string (e.g. \"(X=1,Y=2,Z=3)\") is also accepted for structs."
      • changedInput schema / properties / params / description
        Previous value: -"Alias of `parameters` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `parameters`."New value: +"Alias of parameters."
      • addedInput schema / properties / use_pie_world
        Added value: +{
        +  "description": "Optional (default false). Resolve object_path in the running PIE world instead of the editor world. Equivalent to world='pie'; `world` wins when both are given.",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / world
        Added value: +{
        +  "description": "Optional world selector (takes precedence over use_pie_world): absent/'editor' (default) | 'pie' (ambiguous: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'). Anything other than absent/'editor' resolves object_path in that live world; an unrecognised value is an error naming the worlds that exist. Ignored with class_name.",
        +  "type": "string"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "object_path",
        -  "function_name"
        -]
    • Removedcall_library_function
    • Removedcall_object_method
    • Removedcan_redo
    • Addedcan_reset_interchange_actor
    • Addedcan_reset_interchange_world
    • Addedcan_translate_interchange_source_data
    • Removedcan_undo
    • Addedcapture_high_res_screenshot
    • Addedcapture_object_snapshot
    • Removedclear_and_fill_render_target
    • Removedclear_collection_params
    • Removedclear_data_registry_sources
    • Removedclear_ism_instances
    • Removedclear_marked_frames
    • Removedclear_material_parameter_overrides
    • Removedclear_motion_warping_targets
    • Removedclear_mpci_parameter_overrides
    • Removedclear_undo_barriers
    • Changedcompile_blueprint1 field changed
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Name of the blueprint. A short name matching two assets compiles ONE of them silently -- pass the full path when in doubt."New value: +"Name of the blueprint, or its full asset path (e.g. /Game/MyGame/Core/BP_MyActor). A short name matching two assets compiles ONE of them silently -- pass the full path when in doubt."
    • Removedcompute_gc_proximity
    • Addedcompute_geometry_collection_proximity
    • Removedconfigure_ability_tags
    • Removedconfigure_animation_events
    • Removedconfigure_gravity
    • Removedconfigure_plugin_setting
    • Changedconfigure_replication4 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"The name of the actor to configure replication for"New value: +"Object name or label of the actor in the editor world (first match)"
      • changedInput schema / properties / replicate_lifecycle / description
        Previous value: -"Whether the actor replicates at all, i.e. exists on clients (optional; applied only when sent). Movement replication does nothing without it."New value: +"Optional: whether the actor replicates at all, i.e. exists on clients (bReplicates, set through AActor::SetReplicates); applied only when sent. Movement replication does nothing without it."
      • changedInput schema / properties / replicate_movement / description
        Previous value: -"Whether to replicate movement (optional, default true; always applied)"New value: +"Optional: whether to replicate movement (bReplicateMovement); applied only when sent"
      • changedInput schema / properties / replicate_physics / description
        Previous value: -"Whether to replicate physics (optional; NOT applied, see the description; listed in not_applied when sent)"New value: +"Optional; NOT applied, see the description; listed in not_applied when sent"
    • Addedconnect_metasound_graph_input_to_output
    • Addedconnect_metasound_node_to_graph_output
    • Removedconnect_metasound_nodes
    • Changedconnect_to_material_output1 field changed
      • changedInput schema / properties / from_node_id / description
        Previous value: -"Id of the source expression (from create_material_expression / get_material_expressions)."New value: +"Id of the source expression (from create_material_expression / get_material_graph_info)."
    • Removedconvert_map_to_world_partition
    • Addedcopy_material_instance_dynamic_parameters
    • Addedcopy_material_instance_parameters
    • Removedcopy_material_instance_params
    • Removedcopy_mid_params_from_source
    • Removedcount_gameplay_tag_references
    • Removedcount_mass_entities
    • Removedcreate_actor_action_utility
    • Removedcreate_asset_action_utility
    • Removedcreate_attribute_set_asset
    • Changedcreate_attribute_set_blueprint2 fields changed
      • addedInput schema / properties / attributes
        Added value: +{
        +  "description": "Optional array of {\"name\": \"Health\", \"default_value\": 100} objects; default_value (default 0) becomes the BaseValue and CurrentValue of the compiled default. Entries without a name are ignored; omitted, the set is created empty (add attributes later with add_attribute_to_set).",
        +  "type": "array"
        +}
      • addedInput schema / properties / force
        Added value: +{
        +  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        +  "type": "boolean"
        +}
    • Changedcreate_blend_space16 fields changed
      • addedInput schema / properties / asset_name
        Added value: +{
        +  "description": "Alias of name.",
        +  "type": "string"
        +}
      • addedInput schema / properties / axis_grid
        Added value: +{
        +  "description": "Optional X-axis grid divisions, an integer >= 1 (default: the engine's 4).",
        +  "type": "number"
        +}
      • changedInput schema / properties / axis_max / description
        Previous value: -"X-axis maximum value (default 100)"New value: +"X-axis maximum value (default 100; 90 for an aim offset)"
      • changedInput schema / properties / axis_min / description
        Previous value: -"X-axis minimum value (default 0)"New value: +"X-axis minimum value (default 0; -90 for an aim offset); must be below axis_max."
      • changedInput schema / properties / axis_name / description
        Previous value: -"X-axis display name (default 'Speed')"New value: +"X-axis display name (default 'Speed'; 'Yaw' for an aim offset)"
      • addedInput schema / properties / blend_space_type
        Added value: +{
        +  "description": "Optional class to create: BlendSpace (2D, default) | BlendSpace1D | AimOffset (2D UAimOffsetBlendSpace) | AimOffset1D (UAimOffsetBlendSpace1D), any case. Omitted, is_1d picks BlendSpace1D or BlendSpace.",
        +  "type": "string"
        +}
      • changedInput schema / properties / is_1d / description
        Previous value: -"If true create a 1D BlendSpace, else 2D (default false)"New value: +"If true create a 1D BlendSpace, else 2D (default false); when blend_space_type is also given they must agree."
      • addedInput schema / properties / max_value
        Added value: +{
        +  "description": "Alias of axis_max.",
        +  "type": "number"
        +}
      • addedInput schema / properties / min_value
        Added value: +{
        +  "description": "Alias of axis_min.",
        +  "type": "number"
        +}
      • addedInput schema / properties / num_grid_points
        Added value: +{
        +  "description": "Alias of axis_grid.",
        +  "type": "number"
        +}
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Asset path of the target Skeleton"New value: +"Asset path of the target Skeleton (default /Engine/EngineMeshes/SkeletalCube_Skeleton)"
      • addedInput schema / properties / y_axis_grid
        Added value: +{
        +  "description": "Optional Y-axis grid divisions, 2D types only, an integer >= 1 (default: the engine's 4).",
        +  "type": "number"
        +}
      • addedInput schema / properties / y_axis_max
        Added value: +{
        +  "description": "Optional Y-axis maximum, 2D types only (default 100; 90 for an aim offset).",
        +  "type": "number"
        +}
      • addedInput schema / properties / y_axis_min
        Added value: +{
        +  "description": "Optional Y-axis minimum, 2D types only (default 0; -90 for an aim offset); must be below y_axis_max.",
        +  "type": "number"
        +}
      • addedInput schema / properties / y_axis_name
        Added value: +{
        +  "description": "Optional Y-axis display name, 2D types only (default 'Pitch' for an aim offset; otherwise the engine's 'None' is kept).",
        +  "type": "string"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "name"
        -]
    • Changedcreate_blueprint2 fields changed
      • changedInput schema / properties / parent_class / description
        Previous value: -"Optional parent class. Accepts a native name (\"Actor\", \"Pawn\", \"Character\", \"StaticMeshActor\", \"BlueprintFunctionLibrary\"), a \"/Script/Module.Class\" path, a Blueprint generated-class path (\"/Game/.../BP_X.BP_X_C\"), or a Blueprint asset path (\"/Game/.../BP_X\"). Defaults to AActor. Passing \"BlueprintFunctionLibrary\" makes a Function Library."New value: +"Optional parent class. Accepts a native name (\"Actor\", \"Pawn\", \"Character\", \"GameModeBase\", \"PlayerController\", \"GameInstanceSubsystem\", \"BlueprintFunctionLibrary\"), a \"/Script/Module.Class\" path, a Blueprint generated-class path (\"/Game/.../BP_X.BP_X_C\"), or a Blueprint asset path (\"/Game/.../BP_X\"). Defaults to AActor. Passing \"BlueprintFunctionLibrary\" makes a Function Library. When given, a Blueprint already at the path must have it (or a subclass of it) as parent."
      • addedInput schema / properties / save
        Added value: +{
        +  "description": "Optional bool (default true). false registers the new Blueprint and marks its package dirty without saving it -- persist it later with save_asset.",
        +  "type": "boolean"
        +}
    • Removedcreate_editable_skeletal_mesh
    • Removedcreate_editable_static_mesh
    • Removedcreate_game_instance_class_bp
    • Removedcreate_game_mode_class_bp
    • Removedcreate_game_state_class_bp
    • Addedcreate_gameplay_cue_notify
    • Removedcreate_gameplay_cue_notify_actor
    • Removedcreate_gameplay_cue_notify_burst
    • Removedcreate_gameplay_cue_notify_looping
    • Removedcreate_gameplay_cue_notify_static
    • Addedcreate_gameplay_effect_asset
    • Removedcreate_gameplay_effect_container
    • Removedcreate_hud_class_bp
    • Addedcreate_interchange_pipeline_asset
    • Changedcreate_material_expression3 fields changed
      • addedInput schema / properties / material_function_path
        Added value: +{
        +  "description": "Alias of material_path that addresses a UMaterialFunction (or material layer): the node is created inside the function's graph",
        +  "type": "string"
        +}
      • changedInput schema / properties / material_path / description
        Previous value: -"Full path to the material (e.g., '/Game/Materials/MyMaterial.MyMaterial')"New value: +"Full path to the material (e.g., '/Game/Materials/MyMaterial.MyMaterial'); a UMaterialFunction path is accepted too and creates the node inside that function"
      • changedInput schema / required
        Previous value: -[
        -  "material_path",
        -  "expression_class_name"
        -]New value: +[
        +  "expression_class_name"
        +]
    • Changedcreate_material_function2 fields changed
      • changedInput schema / properties / package_path / description
        Previous value: -"/Game package directory, e.g. '/Game/MyGame'"New value: +"/Game package directory, e.g. '/Game/MyGame'; a trailing slash is ignored"
      • addedInput schema / properties / usage
        Added value: +{
        +  "description": "Optional \"Default\" (a plain UMaterialFunction, the default), \"MaterialLayer\" (a UMaterialFunctionMaterialLayer) or \"MaterialLayerBlend\" (a UMaterialFunctionMaterialLayerBlend), any case. Any other value is an error",
        +  "type": "string"
        +}
    • Removedcreate_material_function_expression
    • Changedcreate_material_instance6 fields changed
      • changedInput schema / properties / instance_path / description
        Previous value: -"Package path for the material instance (e.g., '/Game/Materials/MyInstance')"New value: +"Content folder for the material instance (e.g., '/Game/Materials'); defaults to /Game/MCP. The asset is created at <instance_path>/<instance_name>"
      • addedInput schema / properties / name
        Added value: +{
        +  "description": "Alias of instance_name",
        +  "type": "string"
        +}
      • addedInput schema / properties / package_path
        Added value: +{
        +  "description": "Alias of instance_path",
        +  "type": "string"
        +}
      • addedInput schema / properties / parameter_overrides
        Added value: +{
        +  "additionalProperties": true,
        +  "description": "Optional dict {param_name: scalar_number | {r,g,b[,a]} vector object | static_switch_bool} applied to the new instance before it is saved",
        +  "type": "object"
        +}
      • changedInput schema / properties / parent_material_path / description
        Previous value: -"Full path to the parent material (e.g., '/Game/Materials/MyMaterial.MyMaterial')"New value: +"Optional parent material: a full path ('/Game/Materials/MyMaterial.MyMaterial') or a bare material asset name looked up under /Game; omit it for a parentless instance"
      • removedInput schema / required
        Removed value: -[
        -  "instance_path",
        -  "instance_name",
        -  "parent_material_path"
        -]
    • Removedcreate_material_instance_constant
    • Removedcreate_material_layer
    • Removedcreate_material_layer_blend
    • Removedcreate_material_parameter_collection_instance
    • Removedcreate_material_variant
    • Changedcreate_modulation_generator9 fields changed
      • addedInput schema / properties / amplitude
        Added value: +{
        +  "description": "Optional, LFO only: amplitude (engine default 1.0).",
        +  "type": "number"
        +}
      • addedInput schema / properties / frequency
        Added value: +{
        +  "description": "Optional, LFO only: frequency in Hz (engine default 1.0).",
        +  "type": "number"
        +}
      • addedInput schema / properties / generator_name
        Added value: +{
        +  "description": "Optional asset name, used with package_path when generator_path is absent.",
        +  "type": "string"
        +}
      • changedInput schema / properties / generator_path / description
        Previous value: -"Full asset path (e.g. /Game/MyGame/Gen_LFO)"New value: +"Full asset path (e.g. /Game/MyGame/Gen_LFO). Optional when generator_name is given."
      • addedInput schema / properties / offset
        Added value: +{
        +  "description": "Optional, LFO only: output offset (engine default 0.0).",
        +  "type": "number"
        +}
      • addedInput schema / properties / package_path
        Added value: +{
        +  "description": "Optional folder for generator_name (default /Game/MCP); ignored when generator_path is given.",
        +  "type": "string"
        +}
      • addedInput schema / properties / phase
        Added value: +{
        +  "description": "Optional, LFO only: starting phase (engine default 0.0).",
        +  "type": "number"
        +}
      • addedInput schema / properties / waveform
        Added value: +{
        +  "description": "Optional, LFO only: shape, case-insensitive: Sine, UpSaw, DownSaw, Square, Triangle, Exponential, Random (RandomSampleHold). Any other value is an error.",
        +  "type": "string"
        +}
      • changedInput schema / required
        Previous value: -[
        -  "generator_path",
        -  "generator_class"
        -]New value: +[
        +  "generator_class"
        +]
    • Removedcreate_modulation_generator_lfo
    • Removedcreate_player_controller_class_bp
    • Removedcreate_player_state_class_bp
    • Addedcreate_runtime_virtual_texture
    • Addedcreate_runtime_virtual_texture_volume
    • Removedcreate_rvt_asset
    • Removedcreate_rvt_volume
    • Removedcreate_save_game
    • Removedcreate_subsystem_class_bp
    • Changedcreate_trigger1 field changed
      • changedInput schema / properties / trigger_type / description
        Previous value: -"Trigger class: \"TriggerBox\" (default) or \"TriggerSphere\". \"TriggerVolume\" is deliberately REJECTED here -- ATriggerVolume derives from AVolume/ABrush and needs a real UModel brush built for it, so spawning it through this path would hand you a success-shaped actor with no real collision; use create_volume(volume_type=\"TriggerVolume\"), which builds that brush."New value: +"Trigger class: \"TriggerBox\" (default) or \"TriggerSphere\". \"TriggerVolume\" is deliberately REJECTED here -- ATriggerVolume derives from AVolume/ABrush and needs a real UModel brush built for it, so spawning it through this path would hand you a success-shaped actor with no real collision; use spawn_box_volume(volume_class=\"TriggerVolume\"), which builds that brush."
    • Removedcreate_volume
    • Addedcut_geometry_collection_with_planes
    • Addeddelete_actors
    • Changeddelete_asset1 field changed
      • addedInput schema / properties / expected_class
        Added value: +{
        +  "anyOf": [
        +    {
        +      "type": "string"
        +    },
        +    {
        +      "type": "number"
        +    },
        +    {
        +      "type": "integer"
        +    },
        +    {
        +      "type": "boolean"
        +    },
        +    {
        +      "type": "array"
        +    },
        +    {
        +      "additionalProperties": true,
        +      "type": "object"
        +    }
        +  ],
        +  "description": "Optional class the asset must be, or a list of classes it may be any one of, as short names (\"AnimSequence\") or /Script/ paths (\"/Script/Engine.StaticMesh\"). A Blueprint asset also passes when its generated class derives from one (\"Subsystem\" accepts a subsystem Blueprint). Another class is refused with success false, deleted false, expected_class_matched false, its asset_class (and generated_class_name for a Blueprint) and a note, and nothing is deleted. With it, a path that names no asset is a no-op: success, deleted false, already_existed false. A name that resolves to no class is an error."
        +}
    • Addeddelete_assets
    • Addeddelete_blueprint_variable
    • Removeddelete_bp_variable
    • Removeddelete_level_sequence
    • Removeddelete_material_function
    • Addeddelete_mesh_triangles
    • Removeddelete_meta_sound
    • Removeddelete_montage_section
    • Removeddelete_selected_triangles_from_mesh
    • Removeddelete_state_tree
    • Removeddelete_triangle_from_mesh
    • Removeddestroy_all_mass_entities
    • Changeddestroy_mass_entity3 fields changed
      • addedInput schema / properties / all
        Added value: +{
        +  "description": "Optional bool, default false: true destroys every entity of the editor world's entity manager instead of one. Provide this OR entity_handle.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / entity_handle / description
        Previous value: -"\"{Index}:{SerialNumber}\" string returned by spawn/query."New value: +"\"{Index}:{SerialNumber}\" string returned by spawn/query. Provide this OR all."
      • removedInput schema / required
        Removed value: -[
        -  "entity_handle"
        -]
    • Changeddiff_blueprint_components1 field changed
      • changedInput schema / properties / components_b / description
        Previous value: -"Alternative to blueprint_b: a prior get_blueprint_scs_tree components array (snapshot). A snapshot without transforms reads every transform as changed."New value: +"Alternative to blueprint_b: a prior get_blueprint_components components array (snapshot). A snapshot without transforms reads every transform as changed."
    • Removeddiff_blueprint_graphs
    • Changeddiff_blueprints1 field changed
      • addedInput schema / properties / graph_name
        Added value: +{
        +  "description": "Optional: diff only this graph, resolved deep on each side (function/event/macro/AnimGraph, a collapsed composite by title, or a path form 'EventGraph > Title'); an empty string means the event graph. A graph missing on either side is an error.",
        +  "type": "string"
        +}
    • Changeddiff_object_snapshots1 field changed
      • changedInput schema / properties / snapshot_a / description
        Previous value: -"The baseline snapshot INLINE (a JSON object, e.g. what snapshot_object(return_snapshot=true) handed back). A STRING here is read as a handle."New value: +"The baseline snapshot INLINE (a JSON object, e.g. what capture_object_snapshot(return_snapshot=true) handed back). A STRING here is read as a handle."
    • Removeddisable_plugin
    • Addeddisconnect_metasound_graph_input_from_output
    • Changeddisconnect_metasound_node_from_graph_output1 field changed
      • changedInput schema / properties / graph_output_name / description
        Previous value: -"Name of the target graph output to disconnect (discover via get_metasound_graph_info)."New value: +"Name of the target graph output to disconnect (discover via get_metasound_info)."
    • Removeddisconnect_metasound_nodes
    • Removeddiscover_input_types
    • Addeddoes_foliage_type_exist
    • Removeddoes_save_game_exist
    • Changeddraw_material_to_render_target2 fields changed
      • addedInput schema / properties / position
        Added value: +{
        +  "description": "Optional [x, y] destination position of a rectangle draw, default [0,0]; giving it (or size) switches to the canvas rectangle draw",
        +  "type": "string"
        +}
      • addedInput schema / properties / size
        Added value: +{
        +  "description": "Optional [w, h] destination size of a rectangle draw, defaults to the render target dimensions; giving it (or position) switches to the canvas rectangle draw",
        +  "type": "string"
        +}
    • Removeddraw_material_to_render_target_region
    • Removedduplicate_anim_sequence
    • Changedduplicate_asset4 fields changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Full asset path to duplicate (e.g. /Game/Assets/MyAsset)"New value: +"Full asset path to duplicate (e.g. /Game/Assets/MyAsset); engine content such as /Engine/BasicShapes/Cube can be copied into the project with destination_path"
      • addedInput schema / properties / destination_path
        Added value: +{
        +  "description": "Optional folder for the copy, a long package path (/Game/MyMeshes, a project plugin mount) or a folder relative to /Game; default the source asset's own folder",
        +  "type": "string"
        +}
      • addedInput schema / properties / expected_class
        Added value: +{
        +  "anyOf": [
        +    {
        +      "type": "string"
        +    },
        +    {
        +      "type": "number"
        +    },
        +    {
        +      "type": "integer"
        +    },
        +    {
        +      "type": "boolean"
        +    },
        +    {
        +      "type": "array"
        +    },
        +    {
        +      "additionalProperties": true,
        +      "type": "object"
        +    }
        +  ],
        +  "description": "Optional class the SOURCE asset must be, or a list of classes it may be any one of, short names (\"SkeletalMesh\") or /Script/ paths; a Blueprint also passes when its generated class derives from one. Any other source is refused and nothing is duplicated; a name that resolves to no class is an error."
        +}
      • addedInput schema / properties / if_exists
        Added value: +{
        +  "description": "Optional \"error\" (default: a taken target name is refused) or \"return\" (an asset of the source's class already at the target is returned untouched with created=false; one of another class is still refused)",
        +  "type": "string"
        +}
    • Changedduplicate_material_expression1 field changed
      • changedInput schema / properties / node_id / description
        Previous value: -"Object name of the expression to copy, as listed by get_material_expressions."New value: +"Object name of the expression to copy, as listed by get_material_graph_info (nodes[].name)."
    • Addedduplicate_material_parameter_collection
    • Removedduplicate_mpc
    • Addededit_blend_space_sample
    • Removededit_blendspace_sample
    • Removededitor_status
    • Removedenable_plugin
    • Addedend_timing_region
    • Changedevaluate_chooser_table2 fields changed
      • addedInput schema / properties / all_results
        Added value: +{
        +  "description": "Optional bool, default false: true evaluates with EvaluateChooserMulti and returns every matching result in results.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / object_class / description
        Previous value: -"Optional UClass path for the expected result type (default = /Script/Engine.Object)."New value: +"Optional UClass path for the expected result type (default = /Script/CoreUObject.Object); results are filtered with IsA."
    • Removedevaluate_chooser_table_multi
    • Addedexecute_batch
    • Removedexport_asset_data
    • Removedfind_blueprint_assets_by_class
    • Changedfind_free_input_key1 field changed
      • changedInput schema / properties / bindable_only / description
        Previous value: -"When true (default), only keys where FKey::IsBindableInBlueprints() is true are considered (skips AnyKey/gestures/etc.)."New value: +"When true (default), only keys where FKey::IsBindableInBlueprints() is true are considered (skips AnyKey/gestures/etc.). false lists every valid key the engine defines."
    • Removedfind_gameplay_tag
    • Removedflush_net_dormancy
    • Removedfoliage_type_exists
    • Removedforce_net_update
    • Removedframe_timing
    • Changedgenerate_asset_report1 field changed
      • addedInput schema / properties / visible_only
        Added value: +{
        +  "description": "Optional bool (default false): write only the editable or Blueprint-visible properties, each as its details-panel text (a JSON `properties` object of name -> text), with report_type \"Visible Properties\", instead of the full census.",
        +  "type": "boolean"
        +}
    • Removedgenerate_mesh_uvs
    • Removedget_ability_activation_info
    • Addedget_ability_asset_tags
    • Removedget_action_mappings
    • Removedget_active_culture
    • Removedget_actor_net_cull_distance
    • Removedget_actor_net_update_frequency
    • Changedget_actor_properties_by_class1 field changed
      • changedInput schema / properties / properties / description
        Previous value: -"Optional property names to read. Names the target does not have are skipped SILENTLY (no not_found list — cross-check the spelling with list_object_properties or get_class_properties). Omit it to read every BlueprintVisible property, which on a Character is a very large payload."New value: +"Optional property names to read. Names the target does not have are skipped SILENTLY (no not_found list — cross-check the spelling with inspect_object or get_class_properties). Omit it to read every BlueprintVisible property, which on a Character is a very large payload."
    • Removedget_actor_references
    • Changedget_actor_replication_info3 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Label of the actor in the editor world."New value: +"Alias of actor_name."
      • addedInput schema / properties / actor_name
        Added value: +{
        +  "description": "Object name or label of the actor in the editor world (first match).",
        +  "type": "string"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "actor_label"
        -]
    • Changedget_actors_in_trigger1 field changed
      • changedInput schema / properties / trigger_name / description
        Previous value: -"Object name of the trigger actor, such as the actor_name returned by create_trigger; its editor label is not matched."New value: +"Object name or editor label of the trigger actor, such as the actor_name returned by create_trigger."
    • Removedget_all_gameplay_tags
    • Changedget_all_primary_asset_types1 field changed
      • addedInput schema / properties / asset_type_name
        Added value: +{
        +  "description": "Optional name of one primary asset type (e.g. \"Item\") to read alone; omitted lists every registered type.",
        +  "type": "string"
        +}
    • Removedget_allow_cinematic_control
    • Changedget_anim_blueprint_info1 field changed
      • changedInput schema / properties / anim_blueprint_path / description
        Previous value: -"Path to the UAnimBlueprint asset"New value: +"Object path, package path or short name of the UAnimBlueprint asset"
    • Removedget_anim_curve_names
    • Changedget_anim_sequence_info2 fields changed
      • addedInput schema / properties / sequence_path
        Added value: +{
        +  "description": "Alias of anim_sequence_path.",
        +  "type": "string"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "anim_sequence_path"
        -]
    • Changedget_anim_state_machine_info1 field changed
      • changedInput schema / properties / state_machine_name / description
        Previous value: -"Name of the state machine"New value: +"Name of a state machine in the top-level AnimGraph, matched without case (get_anim_blueprint_info lists them)."
    • Removedget_animation_blueprint_info
    • Changedget_asset_by_name2 fields changed
      • changedInput schema / properties / asset_name / description
        Previous value: -"EXACT asset name, or a full package name (which is tried first and is the only form that reaches outside /Game)"New value: +"EXACT asset name, or a full package name ('/Game/Foo/BP_Foo') or object path ('/Game/Foo/BP_Foo.BP_Foo'); a path is tried first and is the only form that reaches outside /Game"
      • addedInput schema / properties / include_tags
        Added value: +{
        +  "description": "Optional bool, default false: add `tags`, every Asset Registry tag of the asset as { name, value }, read from the registry without loading it.",
        +  "type": "boolean"
        +}
    • Removedget_asset_dependents
    • Removedget_asset_disk_size
    • Addedget_asset_file_info
    • Removedget_asset_file_size
    • Removedget_asset_last_modified
    • Removedget_asset_metadata
    • Changedget_asset_referencers5 fields changed
      • addedInput schema / properties / asset_name
        Added value: +{
        +  "description": "Alias of asset_path.",
        +  "type": "string"
        +}
      • addedInput schema / properties / dependency_type
        Added value: +{
        +  "description": "Optional 'hard' | 'soft' | 'all' (case-insensitive): which edges count. When given it wins over include_soft_references; when absent, include_soft_references decides (hard, or all).",
        +  "enum": [
        +    "hard",
        +    "soft",
        +    "all"
        +  ],
        +  "type": "string"
        +}
      • addedInput schema / properties / exclude_engine
        Added value: +{
        +  "description": "Optional bool (default false): skip /Engine and /Script referencers. They do not count against max_results, but they do count in total.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / include_soft_references / description
        Previous value: -"If true, also include soft referencers (default false -> hard-only)."New value: +"If true, also include soft referencers (default false -> hard-only). Shorthand for dependency_type='all'."
      • removedInput schema / required
        Removed value: -[
        -  "asset_path"
        -]
    • Changedget_assets_by_names3 fields changed
      • changedInput schema / properties / asset_names / description
        Previous value: -"Array of exact asset names (or full package names) to resolve (required)"New value: +"Array of exact asset names, full package names or object paths to resolve (required)"
      • addedInput schema / properties / include_tags
        Added value: +{
        +  "description": "Optional bool, default false: add each found asset's Asset Registry `tags` [{ name, value }], as get_asset_by_name include_tags does.",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / max_results
        Added value: +{
        +  "description": "Optional safety cap on how many array entries get processed (1..5000); omitted processes every entry. Entries past the cap are dropped and results_truncated goes true.",
        +  "type": "number"
        +}
    • Changedget_assets_by_tag1 field changed
      • changedInput schema / properties / tag_name / description
        Previous value: -"Asset Registry tag name to filter on, e.g. \"ParentClass\" or \"mcp.forkOrigin\" (required). Read the available tag names off a sample asset with get_asset_metadata."New value: +"Asset Registry tag name to filter on, e.g. \"ParentClass\" or \"mcp.forkOrigin\" (required). Read the available tag names off a sample asset with get_asset_by_name include_tags=true."
    • Removedget_assets_metadata_batch
    • Removedget_available_keys
    • Removedget_axis_mappings
    • Removedget_binding_tracks
    • Removedget_blackboard_component
    • Changedget_blackboard_data1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name or label of the editor-world pawn or AIController whose running blackboard to dump; ignored when blackboard_path is given"New value: +"Object name or label of the editor-world pawn, its AIController, or an actor with its own UBlackboardComponent, whose running blackboard to dump (first match); ignored when blackboard_path is given"
    • Removedget_blackboard_keys
    • Removedget_blackboard_keys_asset
    • Addedget_blend_space_samples
    • Removedget_blendspace_samples
    • Removedget_blueprint_children
    • Changedget_blueprint_components5 fields changed
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Name of the blueprint"New value: +"Blueprint or AnimBlueprint asset short name (exact) or full /Game path; a bare name that matches more than one Blueprint asset resolves to one of them and lists the others in `ambiguous_matches`, so pass the path when it matters"
      • addedInput schema / properties / component_class
        Added value: +{
        +  "description": "Optional class filter (short name, /Script/Module.Class, or /Game/... Blueprint path). Matches this class OR ANY SUBCLASS of it (same semantics as the engine's own GetComponentsByClass), evaluated against every source (native CDO, own SCS, inherited SCS) -- unlike Actor::GetComponentsByClass/K2_GetComponentsByClass, which only ever see a live actor's already-constructed OwnedComponents and are blind to SCS node templates on a Blueprint that hasn't been instantiated yet.",
        +  "type": "string"
        +}
      • addedInput schema / properties / include_inherited
        Added value: +{
        +  "description": "Include components inherited from ancestor Blueprint classes (default true)",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / include_native
        Added value: +{
        +  "description": "Include C++/native components from the CDO (default true)",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / max_results
        Added value: +{
        +  "description": "Cap on components returned, 1..10000 (default 1000)",
        +  "type": "number"
        +}
    • Removedget_blueprint_components_list
    • Changedget_blueprint_debug_info3 fields changed
      • addedInput schema / properties / function_name
        Added value: +{
        +  "description": "Optional name of one of the Blueprint's own function graphs (case-insensitive) to analyze statically: adds function_name and function_exists and, when it exists, function_node_count, function_pin_count, function_rating (Good, Moderate over 20 nodes, Complex over 50) and function_issues. The function is never executed; an unknown name is function_exists false, not an error.",
        +  "type": "string"
        +}
      • addedInput schema / properties / include_composites
        Added value: +{
        +  "description": "Optional (default false), used with include_graph_listing: also descend into collapsed composite subgraphs (UEdGraph::SubGraphs). Macro-instance graphs are never followed.",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / include_graph_listing
        Added value: +{
        +  "description": "Optional (default false): add a static listing of every function and event graph with its nodes, in array order rather than execution order: execution_flow, function_calls (function graph names), event_calls (event graph names), graphs_analyzed, includes_composite_subgraphs and limitations.",
        +  "type": "boolean"
        +}
    • Changedget_blueprint_functions6 fields changed
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Name of the blueprint. Pass the FULL path: a short name that matches two assets (a backup copy shares the original's name) resolves to one of them SILENTLY, and the listing then describes the wrong asset."New value: +"Name of the blueprint, or its full path. A bare name that matches more than one Blueprint asset (a backup copy shares the original's name) resolves to one of them and lists the others in `ambiguous_matches` -- pass the full path then."
      • addedInput schema / properties / filter_type
        Added value: +{
        +  "description": "Optional 'all' (default), 'functions' or 'events' (case-insensitive, singular accepted). 'functions' keeps function, interface, macro and delegate_signature graphs; 'events' keeps the event side (ubergraph pages and compiled event graphs) and lists it without include_ubergraphs.",
        +  "enum": [
        +    "all",
        +    "functions",
        +    "events"
        +  ],
        +  "type": "string"
        +}
      • addedInput schema / properties / include_interface_graphs
        Added value: +{
        +  "description": "Optional bool (default true): list ImplementedInterfaces[].Graphs (graph_type='interface').",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / include_macros
        Added value: +{
        +  "description": "Optional bool (default true): list MacroGraphs (graph_type='macro').",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / include_ubergraphs / description
        Previous value: -"Optional bool (default false): also list the EventGraph/ubergraph pages (graph_type='ubergraph'). Off by default so 'functions' stays function-shaped."New value: +"Optional bool (default false): also list the event side -- the authored EventGraph/ubergraph pages (graph_type='ubergraph') and the transient compiled event graphs (graph_type='event_graph'). Off by default so 'functions' stays function-shaped."
      • addedInput schema / properties / max_results
        Added value: +{
        +  "description": "Optional maximum number of entries to return, 1..10000 (default 1000); results_truncated says whether any were left out.",
        +  "type": "number"
        +}
    • Removedget_blueprint_functions_list
    • Removedget_blueprint_scs_tree
    • Changedget_blueprint_variables2 fields changed
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Name of the blueprint"New value: +"Name of the blueprint, or its full path. A bare name that matches more than one Blueprint asset resolves to one of them and lists the others in `ambiguous_matches`."
      • addedInput schema / properties / max_results
        Added value: +{
        +  "description": "Optional maximum number of variables to return, 1..10000 (default 1000); results_truncated says whether any were left out.",
        +  "type": "number"
        +}
    • Removedget_blueprint_variables_list
    • Removedget_camera_fov
    • Removedget_camera_transform
    • Changedget_cameras1 field changed
      • addedInput schema / properties / camera_name
        Added value: +{
        +  "description": "Optional camera to report alone, matched by actor name or label; a camera without a camera component reports fov 90",
        +  "type": "string"
        +}
    • Changedget_class_hierarchy1 field changed
      • changedInput schema / properties / class_name / description
        Previous value: -"UClass identifier, resolved with ResolveClass: bare FName (\"Character\"), /Script/Module.Class, a Blueprint asset path, or a generated class (\"BP_MyActor_C\"). WARNING: the REGISTERED FName can differ from the C++ type name and from the name the Python bindings expose — UMetaHumanCharacterInstance is registered as \"MetaHumanInstance\" — so a failure here is NOT evidence the class is absent; the error names the near misses instead. The response echoes what it resolved to in resolved_class_name / resolved_class_path."New value: +"UClass identifier, resolved with ResolveClass: bare FName (\"Character\"), /Script/Module.Class, a Blueprint asset path, or a generated class (\"BP_MyActor_C\"). WARNING: the REGISTERED FName can differ from the C++ type name and from the name the Python bindings expose — UMetaHumanCharacterInstance is registered as \"MetaHumanInstance\" — so a failure here is NOT evidence the class is absent; the error names the near misses instead."
    • Changedget_collection_info2 fields changed
      • addedInput schema / properties / param_name
        Added value: +{
        +  "description": "Optional: list only the parameter with this name, and report found",
        +  "type": "string"
        +}
      • addedInput schema / properties / param_type
        Added value: +{
        +  "description": "Optional \"scalar\" or \"vector\": list only that kind. Any other value is an error",
        +  "type": "string"
        +}
    • Removedget_collection_param_info
    • Removedget_compile_errors
    • Changedget_component_state_tree_path1 field changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Actor label/name to inspect"New value: +"Editor label or object name of the actor to inspect"
    • Changedget_condition_info1 field changed
      • changedInput schema / properties / condition_index / description
        Previous value: -"0-based index into the selected condition list, as counted by list_conditions or list_transitions."New value: +"0-based index into the selected condition list, as counted by list_conditions or get_state_tree_info (transitions[].condition_count)."
    • Addedget_control_bus_info
    • Changedget_culture_info2 fields changed
      • changedInput schema / properties / culture_name / description
        Previous value: -"Required culture identifier, e.g. \"en\", \"es-ES\", \"ja\"."New value: +"Optional culture identifier, e.g. \"en\", \"es-ES\", \"ja\"; omitted or empty reports the current active culture."
      • removedInput schema / required
        Removed value: -[
        -  "culture_name"
        -]
    • Removedget_data_layer_asset_info
    • Changedget_data_layer_assets2 fields changed
      • addedInput schema / properties / data_layer_asset_path
        Added value: +{
        +  "description": "Optional full path of ONE data layer asset to read instead of searching; an asset that does not load as a UDataLayerAsset is an error.",
        +  "type": "string"
        +}
      • changedInput schema / properties / path / description
        Previous value: -"Content path to search (optional, default \"/Game\", recursive)"New value: +"Content path to search (optional, default \"/Game\", recursive). Ignored when data_layer_asset_path is given."
    • Removedget_data_registry_source_count
    • Changedget_data_table_row2 fields changed
      • addedInput schema / properties / include_export_text
        Added value: +{
        +  "description": "Optional bool, default false: add fields, {column: ExportText string} for every cell.",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / include_native_json
        Added value: +{
        +  "description": "Optional bool, default false: add row_json, the row as UE's native DataTable JSON string.",
        +  "type": "boolean"
        +}
    • Removedget_data_table_row_as_json
    • Changedget_dynamic_mesh_info1 field changed
      • addedInput schema / properties / uv_channel
        Added value: +{
        +  "description": "Optional UV channel index: report the UV islands of that channel only (default every channel). A negative channel is an error; a channel the mesh does not have is reported, not refused, with is_valid_uv_channel=false.",
        +  "type": "number"
        +}
    • Addedget_editor_status
    • Removedget_engine_settings
    • Removedget_engine_stats
    • Removedget_frame_count
    • Addedget_frame_timing
    • Removedget_game_instance_info
    • Changedget_gameplay_tag_info1 field changed
      • changedInput schema / properties / tag_name / description
        Previous value: -"Name of the gameplay tag to get info for"New value: +"Name of the gameplay tag to look up"
    • Removedget_gameplay_tag_source
    • Removedget_gameplay_tags_manager
    • Removedget_gc_hierarchy_info
    • Addedget_geometry_collection_hierarchy
    • Changedget_graph_nodes1 field changed
      • addedInput schema / properties / node_id
        Added value: +{
        +  "description": "Optional NodeGuid (from add_graph_node / get_graph_nodes): return ONLY that node of the graph, always at full fidelity (compact, exclude_classes, expand_composites and max_nodes are ignored) -- every pin with name, direction, type, linked_to and default, at a fraction of the tokens of a whole graph. A node_id the graph does not contain is an error.",
        +  "type": "string"
        +}
    • Removedget_ik_retarget_chain_details
    • Changedget_ik_rig_info2 fields changed
      • addedInput schema / properties / chain_name
        Added value: +{
        +  "description": "Optional. Name of one retarget chain, matched without case: chains then lists only that chain and found says whether the rig has it. retarget_chain_count still counts every chain.",
        +  "type": "string"
        +}
      • changedInput schema / properties / ik_rig_path / description
        Previous value: -"Path to the UIKRigDefinition asset"New value: +"Path to the UIKRigDefinition asset (an IK Rig, not an IK Retargeter)"
    • Removedget_ik_solver_bones
    • Removedget_ik_solver_settings
    • Changedget_input_mapping_context4 fields changed
      • changedInput schema / properties / context_path / description
        Previous value: -"Full path to the InputMappingContext asset (e.g., /Game/Input/IMC_Default)."New value: +"Full path (e.g., /Game/Input/IMC_Default) or short asset name of the InputMappingContext."
      • addedInput schema / properties / ctx_path
        Added value: +{
        +  "description": "Alias of context_path, read only when context_path is absent.",
        +  "type": "string"
        +}
      • addedInput schema / properties / mapping_index
        Added value: +{
        +  "description": "Optional 0-based index into the context's Mappings[] (the index add_mapping_to_context returns): only that binding is returned, even one without an action. Out of range is an error.",
        +  "type": "number"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "context_path"
        -]
    • Addedget_instanced_static_mesh_instance_info
    • Addedget_interchange_asset_import_data
    • Addedget_interchange_pipeline_properties
    • Addedget_interchange_project_settings
    • Addedget_interchange_supported_formats
    • Removedget_is_dense_mesh
    • Removedget_ism_instance_info
    • Addedget_level_widget_properties
    • Removedget_mass_spawner_count
    • Removedget_mass_spawner_entity_types
    • Removedget_material_all_parameters
    • Removedget_material_default_parameter
    • Removedget_material_expressions
    • Removedget_material_function_graph
    • Addedget_material_function_info
    • Removedget_material_function_inputs
    • Changedget_material_graph_info3 fields changed
      • addedInput schema / properties / material_function_path
        Added value: +{
        +  "description": "Alias of material_path that addresses a UMaterialFunction (or material layer / layer blend)",
        +  "type": "string"
        +}
      • changedInput schema / properties / material_path / description
        Previous value: -"UMaterial asset path, e.g. \"/Game/Materials/M_Rock\" or \"/Game/Materials/M_Rock.M_Rock\"; a material instance is not accepted"New value: +"UMaterial asset path, e.g. \"/Game/Materials/M_Rock\" or \"/Game/Materials/M_Rock.M_Rock\"; a UMaterialFunction path is read as a function graph; a material instance is not accepted"
      • removedInput schema / required
        Removed value: -[
        -  "material_path"
        -]
    • Removedget_material_instance_base_overrides
    • Addedget_material_instance_info
    • Removedget_material_instance_param_overridden
    • Addedget_material_instance_parameter_overridden
    • Removedget_material_instance_params
    • Removedget_material_instance_parent
    • Removedget_material_instance_static_component_mask
    • Removedget_material_instance_static_switch
    • Removedget_material_layer_info
    • Removedget_material_layer_parameter
    • Removedget_material_param_info
    • Addedget_material_parameter_collection_instance_info
    • Addedget_material_parameters
    • Addedget_material_referencers
    • Removedget_material_static_switch_parameters
    • Removedget_material_usage
    • Removedget_mesh_bounding_box
    • Removedget_mesh_connected_components
    • Removedget_mesh_has_attribute_set
    • Removedget_mesh_is_closed
    • Removedget_mesh_open_border_loops
    • Removedget_mesh_selection_bounds
    • Removedget_mesh_triangle_count
    • Removedget_mesh_uv_area
    • Removedget_mesh_uv_channel_count
    • Removedget_mesh_vertex_count
    • Removedget_mesh_volume_area
    • Removedget_mesh_volume_area_center
    • Removedget_meta_sound_node_info
    • Removedget_meta_sound_node_input_default
    • Removedget_meta_sound_node_property
    • Removedget_metasound_graph_info
    • Changedget_metasound_info1 field changed
      • addedInput schema / properties / include_defaults
        Added value: +{
        +  "description": "Optional bool (default false). When true, each inputs[] entry gains value: its default as the MetaSound editor builder reads it (a literal string), or \"(inherited)\" when the builder has none (a preset input taken from its referenced asset). Opens the editor builder for the asset; the asset is not changed.",
        +  "type": "boolean"
        +}
    • Addedget_metasound_node_info
    • Addedget_metasound_node_property
    • Removedget_metasound_preset_parameters
    • Removedget_mid_all_params
    • Removedget_modulation_info
    • Removedget_mpci_info
    • Removedget_navigation_info
    • Removedget_near_clip_plane
    • Removedget_net_priority
    • Removedget_net_role
    • Changedget_network_info1 field changed
      • addedInput schema / properties / role_filter
        Added value: +{
        +  "description": "Optional local role to keep in replicated_actors: Authority, SimulatedProxy, AutonomousProxy or None (case-insensitive); omitted lists every replicating actor. Any other value is an error.",
        +  "type": "string"
        +}
    • Removedget_network_settings
    • Removedget_niagara_data_interface_info
    • Changedget_niagara_data_interfaces1 field changed
      • addedInput schema / properties / parameter_name
        Added value: +{
        +  "description": "Optional short name (no \"User.\" prefix, case-insensitive) of one data interface user parameter to return.",
        +  "type": "string"
        +}
    • Removedget_niagara_emitter_handle_info
    • Changedget_niagara_emitter_handles2 fields changed
      • addedInput schema / properties / emitter_index
        Added value: +{
        +  "description": "Optional 0-based position in the emitter list of the system of one handle to return, used only when emitter_name is absent or empty.",
        +  "type": "number"
        +}
      • addedInput schema / properties / emitter_name
        Added value: +{
        +  "description": "Optional display name of one handle to return (case-insensitive); when non-empty it wins over emitter_index.",
        +  "type": "string"
        +}
    • Removedget_niagara_emitter_sim_target
    • Removedget_niagara_module_info
    • Removedget_niagara_module_stack
    • Removedget_niagara_scalability_settings
    • Removedget_niagara_system_warmup_time
    • Removedget_node_pin_info
    • Removedget_notify_track_names
    • Removedget_num_connected_islands
    • Removedget_num_extended_polygroup_layers
    • Removedget_num_open_border_edges
    • Removedget_num_uv_islands
    • Removedget_object_class
    • Removedget_post_process_volume_settings
    • Removedget_primary_asset_cook_rules
    • Removedget_primary_asset_id_from_path
    • Removedget_primary_asset_type_info
    • Changedget_primary_asset_types1 field changed
      • addedInput schema / properties / primary_asset_type
        Added value: +{
        +  "description": "Optional type name (e.g. \"Item\", matched without case): list only the rules of that type; a type with no configured rule is an error.",
        +  "type": "string"
        +}
    • Removedget_procedural_mesh_section_visible
    • Changedget_properties4 fields changed
      • changedInput schema / properties / object_path / description
        Previous value: -"Path or name of the object instance. In the editor world: full object path, asset path, CDO/archetype, or a dotted \"Actor[.Component[.Subobject]]\" whose first segment is the actor's INTERNAL name. In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR editor label)."New value: +"Path or name of the object instance. In the editor world: full object path, asset path, CDO/archetype, or a dotted \"Actor[.Component[.Subobject]]\" whose first segment is the actor's INTERNAL name (editor labels are not matched here). In a live world: a fully-qualified PIE path or the same dotted form (first segment matches internal name OR editor label)."
      • addedInput schema / properties / property_name
        Added value: +{
        +  "description": "Optional single property to read, added to property_names.",
        +  "type": "string"
        +}
      • changedInput schema / properties / property_names / description
        Previous value: -"Names of the properties to read; every name that the class does not declare comes back in not_found[]"New value: +"Optional names of the properties to read; every name that the class does not declare comes back in not_found[]. Required unless property_name is given."
      • changedInput schema / required
        Previous value: -[
        -  "object_path",
        -  "property_names"
        -]New value: +[
        +  "object_path"
        +]
    • Removedget_property_value
    • Removedget_render_target_2d_array_info
    • Removedget_render_target_cube_info
    • Removedget_replication_info
    • Removedget_river_spline_points
    • Addedget_runtime_virtual_texture_info
    • Removedget_rvt_info
    • Removedget_save_game_info
    • Changedget_sequence_bindings2 fields changed
      • addedInput schema / properties / binding_guid
        Added value: +{
        +  "description": "Optional GUID of one binding to list alone; an invalid GUID, or one the sequence has no binding for, is an error.",
        +  "type": "string"
        +}
      • addedInput schema / properties / kind
        Added value: +{
        +  "description": "Optional 'all' (default), 'possessable' or 'spawnable' (case-insensitive): which bindings to list.",
        +  "enum": [
        +    "all",
        +    "possessable",
        +    "spawnable"
        +  ],
        +  "type": "string"
        +}
    • Removedget_sequence_duration
    • Removedget_sequence_frame_rate
    • Removedget_sequence_master_tracks
    • Removedget_sequence_possessables
    • Removedget_sequence_spawnables
    • Removedget_sequence_track_count
    • Changedget_sequence_tracks3 fields changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target level sequence"New value: +"Name of the target level sequence, or its /Game path"
      • addedInput schema / properties / sequence_path
        Added value: +{
        +  "description": "Alias of sequence_name",
        +  "type": "string"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "sequence_name"
        -]
    • Removedget_skeleton_asset_info
    • Changedget_skeleton_info3 fields changed
      • changedInput schema / properties / load_full_data / description
        Previous value: -"When true, loads the asset and reports bone list (capped at 100), sockets, and slot groups (optional, default false)"New value: +"When true, loads the asset and reports bone list (capped at 100), sockets, slot groups and virtual bones (optional, default false)"
      • addedInput schema / properties / skeleton_path
        Added value: +{
        +  "description": "Alias of skeleton_name.",
        +  "type": "string"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "skeleton_name"
        -]
    • Removedget_smart_object_info
    • Removedget_sound_class_hierarchy
    • Removedget_state_theme_colors
    • Changedget_state_tree_info1 field changed
      • addedInput schema / properties / root_state
        Added value: +{
        +  "description": "Optional state name (the first match in a depth-first walk, case-insensitive): states and transitions, and their counts, then cover only that state, at depth 0, and its descendants. Omitted, the whole tree.",
        +  "type": "string"
        +}
    • Addedget_state_tree_theme_colors
    • Addedget_static_mesh_geometry_stats
    • Changedget_static_mesh_info1 field changed
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh asset, e.g. \"/Game/Meshes/SM_Crate\"."
    • Removedget_static_mesh_lightmap
    • Removedget_static_mesh_sockets
    • Changedget_string_table_entries1 field changed
      • addedInput schema / properties / key
        Added value: +{
        +  "description": "Optional entry key: list only that entry and report entry_exists",
        +  "type": "string"
        +}
    • Removedget_string_table_metadata
    • Removedget_subsystem_class_info
    • Removedget_subsystem_instance
    • Removedget_texture_array_info
    • Changedget_texture_info1 field changed
      • changedInput schema / properties / texture_path / description
        Previous value: -"Asset path of the texture (e.g. \"/Game/MyGame/T_Example\" or fully-qualified \"/Game/MyGame/T_Example.T_Example\")"New value: +"Asset path of the texture or texture array (e.g. \"/Game/MyGame/T_Example\" or fully-qualified \"/Game/MyGame/T_Example.T_Example\")"
    • Removedget_trigger_overlap_count
    • Removedget_usd_layer_info
    • Removedget_usd_variant_set_info
    • Removedget_view_type
    • Removedget_viewport_exposure
    • Removedget_viewport_fov
    • Addedget_water_body_spline_points
    • Removedget_water_body_wave_info
    • Removedget_widget_hierarchy
    • Removedget_widget_properties
    • Removedget_world_net_mode
    • Removedget_world_partition_runtime_hash
    • Removedget_world_settings_detail
    • Removedhas_all_gameplay_tags
    • Removedhas_any_gameplay_tags
    • Removedhas_foliage_instances
    • Addedhas_gameplay_tags
    • Removedhas_none_gameplay_tags
    • Removedhas_tag
    • Removedhigh_res_screenshot
    • Removedimplement_interface_function
    • Removedimport_asset
    • Addedimport_interchange_asset
    • Changedimport_sound_file1 field changed
      • changedInput schema / properties / replace_existing / description
        Previous value: -"bool, replace an asset at the destination path (default true)."New value: +"Optional bool, default true: overwrite an asset already at the destination. false refuses with an error when the destination already holds an asset."
    • Changedimport_texture_file3 fields changed
      • changedInput schema / properties / file_path / description
        Previous value: -"Absolute path to the source image on disk."New value: +"Absolute path to the source image on disk; its existence is checked before any work starts."
      • changedInput schema / properties / package_path / description
        Previous value: -"Destination content folder, e.g. /Game/Imported."New value: +"Destination content folder, e.g. /Game/Imported. Must start with '/'."
      • changedInput schema / properties / replace_existing / description
        Previous value: -"bool, replace an asset at the destination path (default true)."New value: +"Optional bool, default true: overwrite an asset already at the destination. false refuses with an error when the destination already holds an asset."
    • Removedinspect_material_instance_constant
    • Changedinspect_object2 fields changed
      • addedInput schema / properties / include_properties
        Added value: +{
        +  "description": "Optional bool (default true). false skips the properties and the components list, leaving identity and class only.",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / include_property_metadata
        Added value: +{
        +  "description": "Optional bool (default false). true returns properties as an ARRAY of typed descriptors (see get_class_properties) each with its current `value`, instead of the { name: typed_value } map.",
        +  "type": "boolean"
        +}
    • Changedinspect_subsystem_instance5 fields changed
      • addedInput schema / properties / class_name
        Added value: +{
        +  "description": "Alias of subsystem_class.",
        +  "type": "string"
        +}
      • addedInput schema / properties / include_properties
        Added value: +{
        +  "description": "Optional bool (default true). false returns the instance's identity only, with no properties walk.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / lifetime / description
        Previous value: -"Which host resolves the instance: one of engine | gameinstance | world | editor | localplayer."New value: +"Which host resolves the instance: one of engine | gameinstance | world | editor | localplayer (case-insensitive)."
      • changedInput schema / properties / subsystem_class / description
        Previous value: -"Class name of the subsystem to inspect (short reflected name or /Script path)."New value: +"Class of the subsystem to inspect: short reflected name (with or without the U prefix), /Script path, or a Blueprint subsystem's class path. Must derive from USubsystem."
      • changedInput schema / required
        Previous value: -[
        -  "subsystem_class",
        -  "lifetime"
        -]New value: +[
        +  "lifetime"
        +]
    • Removedinterchange_can_reset_actor
    • Removedinterchange_can_reset_world
    • Removedinterchange_can_translate_source_data
    • Removedinterchange_create_pipeline_asset
    • Removedinterchange_get_asset_import_data
    • Removedinterchange_get_node_container
    • Removedinterchange_get_pipeline_properties
    • Removedinterchange_get_pipelines
    • Removedinterchange_get_project_settings
    • Removedinterchange_get_supported_formats
    • Removedinterchange_import_asset
    • Removedinterchange_module_status
    • Removedinterchange_register_factory
    • Removedinterchange_register_translator
    • Removedinterchange_reimport_asset
    • Removedinterchange_reset_actors
    • Removedinterchange_reset_level_asset
    • Removedinterchange_reset_scene_import_asset
    • Removedinterchange_save_pipeline
    • Removedinterchange_set_pipeline_properties
    • Removedinterchange_set_pipeline_stack_default
    • Removedinterchange_set_pipelines
    • Removedis_bvh_valid_for_mesh
    • Removedis_skeleton_shared
    • Removedis_subsystem_class_active
    • Removedlist_active_regions
    • Removedlist_anim_state_machines
    • Changedlist_cvars3 fields changed
      • changedInput schema / properties / filter / description
        Previous value: -"Substring filter for cvar names (empty matches all)."New value: +"Substring filter for cvar names (empty matches all); with prefix, a name must match both."
      • addedInput schema / properties / include_commands
        Added value: +{
        +  "description": "Optional bool (default false): also list console commands, entries with a name and help but no value.",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / prefix
        Added value: +{
        +  "description": "Optional name prefix, case-insensitive, e.g. \"r.Shadow.\" or \"t.\"; when given only names starting with it are listed.",
        +  "type": "string"
        +}
    • Removedlist_cvars_with_prefix
    • Removedlist_data_registry_sources
    • Changedlist_derived_classes4 fields changed
      • changedInput schema / properties / base_class / description
        Previous value: -"Name/path of the base class (resolved via ResolveClass: bare name, /Script/ path, or Blueprint asset path)"New value: +"Name/path of the base class (resolved via ResolveClass: bare name, /Script/ path, or Blueprint class/asset path); a name ResolveClass does not know is looked up as a Blueprint asset name under /Game, and when that name matches more than one asset the others are listed in ambiguous_matches."
      • addedInput schema / properties / include_native
        Added value: +{
        +  "description": "Include native C++ subclasses (default true); false lists only Blueprint classes",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / max_results
        Added value: +{
        +  "description": "Optional cap on classes returned, 1..100000 (absent: no cap); results_truncated says whether any were left out",
        +  "type": "number"
        +}
      • addedInput schema / properties / package_path
        Added value: +{
        +  "description": "Optional content folder (e.g. \"/Game\" or \"/Game/Characters\"): keep only Blueprint classes whose package lies under it. Native classes are not filtered by it.",
        +  "type": "string"
        +}
    • Removedlist_geometry_collection_bones
    • Removedlist_global_tasks
    • Removedlist_input_modifier_types
    • Removedlist_input_trigger_types
    • Removedlist_input_triggers
    • Addedlist_input_types
    • Changedlist_instance_overrides1 field changed
      • changedInput schema / properties / include_components / description
        Previous value: -"Optional (default true). Also diff every UActorComponent of the actor against C->GetArchetype() — the SCS template, NOT the Blueprint CDO (a BP CDO does not carry the SCS components at all, which is why a snapshot_object workaround yields an unusable component half)."New value: +"Optional (default true). Also diff every UActorComponent of the actor against C->GetArchetype() — the SCS template, NOT the Blueprint CDO (a BP CDO does not carry the SCS components at all, which is why a capture_object_snapshot workaround yields an unusable component half)."
    • Removedlist_mass_signals
    • Addedlist_mass_tag_types
    • Removedlist_mass_trait_types
    • Removedlist_meta_sound_node_types
    • Removedlist_meta_sound_nodes
    • Removedlist_meta_sound_references
    • Removedlist_meta_sounds
    • Addedlist_metasound_node_types
    • Addedlist_metasound_nodes
    • Changedlist_niagara_modules2 fields changed
      • addedInput schema / properties / module_name
        Added value: +{
        +  "description": "Optional module name (GetFunctionName, case-sensitive): return only that module; an error when no module of the stack(s) has it.",
        +  "type": "string"
        +}
      • changedInput schema / properties / script_group / description
        Previous value: -"Optional \"spawn\" or \"update\"; defaults to \"update\"."New value: +"Optional \"spawn\", \"update\" or \"all\" (both stacks); defaults to \"update\"."
    • Removedlist_niagara_simulation_stages
    • Removedlist_object_properties
    • Removedlist_replicated_actors
    • Addedlist_state_tree_bindings
    • Addedlist_state_tree_global_tasks
    • Removedlist_states
    • Removedlist_subsystem_classes
    • Changedlist_subsystem_instances2 fields changed
      • addedInput schema / properties / class_name
        Added value: +{
        +  "description": "Optional USubsystem class (short name or /Script/ path): keep only the instances of that class or a subclass. A name that does not resolve to a USubsystem class is an error.",
        +  "type": "string"
        +}
      • changedInput schema / properties / lifetime / description
        Previous value: -"Optional filter: \"Engine\"|\"Editor\"|\"GameInstance\"|\"World\" (case-insensitive)"New value: +"Optional filter: \"Engine\"|\"Editor\"|\"GameInstance\"|\"World\"|\"LocalPlayer\" (case-insensitive)"
    • Addedlist_timing_regions
    • Removedlist_transitions
    • Removedlist_tree_bindings
    • Removedlist_tree_parameters
    • Changedlist_usd_stage_layers2 fields changed
      • changedInput schema / properties / include_session_layers / description
        Previous value: -"When true (default) the returned stack also includes the stage's session/auto-generated layers; pass false to get only the persistent root + sublayers."New value: +"When true (default) the returned stack also includes the stage's session/auto-generated layers; pass false to get only the persistent root + sublayers. layer_index counts in this stack."
      • addedInput schema / properties / layer_index
        Added value: +{
        +  "description": "Optional 0-based index into the layer stack (the root layer is 0); report only that layer",
        +  "type": "number"
        +}
    • Changedlist_usd_variant_sets1 field changed
      • addedInput schema / properties / variant_set_name
        Added value: +{
        +  "description": "Optional name of the one variant set to report",
        +  "type": "string"
        +}
    • Removedlist_warp_targets_on_component
    • Changedlist_widget_types1 field changed
      • removedInput schema / properties / family
        Removed value: -{
        -  "description": "Optional \"basic\" | \"extended\" (default \"extended\")",
        -  "type": "string"
        -}
    • Removedload_game_async
    • Changedload_level3 fields changed
      • addedInput schema / properties / default_template
        Added value: +{
        +  "description": "Optional bool (default false): open the engine's default template level (/Engine/Maps/Templates/Template_Default) without naming it in filename; giving both is an error.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / filename / description
        Previous value: -"Disk path to a .umap, OR a /Game asset path (e.g. /Game/Maps/Foo) resolved to the on-disk map file"New value: +"Disk path to a .umap, OR a long package path (e.g. /Game/Maps/Foo) resolved to the on-disk map file. Required unless default_template is true."
      • removedInput schema / required
        Removed value: -[
        -  "filename"
        -]
    • Removedmap_input_action
    • Removedmetasound_add_interface
    • Removedmetasound_add_node_by_classname
    • Removedmetasound_connect_node_to_graph_output
    • Removedmetasound_set_input_default
    • Removedmetasound_set_node_input_default
    • Changedmove_actors_to_level1 field changed
      • changedInput schema / properties / actor_names / description
        Previous value: -"Array of actor names OR editor labels in the editor world (this one does accept labels, unlike delete_actor/batch_delete_actors)."New value: +"Array of actor names OR editor labels in the editor world (this one does accept labels, unlike delete_actor/delete_actors)."
    • Removednew_level
    • Removedoverlap_scene
    • Removedoverride_interface_member
    • Addedplace_actors_on_terrain
    • Removedplane_cut_fracture
    • Removedprofile_blueprint_execution
    • Changedquery_gameplay_tags2 fields changed
      • addedInput schema / properties / count_only
        Added value: +{
        +  "description": "Optional bool, default false: return count (and manager_valid) without the matching_tags list",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / query_tag / description
        Previous value: -"The query tag pattern to match against all tags"New value: +"Optional tag whose branch to list (the tag itself and all of its descendants); omitted or empty lists every registered tag"
    • Addedquery_scene_overlaps
    • Addedread_data_table_from_package_file
    • Removedread_data_table_row_complex
    • Removedread_datatable_from_package_file
    • Removedrebuild_mesh_bvh
    • Changedredo1 field changed
      • addedInput schema / properties / count
        Added value: +{
        +  "description": "Optional. How many transactions to redo, at least 1 (default 1); stops early when the redo stack runs out. Below 1 is refused.",
        +  "type": "number"
        +}
    • Removedredo_multiple
    • Removedregenerate_collection_param_id
    • Addedregenerate_collection_parameter_id
    • Removedregion_end
    • Removedregion_start
    • Addedregister_interchange_factory
    • Addedregister_interchange_translator
    • Addedreimport_interchange_asset
    • Removedremove_all_foliage_for_type
    • Removedremove_anim_blueprint
    • Removedremove_anim_composite
    • Removedremove_anim_montage
    • Removedremove_anim_sequence
    • Addedremove_behavior_tree_child
    • Addedremove_behavior_tree_decorator
    • Addedremove_behavior_tree_service
    • Removedremove_blend_space
    • Addedremove_blend_space_sample
    • Removedremove_blendspace_1d
    • Removedremove_blendspace_sample
    • Removedremove_blueprint_component_node
    • Removedremove_bt_composite_child
    • Removedremove_bt_decorator
    • Removedremove_bt_service
    • Removedremove_bt_task_child
    • Removedremove_collection_param
    • Addedremove_collection_parameter
    • Changedremove_data_registry_source3 fields changed
      • addedInput schema / properties / all
        Added value: +{
        +  "description": "Optional bool, default false: true removes every source (null slots included) instead of one; it excludes data_table_path and source_index.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / data_table_path / description
        Previous value: -"Content path of the source DataTable to remove (matched against SourceTable). Provide this OR source_index."New value: +"Content path of the source DataTable to remove (matched against SourceTable). Provide this OR source_index OR all."
      • changedInput schema / properties / source_index / description
        Previous value: -"Direct index into DataSources[] to remove. Provide this OR data_table_path."New value: +"Direct index into DataSources[] to remove. Provide this OR data_table_path OR all."
    • Removedremove_foliage_in_radius
    • Addedremove_foliage_instances
    • Removedremove_hlod_layer
    • Addedremove_instanced_static_mesh_instance
    • Removedremove_ism_instance
    • Changedremove_marked_frame1 field changed
      • addedInput schema / properties / all
        Added value: +{
        +  "description": "Optional bool (default false): delete EVERY marked frame (DeleteMarkedFrames) instead of one; index, frame and label are then refused.",
        +  "type": "boolean"
        +}
    • Addedremove_mass_tag_from_entity
    • Removedremove_mass_trait_from_entity
    • Changedremove_metasound_node1 field changed
      • changedInput schema / properties / node_id / description
        Previous value: -"GUID of the node to remove (from metasound_add_node_by_classname)."New value: +"GUID of the node to remove (from add_metasound_node)."
    • Addedremove_montage_section
    • Addedremove_motion_warping_target
    • Removedremove_pose_asset
    • Removedremove_pose_search_database
    • Removedremove_pose_search_schema
    • Removedremove_render_target_2d
    • Removedremove_render_target_2d_array
    • Removedremove_render_target_cube
    • Removedremove_rvt_asset
    • Addedremove_skeleton_socket
    • Removedremove_socket_from_skeleton_asset
    • Addedremove_state_tree_binding
    • Addedremove_state_tree_parameter
    • Removedremove_static_texture_from_render_target
    • Removedremove_subsystem_class_bp
    • Removedremove_subtitles_asset
    • Removedremove_texture_2d_array
    • Changedremove_transition_condition1 field changed
      • changedInput schema / properties / transition_index / description
        Previous value: -"0-based index into the state transitions, as listed by list_transitions."New value: +"0-based index into the state transitions, as listed by get_state_tree_info (transitions[].index)."
    • Removedremove_tree_binding
    • Removedremove_tree_parameter
    • Addedremove_trigger
    • Removedremove_trigger_box
    • Removedremove_trigger_sphere
    • Changedremove_undo_barrier1 field changed
      • addedInput schema / properties / all
        Added value: +{
        +  "description": "Optional bool (default false). true clears ALL undo barriers instead of popping the most recent one.",
        +  "type": "boolean"
        +}
    • Removedremove_warp_target
    • Changedrename_anim_curve1 field changed
      • changedInput schema / properties / old_curve_name / description
        Previous value: -"Name of the existing curve to rename, as listed by get_anim_curve_names."New value: +"Name of the existing curve to rename, as listed by get_anim_sequence_info (float_curves, transform_curves)."
    • Addedrename_assets
    • Addedrename_blueprint_variable
    • Removedrename_bp_variable
    • Removedrename_collection_param
    • Addedrename_collection_parameter
    • Changedreparent_blueprint7 fields changed
      • addedInput schema / properties / auto_rollback
        Added value: +{
        +  "description": "Optional (default true): on post-check failure, restore the original parent, restore the SCS node names and recompile.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / blueprint_name / description
        Previous value: -"Blueprint asset name or path"New value: +"Blueprint asset name or path to reparent."
      • addedInput schema / properties / dry_run
        Added value: +{
        +  "description": "Optional (default false): analyze + report the plan (snapshot, would-rename vars, component collisions) without mutating.",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / new_parent_class / description
        Previous value: -"New parent class: /Script/Module.Class, a Blueprint's generated class path (/Game/Dir/BP_X.BP_X_C), or a resolvable class name"New value: +"New parent class name or path (native /Script, /Game/.../BP.BP_C, or a BP asset path -> its GeneratedClass)."
      • addedInput schema / properties / reconcile_scene_root
        Added value: +{
        +  "description": "Optional (default true): run the editor's own post-reparent conform pass -- ValidateSceneRootNodes + PrepareToConformSparseClassData + a second pass after the compile. Setting it FALSE disables all three; it exists only as a bisect escape hatch.",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / rename_colliding_vars
        Added value: +{
        +  "description": "Optional (default false): before reparenting, rename own NewVariables that collide by name with a member on the new parent.",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / treat_component_renames_as_regression
        Added value: +{
        +  "description": "Optional (default false): count a silently renamed SCS component as a post-check regression (which triggers auto_rollback).",
        +  "type": "boolean"
        +}
    • Removedreparent_blueprint_safe
    • Removedreset_game_mode_override
    • Addedreset_interchange_actors
    • Addedreset_interchange_level_asset
    • Addedreset_interchange_scene_import_asset
    • Addedreset_material_parameter_collection_instance
    • Removedrotate_dynamic_mesh
    • Removedsave_game_async
    • Addedsave_interchange_pipeline
    • Removedscaffold_aim_offset_blend_space
    • Removedscaffold_blend_space_2d
    • Removedscale_dynamic_mesh
    • Addedscan_uasset_references
    • Removedscan_uasset_refs
    • Removedsearch_cvars
    • Addedset_ability_asset_tags
    • Addedset_actor_net_priority
    • Removedset_actor_replicate_movement
    • Removedset_actor_replicates
    • Addedset_actor_transforms
    • Changedset_anim_bone_track_keys3 fields changed
      • changedInput schema / properties / keys / description
        Previous value: -"Array of per-key transforms: { translation:[x,y,z], rotation:[pitch,yaw,roll] (deg), scale:[x,y,z] }. translation default [0,0,0], rotation default [0,0,0], scale default [1,1,1]."New value: +"Optional array of per-key transforms: { translation:[x,y,z], rotation:[pitch,yaw,roll] (deg), scale:[x,y,z] }. translation default [0,0,0], rotation default [0,0,0], scale default [1,1,1]. Omitted: num_keys identity keys are written."
      • addedInput schema / properties / num_keys
        Added value: +{
        +  "description": "Optional number of identity keys to write when keys is omitted, rounded, >= 1 (default 2); not checked against the frame count of the sequence.",
        +  "type": "number"
        +}
      • changedInput schema / required
        Previous value: -[
        -  "anim_sequence_path",
        -  "keys"
        -]New value: +[
        +  "anim_sequence_path"
        +]
    • Addedset_anim_curve_flags
    • Removedset_anim_curve_interp_mode
    • Removedset_anim_curve_keys
    • Removedset_anim_montage_rate_scale
    • Changedset_audio_section_properties6 fields changed
      • addedInput schema / properties / audio_track_index
        Added value: +{
        +  "description": "Index of the root audio track, counting root audio tracks only (default 0).",
        +  "type": "number"
        +}
      • addedInput schema / properties / pitch
        Added value: +{
        +  "description": "Optional pitch multiplier to key on the PitchMultiplier channel (1.0 = normal speed).",
        +  "type": "number"
        +}
      • addedInput schema / properties / start_offset_frames
        Added value: +{
        +  "description": "Optional start offset in tick-resolution frames (the unit get_audio_section_properties reports), written as-is with fractions truncated; wins over start_offset_seconds.",
        +  "type": "number"
        +}
      • addedInput schema / properties / start_offset_seconds
        Added value: +{
        +  "description": "Optional start offset in seconds, converted to tick-resolution frames and rounded; ignored when start_offset_frames is given.",
        +  "type": "number"
        +}
      • addedInput schema / properties / time_seconds
        Added value: +{
        +  "anyOf": [
        +    {
        +      "type": "string"
        +    },
        +    {
        +      "type": "number"
        +    },
        +    {
        +      "type": "integer"
        +    },
        +    {
        +      "type": "boolean"
        +    },
        +    {
        +      "type": "array"
        +    },
        +    {
        +      "additionalProperties": true,
        +      "type": "object"
        +    }
        +  ],
        +  "description": "Optional time in seconds for the volume/pitch keys; omit to set them as constants."
        +}
      • addedInput schema / properties / volume
        Added value: +{
        +  "description": "Optional volume to key on the SoundVolume channel (0..N; 1 = unity gain).",
        +  "type": "number"
        +}
    • Removedset_audio_section_start_offset
    • Removedset_audio_track_pitch
    • Removedset_audio_track_volume
    • Removedset_binding_channel_keyframe_interp
    • Addedset_binding_channel_keyframe_interpolation
    • Addedset_blend_space_interpolation
    • Addedset_blend_space_properties
    • Removedset_blendspace_interpolation
    • Removedset_blendspace_properties
    • Addedset_blueprint_class_replication
    • Addedset_blueprint_component_properties
    • Removedset_blueprint_component_property
    • Addedset_blueprint_function_rpc
    • Addedset_blueprint_variable_default
    • Addedset_blueprint_variable_metadata
    • Addedset_blueprint_variable_replication
    • Removedset_bp_class_replication
    • Removedset_bp_function_rpc
    • Removedset_bp_variable_default
    • Removedset_bp_variable_metadata
    • Removedset_bp_variable_replication
    • Removedset_collection_param_default
    • Addedset_collection_parameter_default
    • Removedset_component_definition
    • Removedset_component_parameter_override
    • Removedset_constraint_limits
    • Changedset_data_table_row4 fields changed
      • addedInput schema / properties / create_if_missing
        Added value: +{
        +  "description": "Optional bool, default false: true creates the row when the key is absent instead of erroring",
        +  "type": "boolean"
        +}
      • changedInput schema / properties / row_data / description
        Previous value: -"Object of {column_name: value} to apply over the current row"New value: +"Object of {column_name: value} to apply over the current row (or over struct defaults for a new row)"
      • changedInput schema / properties / row_name / description
        Previous value: -"Name (key) of the existing row to update"New value: +"Name (key) of the row to write"
      • changedInput schema / properties / table_path / description
        Previous value: -"Full asset path of the DataTable"New value: +"Full asset path of the DataTable (e.g. /Game/MyGame/DT_Example)"
    • Changedset_data_table_row_from_json1 field changed
      • changedInput schema / properties / row_json / description
        Previous value: -"A JSON object of {column:value} (as produced by get_data_table_row_as_json)"New value: +"A JSON object of {column:value} (as produced by get_data_table_row as row_json with include_native_json)"
    • Removedset_decal_destroy_owner_after_fade
    • Changedset_decal_fade1 field changed
      • addedInput schema / properties / fade_screen_size
        Added value: +{
        +  "description": "Optional FadeScreenSize, a number >= 0 (typically 0..1; smaller fades the decal only when it gets very small on screen).",
        +  "type": "number"
        +}
    • Removedset_decal_fade_in
    • Removedset_decal_fade_screen_size
    • Changedset_engine_ini_value6 fields changed
      • addedInput schema / properties / plugin_name
        Added value: +{
        +  "description": "Optional plugin, as its .uplugin is named: an unknown one fails with nothing written; a known one adds its identity to the reply and makes section default to /Script/<Plugin>.<Plugin>.",
        +  "type": "string"
        +}
      • changedInput schema / properties / section / description
        Previous value: -"INI section, e.g. \"/Script/Engine.RendererSettings\"; created when missing."New value: +"INI section, e.g. \"/Script/Engine.RendererSettings\"; created when missing; surrounding brackets are dropped. Required unless plugin_name is given."
      • addedInput schema / properties / value / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • changedInput schema / properties / value / description
        Previous value: -"Value as text, written verbatim; an empty string is allowed."New value: +"Value to write: a string written verbatim (an empty string is allowed), a JSON bool written as GConfig writes one (\"True\"/\"False\"), or a JSON number written as its text (an integer without decimals)."
      • removedInput schema / properties / value / type
        Removed value: -"string"
      • changedInput schema / required
        Previous value: -[
        -  "section",
        -  "key",
        -  "value"
        -]New value: +[
        +  "key",
        +  "value"
        +]
    • Addedset_game_mode_classes
    • Removedset_game_mode_default_pawn
    • Removedset_game_mode_game_state_class
    • Removedset_game_mode_hud_class
    • Changedset_game_mode_override1 field changed
      • changedInput schema / properties / game_mode_class / description
        Previous value: -"AGameModeBase-derivative class: a native short name (e.g. \"GameModeBase\"), a /Script/ path, or a Blueprint GameMode asset path (e.g. \"/Game/Core/BP_MyGameMode\")"New value: +"AGameModeBase-derivative class: a native short name (e.g. \"GameModeBase\"), a /Script/ path, or a Blueprint GameMode asset path (e.g. \"/Game/Core/BP_MyGameMode\"). An empty string or \"None\" clears the override."
    • Removedset_game_mode_player_state_class
    • Removedset_game_mode_spectator_class
    • Changedset_gameplay_cue_notify_actor_properties1 field changed
      • addedInput schema / properties / gameplay_cue_tag
        Added value: +{
        +  "description": "Optional registered GameplayCue tag (sets GameplayCueTag + mirrors GameplayCueName); unregistered -> clean error",
        +  "type": "string"
        +}
    • Removedset_gameplay_cue_notify_burst_properties
    • Removedset_gameplay_cue_notify_looping_properties
    • Changedset_gameplay_cue_notify_static_properties1 field changed
      • changedInput schema / properties / cue_notify_path / description
        Previous value: -"Asset path of the GameplayCueNotify_Static Blueprint, e.g. \"/Game/GAS/Cues/GCN_Hit\"."New value: +"Asset path of the GameplayCueNotify_Static or _Burst Blueprint, e.g. \"/Game/GAS/Cues/GCN_Hit\"."
    • Changedset_gameplay_effect_duration2 fields changed
      • changedInput schema / properties / duration_policy / description
        Previous value: -"Instant, Infinite, or HasDuration"New value: +"Instant, Infinite, or HasDuration (any case)"
      • changedInput schema / properties / ge_blueprint_path / description
        Previous value: -"Full asset path of the GE Blueprint"New value: +"Full asset path of the GE Blueprint, or of a native UGameplayEffect asset (create_gameplay_effect_asset)"
    • Removedset_gameplay_effect_duration_policy
    • Changedset_gameplay_effect_modifier_attribute_based2 fields changed
      • changedInput schema / properties / calculation_type / description
        Previous value: -"AttributeMagnitude | AttributeBaseValue | AttributeBonusMagnitude. Default AttributeMagnitude"New value: +"AttributeMagnitude | AttributeBaseValue | AttributeBonusMagnitude | AttributeMagnitudeEvaluatedUpToChannel (any case). Default AttributeMagnitude"
      • addedInput schema / properties / final_channel
        Added value: +{
        +  "description": "Optional mod evaluation channel (0-9) at which AttributeMagnitudeEvaluatedUpToChannel stops evaluating the attribute. Default 0; only with that calculation_type, an error with another",
        +  "type": "number"
        +}
    • Removedset_gameplay_effect_modifier_attribute_based_up_to_channel
    • Removedset_gc_connection_settings
    • Addedset_geometry_collection_connection_settings
    • Addedset_interchange_pipeline_properties
    • Addedset_interchange_pipeline_stack_default
    • Addedset_interchange_pipelines
    • Addedset_level_widget_visibility
    • Addedset_material_expression_property
    • Addedset_material_instance_dynamic_parameter
    • Removedset_material_instance_param
    • Removedset_material_instance_param_override
    • Addedset_material_instance_parameter
    • Addedset_material_instance_parameter_override
    • Removedset_material_node_param
    • Addedset_material_parameter_collection_instance_value
    • Changedset_mesh_material_id14 fields changed
      • addedInput schema / properties / center
        Added value: +{
        +  "description": "Region parameter: local [x,y,z] centre. Used by box/sphere, and as the plane origin.",
        +  "type": "array"
        +}
      • addedInput schema / properties / component_index
        Added value: +{
        +  "description": "Region parameter: island index when region='connected_component' (see get_mesh_components_detail).",
        +  "type": "integer"
        +}
      • addedInput schema / properties / extent
        Added value: +{
        +  "description": "Region parameter: local [x,y,z] HALF-size in cm. Required by region='box'.",
        +  "type": "array"
        +}
      • addedInput schema / properties / invert
        Added value: +{
        +  "description": "Region parameter: invert a box, sphere, plane or normal_angle selection (default false).",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / max_angle_deg
        Added value: +{
        +  "description": "Region parameter: max angle from normal in degrees for region='normal_angle' (default 15).",
        +  "type": "number"
        +}
      • addedInput schema / properties / min_triangle_points
        Added value: +{
        +  "description": "Region parameter: how many of a triangle's 3 points must be inside for it to count, 1-3 (default 3 = fully contained). Only used by the spatial regions.",
        +  "type": "integer"
        +}
      • addedInput schema / properties / normal
        Added value: +{
        +  "description": "Region parameter: [x,y,z] direction. Plane normal for region='plane', facing direction for 'normal_angle'. Default [0,0,1].",
        +  "type": "array"
        +}
      • addedInput schema / properties / polygroup_id
        Added value: +{
        +  "description": "Region parameter: polygroup to select when region='polygroup'.",
        +  "type": "integer"
        +}
      • addedInput schema / properties / polygroup_layer
        Added value: +{
        +  "description": "Region parameter: optional extended polygroup layer index for region='polygroup' (default the mesh's default polygroup layer). A layer the mesh does not have is an error.",
        +  "type": "integer"
        +}
      • addedInput schema / properties / radius
        Added value: +{
        +  "description": "Region parameter: radius in cm. Required by region='sphere'.",
        +  "type": "number"
        +}
      • addedInput schema / properties / region
        Added value: +{
        +  "description": "scope='region' only: 'all' (default) | 'box' | 'sphere' | 'plane' | 'normal_angle' | 'material_id' | 'polygroup' | 'connected_component' (one physical PIECE, by the island index that get_mesh_components_detail reports). Coordinates are LOCAL to the dynamic mesh, not world; preview a region with select_mesh_triangles.",
        +  "enum": [
        +    "region",
        +    "all",
        +    "box",
        +    "sphere",
        +    "plane",
        +    "normal_angle",
        +    "material_id",
        +    "polygroup",
        +    "connected_component"
        +  ],
        +  "type": "string"
        +}
      • changedInput schema / properties / scope / description
        Previous value: -"'all' (default) or 'triangles'."New value: +"'all' | 'triangles' | 'region'. Default 'region' when region is given, else 'all'."
      • removedInput schema / properties / scope / enum
        Removed value: -[
        -  "all",
        -  "triangles"
        -]
      • addedInput schema / properties / source_material_id
        Added value: +{
        +  "description": "Region parameter: the MaterialID to SELECT when region='material_id'. Separate from material_id, which is the one being written, so 'repaint 1 as 2' is expressible.",
        +  "type": "integer"
        +}
    • Removedset_mesh_material_id_in_region
    • Changedset_mesh_uvs_from_projection1 field changed
      • changedInput schema / properties / uv_channel / description
        Previous value: -"UV channel to write (default 0)."New value: +"UV channel to write, 0 to 7 (default 0); a channel the mesh lacks is added."
    • Removedset_meta_sound_node_property
    • Addedset_metasound_graph_input_default
    • Addedset_metasound_node_input_default
    • Addedset_metasound_node_property
    • Removedset_metasound_preset_parameter
    • Removedset_mid_scalar_param
    • Removedset_mid_texture_param
    • Removedset_mid_vector_param
    • Removedset_montage_blend_times
    • Changedset_montage_properties5 fields changed
      • addedInput schema / properties / blend_in
        Added value: +{
        +  "description": "Blend-in time in seconds (BlendIn), clamped to >= 0. Optional.",
        +  "type": "number"
        +}
      • addedInput schema / properties / blend_out
        Added value: +{
        +  "description": "Blend-out time in seconds (BlendOut), clamped to >= 0. Optional.",
        +  "type": "number"
        +}
      • addedInput schema / properties / name
        Added value: +{
        +  "description": "Alias of montage_path.",
        +  "type": "string"
        +}
      • addedInput schema / properties / rate_scale
        Added value: +{
        +  "description": "Global play rate scale of the montage (RateScale). Optional.",
        +  "type": "number"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "montage_path"
        -]
    • Removedset_motion_warping_target_location
    • Removedset_motion_warping_target_rotation
    • Removedset_mpci_parent_collection
    • Removedset_mpci_scalar_parameter_value
    • Removedset_mpci_vector_parameter_value
    • Changedset_named_slot_content1 field changed
      • changedInput schema / properties / content_widget_name / description
        Previous value: -"Name of the widget in the OUTER tree to place in the slot. It must already exist there (add_widget_extended creates it). Omit together with clear=true to empty the slot."New value: +"Name of the widget in the OUTER tree to place in the slot. It must already exist there (add_widget_to_blueprint creates it). Omit together with clear=true to empty the slot."
    • Removedset_net_priority
    • Addedset_niagara_component_fixed_bounds
    • Removedset_niagara_decal_renderer_material
    • Removedset_niagara_emitter_local_space
    • Changedset_niagara_emitter_sim_target4 fields changed
      • changedInput schema / properties / deterministic / description
        Previous value: -"Optional bool override for bDeterminism"New value: +"Optional bool for bDeterminism; omitted keeps the current value."
      • changedInput schema / properties / local_space / description
        Previous value: -"Optional bool override for bLocalSpace"New value: +"Optional bool for bLocalSpace: true simulates the particles in the emitter's local space, false in world space; omitted keeps the current value."
      • changedInput schema / properties / sim_target / description
        Previous value: -"Target type — \"CPUSim\" or \"GPUComputeSim\"."New value: +"Optional target type, \"CPUSim\" or \"GPUComputeSim\"; omitted keeps the current one."
      • changedInput schema / required
        Previous value: -[
        -  "system_path",
        -  "emitter_name",
        -  "sim_target"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Removedset_niagara_system_fixed_bounds
    • Removedset_packaging_setting
    • Removedset_physics_body_advanced_properties
    • Changedset_physics_body_properties7 fields changed
      • addedInput schema / properties / angular_damping
        Added value: +{
        +  "description": "Optional. Drag that slows rotation (FBodyInstance AngularDamping, unitless, engine default 0); omit to keep the current value",
        +  "type": "number"
        +}
      • addedInput schema / properties / com_nudge
        Added value: +{
        +  "description": "Optional. [x,y,z] centre-of-mass offset",
        +  "type": "array"
        +}
      • addedInput schema / properties / enable_gravity
        Added value: +{
        +  "description": "Optional. Whether the body is affected by gravity",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / inertia_tensor_scale
        Added value: +{
        +  "description": "Optional. [x,y,z] inertia scale",
        +  "type": "array"
        +}
      • addedInput schema / properties / linear_damping
        Added value: +{
        +  "description": "Optional. Drag that slows linear movement (FBodyInstance LinearDamping, unitless, engine default 0.01); omit to keep the current value",
        +  "type": "number"
        +}
      • addedInput schema / properties / mass_scale
        Added value: +{
        +  "description": "Optional. Per-instance mass multiplier, >= 0.001",
        +  "type": "number"
        +}
      • addedInput schema / properties / update_mass_when_scale_changes
        Added value: +{
        +  "description": "Optional. Recompute mass on scale change",
        +  "type": "boolean"
        +}
    • Addedset_physics_constraint_limits
    • Removedset_physics_gravity
    • Addedset_plugin_enabled
    • Removedset_polygroup_material_id
    • Changedset_pose_search_schema_skeleton1 field changed
      • addedInput schema / properties / mirror_data_table_path
        Added value: +{
        +  "description": "Optional. Asset path of a UMirrorDataTable to bind under the role: given to the new entry, or written on the existing one. Omitted or empty: a new entry gets none and an existing entry keeps its table. A path that does not load as a UMirrorDataTable is an error and nothing is written.",
        +  "type": "string"
        +}
    • Removedset_preserve_scale_ratio
    • Changedset_properties3 fields changed
      • changedInput schema / properties / properties / description
        Previous value: -"Dict of {property_name: value}; values can be scalar, nested object, or array (UE-format text like \"(X=1,Y=2,Z=3)\" is also accepted for structs)"New value: +"Optional dict of {property_name: value}; values can be scalar, nested object, or array (UE-format text like \"(X=1,Y=2,Z=3)\" is also accepted for structs). Required unless property_name + value is given; both together write properties{} first."
      • addedInput schema / properties / property_name
        Added value: +{
        +  "description": "Optional single property to write (must be CPF_Edit and not EditConst, or it lands in failed[] with the reason). Needs value.",
        +  "type": "string"
        +}
      • addedInput schema / properties / value
        Added value: +{
        +  "anyOf": [
        +    {
        +      "type": "string"
        +    },
        +    {
        +      "type": "number"
        +    },
        +    {
        +      "type": "integer"
        +    },
        +    {
        +      "type": "boolean"
        +    },
        +    {
        +      "type": "array"
        +    },
        +    {
        +      "additionalProperties": true,
        +      "type": "object"
        +    }
        +  ],
        +  "description": "Optional new value for property_name: string, number, boolean, JSON object (struct), JSON array (array/set/tag container), or a UE-format text string like \"(X=1,Y=2,Z=3)\""
        +}
    • Removedset_property_value
    • Removedset_river_spline_points
    • Addedset_runtime_virtual_texture_volume_bounds
    • Removedset_rvt_volume_bounds
    • Removedset_sequence_duration
    • Changedset_sequence_playback_range4 fields changed
      • addedInput schema / properties / duration
        Added value: +{
        +  "description": "Optional length in seconds, greater than 0 and at most 3600, instead of start_frame/end_frame: the range becomes [0, duration * tick resolution), truncated to whole ticks.",
        +  "type": "number"
        +}
      • changedInput schema / properties / end_frame / description
        Previous value: -"Exclusive upper bound of the playback range (must be > start_frame)."New value: +"Exclusive upper bound of the playback range (must be > start_frame). Required unless duration is given."
      • changedInput schema / properties / start_frame / description
        Previous value: -"Inclusive lower bound of the playback range, in tick frames."New value: +"Inclusive lower bound of the playback range, in tick frames. Required unless duration is given."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_name",
        -  "start_frame",
        -  "end_frame"
        -]New value: +[
        +  "sequence_name"
        +]
    • Addedset_skeletal_animation_section_parameters
    • Removedset_skeletal_animation_section_params
    • Removedset_skeletal_mesh_allow_cpu_access
    • Addedset_skeletal_mesh_component_tick
    • Removedset_skeletal_mesh_lod_screen_size
    • Changedset_skeletal_mesh_lod_settings4 fields changed
      • addedInput schema / properties / lod_index / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • changedInput schema / properties / lod_index / description
        Previous value: -"LOD index to modify (default 0)."New value: +"Optional. 0-based LOD index to modify (default 0), or -1 / \"all\" for every LOD. allow_cpu_access with every LOD goes through USkeletalMeshEditorSubsystem::SetAllowCPUAccess."
      • removedInput schema / properties / lod_index / type
        Removed value: -"number"
      • addedInput schema / properties / screen_size
        Added value: +{
        +  "description": "Optional float, ScreenSize.Default: the screen size at which this LOD switches in (e.g. 0.3).",
        +  "type": "number"
        +}
    • Removedset_skeletal_mesh_section_cast_shadow
    • Addedset_skeletal_mesh_section_flags
    • Removedset_skeletal_mesh_section_recompute_tangent
    • Removedset_skeletal_mesh_section_visible_in_ray_tracing
    • Addedset_smart_object_component_definition
    • Removedset_soundfield_effect_settings
    • Changedset_spawn_ownership1 field changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the spawnable binding (from add_spawnable_to_sequence / get_sequence_spawnables)."New value: +"GUID of the spawnable binding (from add_spawnable_to_sequence / get_sequence_bindings)."
    • Removedset_state_linked_asset
    • Removedset_state_theme_color
    • Addedset_state_tree_component_parameter_override
    • Addedset_state_tree_global_task_property
    • Addedset_state_tree_parameter
    • Addedset_state_tree_theme_color
    • Changedset_state_type1 field changed
      • addedInput schema / properties / linked_asset_path
        Added value: +{
        +  "description": "Optional asset path of the UStateTree a LinkedAsset state runs, e.g. \"/Game/AI/ST_Sub\"; only with state_type LinkedAsset.",
        +  "type": "string"
        +}
    • Removedset_static_mesh_kdop_collision
    • Addedset_subtitle_cue
    • Removedset_subtitle_cue_text
    • Removedset_subtitle_cue_timing
    • Removedset_texture_sampler_settings
    • Changedset_texture_settings7 fields changed
      • addedInput schema / properties / address_x
        Added value: +{
        +  "description": "Optional TextureAddress name, with or without TA_: Wrap, Clamp or Mirror; omit to keep the current value",
        +  "type": "string"
        +}
      • addedInput schema / properties / address_y
        Added value: +{
        +  "description": "Optional TextureAddress name, with or without TA_: Wrap, Clamp or Mirror; omit to keep the current value",
        +  "type": "string"
        +}
      • addedInput schema / properties / filter
        Added value: +{
        +  "description": "Optional TextureFilter name, with or without TF_: Nearest, Bilinear, Trilinear or Default; omit to keep the current value",
        +  "type": "string"
        +}
      • addedInput schema / properties / flip_green
        Added value: +{
        +  "description": "Optional bool, flips the green channel; omit to keep the current value",
        +  "type": "boolean"
        +}
      • addedInput schema / properties / lod_bias
        Added value: +{
        +  "description": "Optional int LOD bias; omit to keep the current value",
        +  "type": "number"
        +}
      • addedInput schema / properties / max_texture_size
        Added value: +{
        +  "description": "Optional int max texture size (0 = no limit, negatives clamp to 0); omit to keep the current value",
        +  "type": "number"
        +}
      • addedInput schema / properties / mip_gen_settings
        Added value: +{
        +  "description": "Optional TextureMipGenSettings name, with or without TMGS_: FromTextureGroup, SimpleAverage, NoMipmaps, LeaveExistingMips, Sharpen0..10, Blur1..5, Unfiltered, Angular; omit to keep the current value",
        +  "type": "string"
        +}
    • Removedset_transform_section_quaternion_interp
    • Addedset_transform_section_quaternion_interpolation
    • Removedset_transform_track_interp_mode
    • Removedset_transition_properties
    • Removedset_tree_parameter
    • Removedset_usd_prim_active
    • Removedset_usd_prim_display_name
    • Removedset_usd_prim_instanceable
    • Removedset_usd_prim_type
    • Removedset_water_body_gerstner_waves_spectrum
    • Addedset_water_body_spline_points
    • Removedset_widget_visibility
    • Changedset_world_gravity4 fields changed
      • changedInput schema / properties / enable_override / description
        Previous value: -"Optional bool (default true). True makes the world use gravity_z; false disables the override so the project default applies again."New value: +"Optional bool (default true). True makes the world use the gravity; false disables the override so the project default applies again."
      • changedInput schema / properties / gravity_z / description
        Previous value: -"Custom gravity along Z in cm/s^2 (negative = downward; Earth is about -980)."New value: +"Custom gravity along Z in cm/s^2 (negative = downward; Earth is about -980). Required unless preset is given; sending both is refused."
      • addedInput schema / properties / preset
        Added value: +{
        +  "description": "Optional preset NAME instead of gravity_z, in any capitalisation: 'Earth' (-980), 'Moon' (-163), 'Mars' (-371), 'Zero' (0), 'Low' (-490), 'High' (-1960), 'Enabled' (-980), 'Disabled' (an override of 0). An unknown name is refused and nothing is written.",
        +  "type": "string"
        +}
      • removedInput schema / required
        Removed value: -[
        -  "gravity_z"
        -]
    • Removedset_world_partition_runtime_hash
    • Removedslice_fracture
    • Addedslice_geometry_collection
    • Removedsnapshot_object
    • Changedspawn_actor6 fields changed
      • addedInput schema / properties / color
        Added value: +{
        +  "description": "Optional, light types only: [r, g, b] linear color, usually 0..1; engine default (white) when omitted. Sent for a non-light type it is refused and nothing is spawned.",
        +  "type": "array"
        +}
      • addedInput schema / properties / intensity
        Added value: +{
        +  "description": "Optional, light types only: the light component's Intensity in the light's units (Directional: lux; Sky: a multiplier); engine default when omitted. Sent for a non-light type it is refused and nothing is spawned.",
        +  "type": "number"
        +}
      • changedInput schema / properties / name / description
        Previous value: -"Internal name for the new actor; must be unused in the target world or the call is refused."New value: +"Optional internal name (and label) for the new actor; must be unused in the target world or the call is refused. When omitted the engine names the actor uniquely and the label is the class default."
      • changedInput schema / properties / rotation / description
        Previous value: -"Optional world rotation as the array [pitch, yaw, roll] -- note index 2 is ROLL, not yaw -- or, unambiguously, the object {\"pitch\":..,\"yaw\":..,\"roll\":..}, which is the recommended form. Defaults to zero."New value: +"Optional world rotation as the array [pitch, yaw, roll] -- note index 2 is ROLL, not yaw -- or, unambiguously, the object {\"pitch\":..,\"yaw\":..,\"roll\":..}, which is the recommended form. Defaults to zero. Directional, spot and rect lights shine along its forward axis."
      • changedInput schema / properties / type / description
        Previous value: -"One of StaticMeshActor, PointLight, SpotLight, DirectionalLight, CameraActor. Anything else is a clean error; Blueprints go through spawn_blueprint_actor."New value: +"One of StaticMeshActor, PointLight, SpotLight, DirectionalLight, RectLight, SkyLight, CameraActor, Character (case-insensitive); a light also by its short name Point, Spot, Directional, Rect or Sky. Anything else is a clean error; Blueprints go through spawn_blueprint_actor."
      • changedInput schema / required
        Previous value: -[
        -  "type",
        -  "name"
        -]New value: +[
        +  "type"
        +]
    • Changedspawn_box_volume4 fields changed
      • changedInput schema / properties / extent / description
        Previous value: -"Required [x, y, z] in unreal units, each component > 0. !!! THIS IS THE SEMI-AXIS (HALF-size), NOT the full edge length !!! extent=[500,500,200] builds a 1000 x 1000 x 400 cube and, with the scale normalized, gives world bounds of +/-500 / +/-200 around `location`. Check `bounds_extent_actual` against what you asked for."New value: +"Optional [x, y, z] in unreal units, each component > 0; default [100, 100, 100] (a 200 cm cube). !!! THIS IS THE SEMI-AXIS (HALF-size), NOT the full edge length !!! extent=[500,500,200] builds a 1000 x 1000 x 400 cube and, with the scale normalized, gives world bounds of +/-500 / +/-200 around `location`. Check `bounds_extent_actual` against what you asked for. A value that is not an array is an error."
      • changedInput schema / properties / is_spatially_loaded / description
        Previous value: -"World Partition spatial-loading flag (default true; only applied when the actor allows changing it). Reported RE-READ from the actor."New value: +"Optional World Partition spatial-loading flag. Applied only when passed and the actor allows changing it (spatial_flag_applied); omitted, the actor keeps its class default. Reported RE-READ from the actor."
      • changedInput schema / properties / volume_class / description
        Previous value: -"Volume class: short reflected name ('NavMeshBoundsVolume', 'PhysicsVolume', 'TriggerVolume', 'BlockingVolume', 'PCGVolume', with or without a leading 'A') or a full object path ('/Script/Engine.TriggerVolume'). Must derive from AVolume (required)."New value: +"Optional volume class (default \"BlockingVolume\"): short reflected name ('BlockingVolume', 'KillZVolume', 'PainCausingVolume', 'PostProcessVolume', 'TriggerVolume', 'NavMeshBoundsVolume', 'PhysicsVolume', 'PCGVolume', case-insensitive, with or without a leading 'A') or a full object path ('/Script/Engine.TriggerVolume'). Must be a concrete AVolume subclass; anything else is an error."
      • removedInput schema / required
        Removed value: -[
        -  "volume_class",
        -  "extent"
        -]
    • Removedstart_gauntlet_run
    • Addedstart_timing_region
    • Removedtest_blueprint_function
    • Removedtrace_blueprint_execution
    • Changedtransform_dynamic_mesh3 fields changed
      • changedInput schema / properties / rotation / anyOf
        Previous value: -[
        -  {
        -    "additionalProperties": false,
        -    "properties": {
        -      "pitch": {
        -        "type": "number"
        -      },
        -      "roll": {
        -        "type": "number"
        -      },
        -      "yaw": {
        -        "type": "number"
        -      }
        -    },
        -    "type": "object"
        -  },
        -  {
        -    "type": "array"
        -  }
        -]New value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] rotation; default (0,0,0)"New value: +"Optional [pitch, yaw, roll] Euler rotation in degrees, or a {pitch, yaw, roll} object; default (0,0,0)"
      • addedInput schema / properties / translation
        Added value: +{
        +  "description": "Optional alias of location, read only when location is absent.",
        +  "type": "array"
        +}
    • Removedtranslate_dynamic_mesh
    • Addedunassign_runtime_virtual_texture_from_landscape
    • Removedunassign_rvt_from_landscape
    • Changedundo1 field changed
      • addedInput schema / properties / count
        Added value: +{
        +  "description": "Optional. How many transactions to undo, at least 1 (default 1); stops early when the stack runs out or reaches an undo barrier. Below 1 is refused.",
        +  "type": "number"
        +}
    • Removedundo_multiple
    • Addedunwrap_mesh_uvs
    • Addedupdate_instanced_static_mesh_instance_transform
    • Removedupdate_ism_instance_transform
    • Changedupdate_transition3 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"State that owns the transition"New value: +"State that owns the transition; the first state with that name in a depth-first walk of the hierarchy is used"
      • changedInput schema / properties / transition_index / description
        Previous value: -"Index into the state's Transitions array (0-based)"New value: +"Index into the state's Transitions array (0-based, transitions[].index of get_state_tree_info); required"
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "state_name"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "transition_index"
        +]
    • Removedusd_module_status
    • Removedvalidate_anim_state_machine
    • Removedvalidate_blueprint
    • Removedvalidate_gameplay_tag_table
    • Removedwire_aim_offset
  10. 300 tool updatesv1.2.10
    • Changedadd_anim_transition5 fields changed
      • changedInput schema / properties / bidirectional / description
        Previous value: -"Optional; also allow the reverse target->source transition"New value: +"Optional, default false; sets the Bidirectional flag so the same transition can also fire target->source (no second transition is added)"
      • changedInput schema / properties / blend_mode / description
        Previous value: -"Optional EAlphaBlendOption name, e.g. Linear, Cubic, HermiteCubic"New value: +"Optional EAlphaBlendOption name, e.g. Linear, Cubic, HermiteCubic (default HermiteCubic); an unknown name is an error"
      • changedInput schema / properties / priority_order / description
        Previous value: -"Optional evaluation priority (higher wins)"New value: +"Optional priority order (default 1); when several transitions out of a state pass at once, the smallest value wins"
      • changedInput schema / properties / source_state / description
        Previous value: -"Name of the source state (transition origin)"New value: +"Name of the source state or conduit (transition origin), matched without case"
      • changedInput schema / properties / target_state / description
        Previous value: -"Name of the target state (transition destination)"New value: +"Name of the target state or conduit (transition destination), matched without case"
    • Changedadd_asset_to_collection2 fields changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"/Game path / object path of the asset to add."New value: +"Object path of the asset to add, e.g. \"/Game/Props/SM_Chair.SM_Chair\"; used as given, without loading or checking the asset."
      • changedInput schema / properties / share_type / description
        Previous value: -"ECollectionShareType: \"Local\", \"Private\", or \"Shared\" (optional, default \"Local\")"New value: +"ECollectionShareType: \"Local\", \"Private\", or \"Shared\" (optional, default \"Local\"); an unrecognised value falls back to Local"
    • Changedadd_break_struct_node4 fields changed
      • changedInput schema / properties / node_position / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / position_x / type
        Previous value: -"string"New value: +"number"
      • changedInput schema / properties / position_y / type
        Previous value: -"string"New value: +"number"
      • addedInput schema / required
        Added value: +[
        +  "struct_type"
        +]
    • Changedadd_camera_component1 field changed
      • changedInput schema / properties / post_process_settings / description
        Previous value: -"Optional object (PostProcess fields, see get_camera_post_process for the schema)."New value: +"Optional object of FPostProcessSettings fields by property name, e.g. {\"BloomIntensity\": 2}; each value also turns on its bOverride_ companion unless the object sets that companion itself; a key that names no property is an error."
    • Changedadd_chooser_column_to_table1 field changed
      • changedInput schema / properties / column_type / description
        Previous value: -"Column struct to append: \"FloatRange\", \"Bool\", \"Enum\", \"Object\", or \"OutputObject\"."New value: +"Column struct to add: \"FloatRange\", \"Bool\", \"Enum\", \"Object\", or \"OutputObject\"."
    • Changedadd_collection_vector_param3 fields changed
      • changedInput schema / properties / collection_path / description
        Previous value: -"Full /Game path to the MPC asset"New value: +"Content path of the Material Parameter Collection asset, e.g. \"/Game/MaterialCollections/MPC_Global\""
      • changedInput schema / properties / default_value / description
        Previous value: -"Optional [r, g, b, a] default color, default [0,0,0,1]"New value: +"Optional [r, g, b, a] default color as floats, default [0,0,0,1]; a shorter array keeps 0 for missing color channels and 1 for alpha"
      • changedInput schema / properties / param_name / description
        Previous value: -"Name of the new vector parameter"New value: +"Name of the vector parameter to add, or whose default to update when the collection has it"
    • Changedadd_event_track_to_sequence1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence."New value: +"Asset name (not a path) of the Level Sequence, e.g. \"LS_Intro\"; the first match under /Game is used, ignoring case."
    • Changedadd_graph_node2 fields changed
      • changedInput schema / properties / target_class / description
        Previous value: -"Class owning the function or cast/spawn target class. For variable_get/variable_set it names the class that owns the variable, producing a non-self member-access node (with a 'target' pin) instead of a self-context node. For create_widget it names the widget class to construct (e.g. WBP_Foo_C, a full asset path, or the widget Blueprint short name); the node exposes that widget's Expose-On-Spawn pins."New value: +"Class owning the function or cast/spawn target class; required for cast and create_widget. For variable_get/variable_set it names the class that owns the variable, producing a non-self member-access node (with a 'target' pin) instead of a self-context node. For create_widget it names the widget class to construct (e.g. WBP_Foo_C, a full asset path, or the widget Blueprint short name); the node exposes that widget's Expose-On-Spawn pins."
      • changedInput schema / required
        Previous value: -[
        -  "node_type",
        -  "event_name",
        -  "function_name",
        -  "target_class",
        -  "variable_name",
        -  "struct_type",
        -  "enum_path",
        -  "dispatcher",
        -  "macro_graph_name"
        -]New value: +[
        +  "node_type"
        +]
    • Changedadd_level_visibility_track3 fields changed
      • changedInput schema / properties / level_names / description
        Previous value: -"Optional array of streamed-level short names the section controls"New value: +"Optional array of streamed-level short names the section controls, e.g. [\"Sublevel_Interior\"]; a non-empty array overwrites the section's list, an empty or omitted one keeps it."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence"New value: +"Asset name (not a path) of the Level Sequence, e.g. \"LS_Intro\"; the first match under /Game is used, ignoring case."
      • changedInput schema / properties / visible / description
        Previous value: -"Optional: true = levels Visible (default), false = Hidden"New value: +"Optional bool, default true (levels Visible); false makes them Hidden. Written on every call."
    • Changedadd_light2 fields changed
      • changedInput schema / properties / color / description
        Previous value: -"[r, g, b] linear color, usually 0..1; default white. Any other form (an object, a hex string, fewer than 3 numbers) sets black."New value: +"[r, g, b] linear color, usually 0..1; default white. Any other value (an object, a hex string, another length) is an error and no light is spawned."
      • changedInput schema / properties / location / description
        Previous value: -"[x, y, z] world location in cm; default [0, 0, 0], also when the array has fewer than 3 numbers."New value: +"[x, y, z] world location in cm; default [0, 0, 0]. Any other value (an object, another length) is an error and no light is spawned."
    • Changedadd_make_struct_node4 fields changed
      • changedInput schema / properties / node_position / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / position_x / type
        Previous value: -"string"New value: +"number"
      • changedInput schema / properties / position_y / type
        Previous value: -"string"New value: +"number"
      • addedInput schema / required
        Added value: +[
        +  "struct_type"
        +]
    • Changedadd_material_function_output2 fields changed
      • changedInput schema / properties / function_path / description
        Previous value: -"Full path to the material function, e.g."New value: +"Full path to the material function, e.g. \"/Game/MyGame/MF_Example.MF_Example\""
      • changedInput schema / properties / output_name / description
        Previous value: -"Name of the new output pin"New value: +"Name of the new output pin, stored as given: a name another output already uses is not made unique"
    • Changedadd_material_parameter_collection_track3 fields changed
      • changedInput schema / properties / frame / description
        Previous value: -"Optional frame number for the key (default 0)"New value: +"Optional key frame in the sequence's tick resolution, not display-rate frames (default 0); fractions are truncated."
      • changedInput schema / properties / parameter_name / description
        Previous value: -"Optional scalar parameter name to key on the MPC track"New value: +"Optional scalar parameter name to key on the MPC track; not checked against the collection. Omit it to add only the track and a section."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence"New value: +"Asset name (not a path) of the Level Sequence, e.g. \"LS_Intro\"; the first match under /Game is used, ignoring case."
    • Changedadd_metasound_graph_input4 fields changed
      • changedInput schema / properties / bool_value / description
        Previous value: -"Bool default baked into the literal (optional, mutually exclusive with other defaults)"New value: +"Bool default baked into the literal, JSON true or false (optional, mutually exclusive with other defaults)"
      • changedInput schema / properties / default_value / description
        Previous value: -"Float default baked into the literal (optional)"New value: +"Float default baked into the literal, a JSON number (optional)"
      • changedInput schema / properties / int_value / description
        Previous value: -"Int32 default baked into the literal (optional, mutually exclusive with other defaults)"New value: +"Int32 default baked into the literal, a whole JSON number (optional, mutually exclusive with other defaults)"
      • changedInput schema / properties / string_value / description
        Previous value: -"String default baked into the literal (optional, mutually exclusive with other defaults)"New value: +"String default baked into the literal, a JSON string (optional, mutually exclusive with other defaults)"
    • Changedadd_niagara_module_to_graph5 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Emitter handle name as shown in the system, e.g. \"Sparks\" (case-insensitive)."
      • changedInput schema / properties / module_script_path / description
        Previous value: -"Asset path of the module UNiagaraScript"New value: +"Module UNiagaraScript asset path, e.g. \"/Niagara/Modules/Update/Forces/GravityForce.GravityForce\"; the call fails without it."
      • changedInput schema / properties / script_group / description
        Previous value: -"Optional \"spawn\" or \"update\"; defaults to \"update\""New value: +"Optional \"spawn\" or \"update\"; defaults to \"update\"; case-insensitive, any other value is an error."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\" (the object path form also works)."
      • changedInput schema / properties / target_index / description
        Previous value: -"Optional stack index for insertion; INDEX_NONE (-1) appends to the end"New value: +"Optional 0-based position in the stack; -1 (INDEX_NONE, the default) and any index past the end append, and an index below -1 inserts first."
    • Changedadd_niagara_simulation_stage1 field changed
      • changedInput schema / properties / iteration_count / description
        Previous value: -"Optional iteration count for the stage; defaults to 1"New value: +"Optional number of times the stage runs in a row, from 0 to 65535 (rounded to a whole number); defaults to 1"
    • Changedadd_rig_bone1 field changed
      • changedInput schema / properties / parent_name / description
        Previous value: -"Existing BONE to parent the new bone under; omitted or empty puts it at the root"New value: +"Existing BONE to parent the new bone under; omitted or empty puts it at the root, and a name that is not a bone of the rig is an error"
    • Changedadd_rig_control4 fields changed
      • changedInput schema / properties / control_name / description
        Previous value: -"Name of the new control"New value: +"Name of the new control, also used as its display name; a name already in use gets a numbered suffix"
      • changedInput schema / properties / control_rig_path / description
        Previous value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\""
      • changedInput schema / properties / parent_name / description
        Previous value: -"Optional existing element name to parent the new control under."New value: +"Optional existing element name to parent the new control under; omitted or empty puts it at the root, and a name the hierarchy lacks is an error."
      • changedInput schema / properties / parent_type / description
        Previous value: -"Element type of the parent (default \"Null\")."New value: +"Element type of the parent (default \"Null\"); case is ignored, \"Space\" means Null, and an unknown type falls back to Null."
    • Changedadd_rig_null5 fields changed
      • changedInput schema / properties / control_rig_path / description
        Previous value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\""
      • changedInput schema / properties / location / description
        Previous value: -"Optional [x, y, z] world location for the new null."New value: +"Optional [x, y, z] location in rig global space for the new null; defaults to the origin."
      • changedInput schema / properties / null_name / description
        Previous value: -"Name of the new null"New value: +"Name of the new null; a name already in use gets a numbered suffix"
      • changedInput schema / properties / parent_name / description
        Previous value: -"Optional existing element name to parent the new null under."New value: +"Optional existing element name to parent the new null under; omitted or empty puts it at the root, and a name the hierarchy lacks is an error."
      • changedInput schema / properties / parent_type / description
        Previous value: -"Element type of the parent (\"Bone\" default, \"Null\"/\"Control\"/etc)."New value: +"Element type of the parent (\"Bone\" default, \"Null\"/\"Control\"/etc); case is ignored, \"Space\" means Null, and an unknown type falls back to Bone."
    • Changedadd_rigvm_node2 fields changed
      • changedInput schema / properties / control_rig_path / description
        Previous value: -"Path to the UControlRigBlueprint asset"New value: +"Asset path of the UControlRigBlueprint, e.g. \"/Game/Rigs/CR_Mannequin\"."
      • changedInput schema / properties / node_name / description
        Previous value: -"Optional explicit node name"New value: +"Optional node name to ask for; defaults to the rig-unit struct name, and a name already in the graph gets a unique suffix."
    • Changedadd_simple_collision_to_static_mesh1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "static_mesh_path",
        -  "dest_path"
        -]New value: +[
        +  "static_mesh_path"
        +]
    • Changedadd_skeletal_mesh_lod2 fields changed
      • changedInput schema / properties / screen_size / description
        Previous value: -"Optional override for ScreenSize.Default of the new LOD (default 0.5)"New value: +"Optional ScreenSize.Default of the new LOD, the screen size at which it switches in (default 0.5); not clamped"
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
    • Changedadd_smart_object_slot_behavior_definition1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path",
        -  "behavior_class"
        -]New value: +[
        +  "definition_path",
        +  "slot_index",
        +  "behavior_class"
        +]
    • Changedadd_smart_object_slot_entrance_annotation1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index"
        +]
    • Changedadd_sound_cue_node2 fields changed
      • changedInput schema / properties / node_type / description
        Previous value: -"One of WavePlayer|Mixer|Random|Looping|Modulator|Delay|Concatenator|Attenuation|Branch|DistanceCrossFade|Doppler|Enveloper|GroupControl|ModulatorContinuous|Oscillator|ParamCrossFade|QualityLevel|SoundClass|Switch|WaveParam"New value: +"One of WavePlayer|Mixer|Random|Looping|Modulator|Delay|Concatenator|Attenuation|Branch|DistanceCrossFade|Doppler|Enveloper|GroupControl|ModulatorContinuous|Oscillator|ParamCrossFade|QualityLevel|SoundClass|Switch|WaveParam (matched without case)"
      • changedInput schema / properties / sound_wave_path / description
        Previous value: -"Optional USoundWave path for WavePlayer nodes only"New value: +"Optional USoundWave path for WavePlayer nodes only; one that does not load leaves the node without a wave (sound_wave_set false)"
    • Changedadd_state_enter_condition3 fields changed
      • changedInput schema / properties / condition_struct / description
        Previous value: -"Condition struct name or /Script path; must derive from StateTreeConditionBase (e.g. \"StateTreeRandomCondition\")"New value: +"Condition struct name or /Script path; must derive from StateTreeConditionBase (e.g. \"StateTreeRandomCondition\"); a leading F is optional"
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state to add the enter condition to"New value: +"Name of the state that gets the condition; the first state with that name in a depth-first walk of the hierarchy is used"
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedadd_submix_effect_to_chain2 fields changed
      • changedInput schema / properties / effect_preset_class / description
        Previous value: -"Optional concrete USoundEffectSubmixPreset subclass path to NewObject"New value: +"Optional concrete USoundEffectSubmixPreset subclass (short name or path) to instantiate in the submix's package; with neither preset param a class is picked by reflection"
      • changedInput schema / properties / effect_preset_path / description
        Previous value: -"Optional existing USoundEffectSubmixPreset to load"New value: +"Optional existing USoundEffectSubmixPreset asset to append by reference; wins over effect_preset_class"
    • Changedadd_tile_view3 fields changed
      • changedInput schema / properties / entry_widget_class / description
        Previous value: -"Optional entry widget class"New value: +"Optional UUserWidget class for each tile: an asset path such as \"/Game/UI/WBP_ItemTile\" or a /Script path."
      • changedInput schema / properties / list_view_name / description
        Previous value: -"FName of the new UTileView widget"New value: +"Name of the new UTileView widget in the tree, e.g. \"ItemTiles\"; also the idempotency key."
      • changedInput schema / properties / widget_blueprint_name / description
        Previous value: -"/Game path of the Widget Blueprint"New value: +"/Game path of the Widget Blueprint, e.g. \"/Game/UI/WBP_Inventory\"."
    • Changedadd_transition_condition3 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state owning the transition"New value: +"Name of the state owning the transition; the first state with that name in a depth-first walk of the hierarchy is used"
      • changedInput schema / properties / transition_index / description
        Previous value: -"Index of the transition within the state (from get_state_tree_info)"New value: +"0-based index of the transition within that state (the index field of list_transitions or get_state_tree_info); required"
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedadd_tree_parameter3 fields changed
      • changedInput schema / properties / parameter_name / description
        Previous value: -"Name of the parameter to add"New value: +"Name of the parameter to add, e.g. \"Speed\"; a name already in the bag, compared case-insensitively, is never added a second time."
      • changedInput schema / properties / parameter_type / description
        Previous value: -"Scalar type: bool, int (default), int64, float, double, name, string, text, byte"New value: +"Scalar type: bool, int (default), int64, float, double, name, string, text, byte; case is ignored, int32 and fstring are accepted as aliases, and an unrecognised type silently becomes a string parameter"
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedadd_tree_view1 field changed
      • changedInput schema / properties / parent_widget_name / description
        Previous value: -"Optional: name of an existing panel widget (UPanelWidget) in the tree to insert the new UTreeView under. Omitted = same root-insertion behavior as add_list_view/add_tile_view (canvas/panel root, else becomes the tree root)."New value: +"Optional: name of an existing panel widget (UPanelWidget) in the tree to insert the new UTreeView under. Omitted = same root-insertion behavior as add_list_view/add_tile_view (canvas/panel root; in an empty tree the view becomes the root; a non-panel root is an error)."
    • Changedadd_viewmodel1 field changed
      • changedInput schema / properties / widget_blueprint_name / description
        Previous value: -"/Game path of the Widget Blueprint asset (string)"New value: +"/Game path of the Widget Blueprint asset, e.g. \"/Game/UI/WBP_HUD\"."
    • Changedadd_weighted_value_keyframe2 fields changed
      • changedInput schema / properties / property_name / description
        Previous value: -"Name of the float property (default \"Weight\"; used for response only)."New value: +"Name or path of the float property whose track gets the key, case ignored; omitted, the first float track of the binding. The reply names the property of the track used."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_name",
        -  "binding_guid",
        -  "time_seconds"
        -]New value: +[
        +  "sequence_name",
        +  "binding_guid",
        +  "time_seconds",
        +  "value"
        +]
    • Changedadd_widget_animation_keyframe1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "animation_name",
        -  "widget_name",
        -  "property_path",
        -  "time_seconds"
        -]New value: +[
        +  "animation_name",
        +  "widget_name",
        +  "property_path",
        +  "time_seconds",
        +  "value"
        +]
    • Changedanalyze_asset_performance1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"The path to the asset in the asset registry."New value: +"Object path (\"/Game/Meshes/SM_Rock.SM_Rock\") or package path (\"/Game/Meshes/SM_Rock\") of an asset the asset registry knows"
    • Changedapply_adaptive_remesh1 field changed
      • changedInput schema / properties / weight_map_name / description
        Previous value: -"Optional name of an existing vertex weight map (resolved via UGeometryScriptLibrary_MeshQueryFunctions::GetWeightMapHandle). If omitted or the mesh does not have such a layer, the engine runs adaptive remesh without a weight map (its default invalid handle)."New value: +"Name of an existing vertex weight map on the mesh (resolved via UGeometryScriptLibrary_MeshQueryFunctions::GetWeightMapHandle); the engine's adaptive remesh needs one, so an omitted name or one the mesh has no layer for makes the call fail with the mesh unchanged."
    • Changedattach_actor3 fields changed
      • changedInput schema / properties / child_actor_name / description
        Previous value: -"Name or label of the child actor to attach"New value: +"Internal name or outliner label of the child actor to attach (first match in the editor world)"
      • changedInput schema / properties / parent_actor_name / description
        Previous value: -"Name or label of the parent actor to attach to"New value: +"Internal name or outliner label of the parent actor to attach to (first match in the editor world)"
      • changedInput schema / properties / socket_name / description
        Previous value: -"Optional socket on the parent to attach to"New value: +"Optional socket name on the parent, not checked; omitted or empty attaches without a socket"
    • Changedbake_skeletal_mesh_lod4 fields changed
      • changedInput schema / properties / generate_base_lod / description
        Previous value: -"bool, re-derive LOD 0 from source (default false)"New value: +"bool, re-derive LOD 0 from its reduction settings when the count is kept (default false)"
      • changedInput schema / properties / new_lod_count / description
        Previous value: -"Target LOD count; <= 0 keeps current and re-runs reduction"New value: +"Target LOD count; fewer than now drops the extra LODs, more appends reduced ones, and <= 0 (the default when omitted) keeps the current count and re-runs reduction"
      • changedInput schema / properties / regenerate_even_if_imported / description
        Previous value: -"bool, regenerate even when LODs are imported (default false)"New value: +"bool, also re-reduce imported LODs above 0 when the count is kept (default false)"
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
    • Changedbind_component_property_to_sequence4 fields changed
      • changedInput schema / properties / component_name / description
        Previous value: -"Component object name, component class name, or \"root\"."New value: +"Component object name (case-insensitive), component class name, or \"root\" for the root component."
      • changedInput schema / properties / property_name / description
        Previous value: -"Name of the property to animate."New value: +"Name of the component property to animate, e.g. \"Intensity\"; used as both property name and path, and not checked against the component."
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Asset path of the Level Sequence."New value: +"Level Sequence as a bare asset name (e.g. \"LS_Intro\") or a /Game package path; the track step matches the last path segment as an asset name, so an object path with a dot fails there."
      • changedInput schema / properties / track_label / description
        Previous value: -"Optional display label for the new track."New value: +"Accepted but not applied: the new track keeps its default display name."
    • Changedbuild_camera_rig1 field changed
      • changedInput schema / properties / camera_rig_path / description
        Previous value: -"/Game/... path to the UCameraRigAsset (required)"New value: +"Content path to the UCameraRigAsset, e.g. \"/Game/Cameras/CR_Player\" (required)"
    • Changedcheck_asset_optimization1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"The path to the asset in the asset registry."New value: +"Object path (\"/Game/Meshes/SM_Rock.SM_Rock\") or package path (\"/Game/Meshes/SM_Rock\") of an asset the asset registry knows"
    • Changedclear_mpci_parameter_overrides1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively (first match)"New value: +"Which world: empty or \"editor\" for the editor world (the default), even while Play-in-Editor runs; \"pie\" (alias \"game\") for the running PIE world, \"server\" or \"client\" for that PIE world, \"pie:N\" for PIE instance N. any other value names a live world by its object name (the editor world is checked first, so a map name selects it) or by its package name (UEDPIE_N_ and the map name for a PIE world), and a value no world has fails and lists the worlds present"
    • Changedclear_uv_channel1 field changed
      • changedInput schema / properties / uv_channel / description
        Previous value: -"Index of the UV channel to clear (0-based; default 0)"New value: +"Index of the UV channel to clear (0-based; default 0); one LOD 0 does not have is an error"
    • Changedcompact_mesh1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or name of the target DynamicMeshActor"New value: +"Label or object name of the DynamicMeshActor in the editor world (case-insensitive)."
    • Changedconfigure_ability_tags2 fields changed
      • changedInput schema / properties / ability_blueprint_path / description
        Previous value: -"Full asset path of the GA Blueprint"New value: +"Asset path of the GameplayAbility Blueprint, e.g. \"/Game/GAS/Abilities/GA_Fireball\"."
      • changedInput schema / properties / asset_tags / description
        Previous value: -"List of gameplay tag strings, e.g. [Ability.Fire]"New value: +"Array of gameplay tag strings that becomes the whole asset-tag set, e.g. [\"Ability.Fire\", \"Ability.Type.Magic\"]; an empty array clears every asset tag."
    • Changedconfigure_post_processing1 field changed
      • changedInput schema / properties / post_process_settings / description
        Previous value: -"Post-processing setting: 'Enabled', 'Disabled', 'High', 'Medium', or 'Low'"New value: +"Post-processing setting: 'Enabled', 'Disabled', 'High', 'Medium', or 'Low'; case is ignored"
    • Changedconnect_sound_cue_nodes2 fields changed
      • changedInput schema / properties / input_index / description
        Previous value: -"Optional target slot, defaults to next free slot"New value: +"Optional zero-based target slot; an occupied slot is overwritten. Omitted: the first empty slot, else a new slot appended"
      • changedInput schema / properties / parent_node_id / description
        Previous value: -"node_id of the upstream node with inputs"New value: +"node_id of the upstream node with inputs (its index in the cue AllNodes)"
    • Changedconvert_map_to_world_partition1 field changed
      • changedInput schema / properties / map_path / description
        Previous value: -"Optional informational path of the map to convert (the world converted is always the current editor world)."New value: +"Accepted and ignored: the world checked is always the current editor world, whatever path is given."
    • Changedcopy_static_mesh_to_dynamic_mesh1 field changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional source LOD index (default 0). LODType is MaxAvailable, so the index is silently clamped to the asset's LOD count."New value: +"Optional source LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a negative one or one the mesh does not have is an error."
    • Changedcreate_attribute_set_blueprint1 field changed
      • removedInput schema / properties / force
        Removed value: -{
        -  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        -  "type": "boolean"
        -}
    • Changedcreate_collection2 fields changed
      • changedInput schema / properties / collection_name / description
        Previous value: -"Name of the collection."New value: +"Name of the collection to create."
      • changedInput schema / properties / share_type / description
        Previous value: -"ECollectionShareType: \"Local\", \"Private\", or \"Shared\" (optional, default \"Local\")"New value: +"ECollectionShareType: \"Local\", \"Private\", or \"Shared\" (optional, default \"Local\"); an unrecognised value falls back to Local"
    • Changedcreate_curve_table2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Name of the new CurveTable asset."New value: +"Name of the new CurveTable asset, e.g. \"CT_Damage\"; also the last segment of its path."
      • changedInput schema / properties / package_path / description
        Previous value: -"Content folder for the asset; defaults to /Game/CurveTables"New value: +"Content folder for the asset, e.g. \"/Game/Data\"; defaults to /Game/CurveTables"
    • Changedcreate_data_layer_asset3 fields changed
      • changedInput schema / properties / data_layer_type / description
        Previous value: -"Data layer type: \"Editor\" or \"Runtime\" (optional, default \"Editor\")"New value: +"Data layer type: \"Editor\" or \"Runtime\" (optional, default \"Editor\"); matched without case, any other value gives Editor"
      • changedInput schema / properties / debug_color / description
        Previous value: -"Optional [r, g, b] or [r, g, b, a] integers 0-255 (defaults to [0, 128, 255, 255])"New value: +"Optional [r, g, b] or [r, g, b, a] integers 0-255 (defaults to [0, 128, 255, 255]); rounded and clamped, alpha 255 when omitted, a shorter array is ignored"
      • changedInput schema / properties / name / description
        Previous value: -"Name of the new data layer asset."New value: +"Name of the new data layer asset, also its package name under package_path."
    • Changedcreate_dynamic_material_on_actor3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name or label of the actor in the editor world"New value: +"Name or label of the actor in the editor world; the first actor whose object name or label matches is used"
      • changedInput schema / properties / element_index / description
        Previous value: -"Material slot index on the mesh component (default 0)"New value: +"Material slot index on the mesh component (default 0); must be below the component's slot count"
      • changedInput schema / properties / parent_material_path / description
        Previous value: -"Optional source material for the MID (default slot's current material)"New value: +"Optional source material for the MID (default slot's current material); when given it is assigned to the slot before the MID is made from it"
    • Changedcreate_editable_skeleton3 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name for the new skeleton"New value: +"Asset name for the new skeleton, e.g. \"SK_Creature_Skeleton\"; with package_path it gives the asset path."
      • changedInput schema / properties / package_path / description
        Previous value: -"UE content folder, e.g. /Game/MyGame"New value: +"UE content folder starting with a slash, e.g. /Game/MyGame"
      • changedInput schema / properties / source_skeleton / description
        Previous value: -"Engine skeleton to duplicate, defaults to SkeletalCube_Skeleton"New value: +"Asset path of the skeleton to duplicate, e.g. \"/Engine/EngineMeshes/SkeletalCube_Skeleton\", which is also the default."
    • Changedcreate_gameplay_ability_blueprint1 field changed
      • removedInput schema / properties / force
        Removed value: -{
        -  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        -  "type": "boolean"
        -}
    • Changedcreate_gameplay_cue_notify_actor1 field changed
      • removedInput schema / properties / force
        Removed value: -{
        -  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        -  "type": "boolean"
        -}
    • Changedcreate_gameplay_cue_notify_burst1 field changed
      • removedInput schema / properties / force
        Removed value: -{
        -  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        -  "type": "boolean"
        -}
    • Changedcreate_gameplay_cue_notify_looping1 field changed
      • removedInput schema / properties / force
        Removed value: -{
        -  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        -  "type": "boolean"
        -}
    • Changedcreate_gameplay_cue_notify_static1 field changed
      • removedInput schema / properties / force
        Removed value: -{
        -  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        -  "type": "boolean"
        -}
    • Changedcreate_gameplay_effect_blueprint1 field changed
      • removedInput schema / properties / force
        Removed value: -{
        -  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        -  "type": "boolean"
        -}
    • Changedcreate_gameplay_mod_magnitude_calculation_blueprint1 field changed
      • removedInput schema / properties / force
        Removed value: -{
        -  "description": "Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk.",
        -  "type": "boolean"
        -}
    • Changedcreate_material_function_instance1 field changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Target /Game package path (auto-prefixed with /Game/ if missing)"New value: +"Target folder as a long package path, e.g. /Game/Materials or /MyPlugin/Funcs; a relative folder is read under /Game"
    • Changedcreate_material_instance_dynamic2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Optional name for the MID (default auto-generated)"New value: +"Optional name for the MID (default auto-generated from MID_ and the parent's name)"
      • changedInput schema / properties / parent_material_path / description
        Previous value: -"Content path to the parent material (e.g. /Game/MyGame/M_Example.M_Example)"New value: +"Content path to the parent material (e.g. /Game/MyGame/M_Example.M_Example); a material or a material instance"
    • Changedcreate_material_parameter_collection_instance1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively (first match)"New value: +"Which world: empty or \"editor\" for the editor world (the default), even while Play-in-Editor runs; \"pie\" (alias \"game\") for the running PIE world, \"server\" or \"client\" for that PIE world, \"pie:N\" for PIE instance N. any other value names a live world by its object name (the editor world is checked first, so a map name selects it) or by its package name (UEDPIE_N_ and the map name for a PIE world), and a value no world has fails and lists the worlds present"
    • Changedcreate_pcg_graph2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Name of the PCG Graph asset to create."New value: +"Name of the PCG Graph asset to create; the object path becomes package_path/name.name."
      • changedInput schema / properties / package_path / description
        Previous value: -"Destination /Game folder (default /Game/PCG)."New value: +"Destination /Game folder (default /Game/PCG); a trailing slash is ignored."
    • Changedcreate_physics_asset1 field changed
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Skeletal mesh to generate the bodies from (default /Engine/EngineMeshes/SkeletalCube); the call fails when it does not load"New value: +"Skeletal mesh to generate the bodies from (default /Engine/EngineMeshes/SkeletalCube); read only for a new asset, which fails when it does not load"
    • Changedcreate_pose_search_database1 field changed
      • changedInput schema / properties / schema_path / description
        Previous value: -"Asset path of an existing UPoseSearchSchema (required)."New value: +"Asset path of an existing UPoseSearchSchema (required); loaded only for a database this call creates."
    • Changedcreate_pose_search_schema3 fields changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content package path (default /Game/MCP)."New value: +"Target content package path (default /Game/MCP); trailing slashes are stripped."
      • changedInput schema / properties / sample_rate / description
        Previous value: -"Schema SampleRate (int, ClampMin=1, ClampMax=240; default 30)."New value: +"Schema SampleRate (int, ClampMin=1, ClampMax=240; default 30); out-of-range values are clamped, and it is applied only to a schema this call creates."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Asset path of the USkeleton (default /Engine/EngineMeshes/SkeletalCube_Skeleton)."New value: +"Asset path of the USkeleton (default /Engine/EngineMeshes/SkeletalCube_Skeleton); loaded only for a schema this call creates."
    • Changedcreate_save_game1 field changed
      • changedInput schema / properties / save_game_class / description
        Previous value: -"Optional SaveGame subclass; defaults to the plugin's concrete UMCPSaveGame (the abstract USaveGame base is rejected)"New value: +"Optional name of a loaded, concrete USaveGame subclass, e.g. \"MySaveGame\" (found with FindFirstObject, never loaded from disk); defaults to the plugin's concrete UMCPSaveGame (the abstract USaveGame base is rejected)"
    • Changedcreate_smart_object_definition2 fields changed
      • changedInput schema / properties / definition_name / description
        Previous value: -"Name for the new Smart Object definition"New value: +"Name for the new Smart Object definition, also its asset name"
      • changedInput schema / properties / num_activity_slots / description
        Previous value: -"Number of slots to add; defaults to 1"New value: +"Slot count to reach, default 1: slots are added until the definition has this many, none are taken away"
    • Changedcreate_sound_class2 fields changed
      • changedInput schema / properties / pitch / description
        Previous value: -"Optional Pitch multiplier on FSoundClassProperties"New value: +"Optional Pitch multiplier on FSoundClassProperties; also written to a class that already exists, unchanged when omitted"
      • changedInput schema / properties / volume / description
        Previous value: -"Optional Volume multiplier on FSoundClassProperties"New value: +"Optional Volume multiplier on FSoundClassProperties; also written to a class that already exists, unchanged when omitted"
    • Changedcreate_subsystem_class_bp2 fields changed
      • changedInput schema / properties / asset_name / description
        Previous value: -"Name for the new Blueprint asset"New value: +"Name for the new Blueprint asset, e.g. \"BP_ScoreSubsystem\""
      • changedInput schema / properties / parent_class / description
        Previous value: -"Parent USubsystem class name"New value: +"Parent USubsystem class: short name with or without the U prefix (e.g. \"GameInstanceSubsystem\"), a /Script path, or a Blueprint asset path"
    • Changedcreate_widget_blueprint1 field changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (no extension)"New value: +"Asset name (no extension), e.g. \"WBP_MainMenu\"; with package_path it gives the asset path."
    • Changeddelete_meta_sound2 fields changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path of the MetaSound Source."New value: +"Asset path of the MetaSound Source or Patch."
      • changedInput schema / required
        Previous value: -[
        -  "metasound_path"
        -]New value: +[
        +  "metasound_path",
        +  "confirm"
        +]
    • Changeddelete_render_job1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "job_name"
        -]
    • Changeddelete_state_tree1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path"
        -]New value: +[
        +  "tree_path",
        +  "confirm"
        +]
    • Changedduplicate_keyframe1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_name",
        -  "binding_guid",
        -  "property_type"
        -]New value: +[
        +  "sequence_name",
        +  "binding_guid",
        +  "property_type",
        +  "source_time_seconds",
        +  "dest_time_seconds"
        +]
    • Changedduplicate_niagara_module_in_stack2 fields changed
      • changedInput schema / properties / module_name / description
        Previous value: -"Display name of the module to duplicate"New value: +"Function name of the module node to duplicate, case-sensitive, as list_niagara_modules gives module_name"
      • changedInput schema / properties / target_index_override / description
        Previous value: -"Optional absolute target index for the duplicate; defaults to one-past-source"New value: +"Optional position for the new module, a JSON number; defaults to the source index plus one among the module nodes of the emitter graph"
    • Changedend_behavior_on_actor1 field changed
      • changedInput schema / properties / behavior_class / description
        Previous value: -"Optional UGameplayBehavior subclass to stop; defaults to UGameplayBehavior (stop all)."New value: +"Optional full path of the UGameplayBehavior subclass to stop, e.g. \"/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased\"; omitted stops every behavior on the pawn, and a path that does not resolve to such a class is an error"
    • Changedexport_data_table_as_json2 fields changed
      • changedInput schema / properties / data_table / description
        Previous value: -"Alias of table_path: pass one of the two."New value: +"Alias of table_path; it is read first, so it wins when both are given."
      • changedInput schema / properties / file_path / description
        Previous value: -"Optional OS path to also write the JSON string to (echoed back as written_to)"New value: +"Optional OS file path; the JSON is also written there as UTF-8, overwriting an existing file, and echoed back as written_to"
    • Changedfind_nearest_point_on_mesh1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "actor_name"
        -]New value: +[
        +  "actor_name",
        +  "query_point"
        +]
    • Changedfind_nearest_ray_intersection_with_mesh2 fields changed
      • changedInput schema / properties / ray_direction / description
        Previous value: -"[x, y, z] direction of the ray; the engine normalizes it, so its length does not matter."New value: +"[x, y, z] direction of the ray; the engine normalizes it, so its length does not matter, but a zero or non-finite direction is an error."
      • changedInput schema / required
        Previous value: -[
        -  "actor_name"
        -]New value: +[
        +  "actor_name",
        +  "ray_origin",
        +  "ray_direction"
        +]
    • Changedfocus_viewport1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Optional actor to focus on, defaults to current selection"New value: +"Optional internal name or outliner label of the actor to frame; omitted, the current selection is framed"
    • Changedget_actor_net_cull_distance1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Engine name of the actor"New value: +"Label of the actor in the editor world (matched against labels, not engine object names, despite the parameter name); first match."
    • Changedget_actors_in_radius1 field changed
      • changedInput schema / properties / center / description
        Previous value: -"World-space center, ARRAY form only: [x, y, z]. Omitted -- or given as an object, or with fewer than 3 numbers -- it silently becomes the origin [0,0,0], which reads exactly like \"nothing is near there\"."New value: +"World-space center, ARRAY form only: [x, y, z]. Omitted, it is the origin [0,0,0], which reads exactly like \"nothing is near there\"; any other value (an object, another length) is an error."
    • Changedget_asset_import_data1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Object path of the asset, e.g. /Game/Imported/MyTex.MyTex."New value: +"Asset path in object form, e.g. \"/Game/Imported/T_Rock.T_Rock\", or package form \"/Game/Imported/T_Rock\"."
    • Changedget_asset_memory_usage1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"The path to the asset in the asset registry."New value: +"Object path (\"/Game/Meshes/SM_Rock.SM_Rock\") or package path (\"/Game/Meshes/SM_Rock\") of an asset the asset registry knows"
    • Changedget_behavior_tree_info1 field changed
      • changedInput schema / properties / behavior_tree_path / description
        Previous value: -"Path or name of the behavior tree to query"New value: +"Content path of the UBehaviorTree asset, e.g. \"/Game/AI/BT_Enemy\"; a bare asset name is not resolved"
    • Changedget_binding_tracks2 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID string of the binding."New value: +"GUID string of the binding, as get_sequence_bindings returns it."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the level sequence asset."New value: +"Asset name (not a path) of the Level Sequence, e.g. \"LS_Intro\"; the first match under /Game is used, ignoring case."
    • Changedget_blackboard_data3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor whose blackboard to dump (use blackboard_path for asset-based read)"New value: +"Object name or label of the editor-world pawn or AIController whose running blackboard to dump; ignored when blackboard_path is given"
      • changedInput schema / properties / blackboard_path / description
        Previous value: -"Path to a UBlackboardData asset (alternative to actor_name)"New value: +"Content path of a UBlackboardData asset to read instead, e.g. \"/Game/AI/BB_Enemy\"; takes precedence over actor_name"
      • removedInput schema / required
        Removed value: -[
        -  "actor_name"
        -]
    • Changedget_curve_table_info1 field changed
      • changedInput schema / properties / curve_table_path / description
        Previous value: -"Full asset path to the UCurveTable (or UCompositeCurveTable)."New value: +"Content path of the UCurveTable (or UCompositeCurveTable), e.g. \"/Game/CurveTables/CT_Damage\"."
    • Changedget_data_table_info1 field changed
      • changedInput schema / properties / table_path / description
        Previous value: -"The full asset path to the DataTable."New value: +"The full asset path to the DataTable or UCompositeDataTable, e.g. \"/Game/Data/DT_Items\"."
    • Changedget_gameplay_cue_notify_info1 field changed
      • changedInput schema / properties / cue_notify_path / description
        Previous value: -"Full asset path of the GameplayCueNotify Blueprint (Static/Burst/Actor/Looping)"New value: +"Full asset path of the GameplayCueNotify Blueprint (Static/Burst/Actor/Looping), e.g. \"/Game/GAS/Cues/GCN_Hit\"."
    • Changedget_hlod_layer_actors1 field changed
      • addedInput schema / required
        Added value: +[
        +  "hlod_layer_path"
        +]
    • Changedget_ik_retarget_chain_details2 fields changed
      • changedInput schema / properties / chain_name / description
        Previous value: -"Name of the retarget chain"New value: +"Name of the retarget chain as get_ik_rig_info lists it, matched without case"
      • changedInput schema / properties / ik_rig_path / description
        Previous value: -"Path to the UIKRigDefinition asset"New value: +"Path to the UIKRigDefinition asset (an IK Rig, not an IK Retargeter)"
    • Changedget_landscape_grass_type_properties2 fields changed
      • changedInput schema / properties / variety_index / description
        Previous value: -"Index of the FGrassVariety to read, default 0"New value: +"Optional index of the FGrassVariety to read, default 0 when omitted; an index outside the grass type's varieties is an error"
      • changedInput schema / required
        Previous value: -[
        -  "grass_path",
        -  "variety_index"
        -]New value: +[
        +  "grass_path"
        +]
    • Changedget_landscape_height_at1 field changed
      • addedInput schema / required
        Added value: +[
        +  "x",
        +  "y"
        +]
    • Changedget_lighting_in_area1 field changed
      • changedInput schema / properties / center / description
        Previous value: -"World-space center, ARRAY form only: [x, y, z]. Omitted -- or given as an object, or with fewer than 3 numbers -- it silently becomes the origin [0,0,0], which reads exactly like \"there are no lights here\"."New value: +"World-space center, ARRAY form only: [x, y, z]. Omitted, it is the origin [0,0,0], which reads exactly like \"there are no lights here\"; any other value (an object, another length) is an error."
    • Changedget_material_graph_info1 field changed
      • changedInput schema / properties / material_path / description
        Previous value: -"Full asset path of the UMaterial."New value: +"UMaterial asset path, e.g. \"/Game/Materials/M_Rock\" or \"/Game/Materials/M_Rock.M_Rock\"; a material instance is not accepted"
    • Changedget_mesh_bounding_box1 field changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0, MaxAvailable)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
    • Changedget_mesh_connected_components2 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset"New value: +"Asset path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Rock\" (the object path form also works)."
    • Changedget_mesh_is_closed2 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset"New value: +"Asset path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Rock\" (the object path form also works)."
    • Changedget_mesh_open_border_loops1 field changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
    • Changedget_mesh_triangle_count2 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset"New value: +"Asset path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Rock\" (the object path form also works)."
    • Changedget_mesh_uv_area1 field changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
    • Changedget_mesh_uv_channel_count1 field changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
    • Changedget_mesh_vertex_count1 field changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
    • Changedget_mesh_volume_area2 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset"New value: +"Asset path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Rock\" (the object path form also works)."
    • Changedget_mesh_volume_area_center1 field changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional LOD index to query (default 0)"New value: +"LOD to read (default 0), from 0 to the mesh's last LOD, echoed as requested_lod_index; a LOD the mesh does not have is an error and nothing is read."
    • Changedget_metasound_graph_info1 field changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path of the MetaSound Source (e.g."New value: +"Asset path of the MetaSound Source, as a package path (\"/Game/MetaSounds/MS_Example\") or an object path (\"/Game/MetaSounds/MS_Example.MS_Example\")."
    • Changedget_modulation_info1 field changed
      • changedInput schema / properties / bus_path / description
        Previous value: -"Asset path to the USoundControlBus"New value: +"Asset path to the USoundControlBus, e.g. \"/Game/Audio/Bus_Music.Bus_Music\""
    • Changedget_mpci_info1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively"New value: +"Which world: empty or \"editor\" for the editor world (the default), even while Play-in-Editor runs; \"pie\" (alias \"game\") for the running PIE world, \"server\" or \"client\" for that PIE world, \"pie:N\" for PIE instance N. any other value names a live world by its object name (the editor world is checked first, so a map name selects it) or by its package name (UEDPIE_N_ and the map name for a PIE world), and a value no world has fails and lists the worlds present"
    • Changedget_niagara_effect_type1 field changed
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\" (the object path form also works)."
    • Changedget_physics_asset_info1 field changed
      • changedInput schema / properties / physics_asset_path / description
        Previous value: -"/Game path to the UPhysicsAsset."New value: +"Path of the UPhysicsAsset, e.g. \"/Game/Physics/PA_Hero\" or \"/Game/Physics/PA_Hero.PA_Hero\"."
    • Changedget_primary_asset_cook_rules1 field changed
      • changedInput schema / properties / primary_asset_type / description
        Previous value: -"Name of the primary asset type (e.g. \"Item\")."New value: +"Name of the primary asset type as configured in PrimaryAssetTypesToScan (e.g. \"Item\")."
    • Changedget_primary_asset_id_from_path1 field changed
      • changedInput schema / properties / object_path / description
        Previous value: -"Full object path (e.g. /Game/MyAsset.MyAsset)"New value: +"Full object path including the object name (e.g. /Game/MyAsset.MyAsset); a package-only path does not match"
    • Changedget_rigvm_graph1 field changed
      • changedInput schema / properties / control_rig_path / description
        Previous value: -"Path to the UControlRigBlueprint asset"New value: +"Asset path of the UControlRigBlueprint, e.g. \"/Game/Rigs/CR_Mannequin\"."
    • Changedget_river_spline_points1 field changed
      • changedInput schema / properties / water_body_label / description
        Previous value: -"Label of the AWaterBody actor"New value: +"Actor label of the AWaterBody in the editor world (case-insensitive; the object name does not match)."
    • Changedget_sequence_spawnables1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the level sequence asset."New value: +"Asset name (not a path) of the Level Sequence, e.g. \"LS_Intro\"; the first match under /Game is used, ignoring case."
    • Changedget_skeletal_mesh_lod_info2 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"LOD index to query (default 0)"New value: +"0-based LOD index to read (default 0); it must be below the LOD count of the mesh"
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
    • Changedget_skeletal_mesh_material_slots1 field changed
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
    • Changedget_smart_object_definition_summary1 field changed
      • changedInput schema / properties / definition_path / description
        Previous value: -"Path to the USmartObjectDefinition asset"New value: +"Object path of the USmartObjectDefinition asset, e.g. /Game/AI/SO_Bench.SO_Bench"
    • Changedget_smart_object_slot_entrance_annotations1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index"
        +]
    • Changedget_sound_modulation_patch_info1 field changed
      • changedInput schema / properties / patch_path / description
        Previous value: -"Asset path to the USoundModulationPatch"New value: +"Asset path to the USoundModulationPatch, e.g. \"/Game/Audio/Patch_Duck.Patch_Duck\""
    • Changedget_sound_wave_properties1 field changed
      • changedInput schema / properties / sound_wave_path / description
        Previous value: -"Full content path of the target USoundWave."New value: +"Full content path of the target USoundWave, e.g. \"/Game/Audio/MySound\"."
    • Changedget_static_mesh_lightmap1 field changed
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Crate\"."
    • Changedget_static_mesh_sections1 field changed
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Crate\"."
    • Changedget_usd_attribute_value4 fields changed
      • changedInput schema / properties / attr_name / description
        Previous value: -"Attribute name to read"New value: +"Attribute name to read, e.g. \"size\""
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage (default the file basename) or create_usd_stage (default \"Untitled\")."
      • changedInput schema / properties / time / description
        Previous value: -"Optional time code (default: unset = static default)"New value: +"Optional USD time code to read at, e.g. 24; when omitted the default time is read (the static default value, not a sample)"
    • Changedget_water_body_gerstner_wave_detail1 field changed
      • changedInput schema / properties / water_body_label / description
        Previous value: -"Label of the AWaterBody actor"New value: +"Actor label of the AWaterBody in the editor world (case-insensitive; the object name does not match)."
    • Changedinitialize_data_registry1 field changed
      • changedInput schema / properties / registry_path / description
        Previous value: -"Content path to the UDataRegistry asset."New value: +"Path of the UDataRegistry asset, e.g. \"/Game/Data/DR_Items\" or \"/Game/Data/DR_Items.DR_Items\"."
    • Changedinspect_subsystem_instance1 field changed
      • addedInput schema / properties / world
        Added value: +{
        +  "description": "Optional world selector for the world, gameinstance and localplayer lifetimes, ignored by the others: editor, pie (ambiguous: PlayWorld, else the first PIE context), game (alias of pie), server (the PIE world with authority), client or pie:N. Absent means editor for world and pie for gameinstance and localplayer. An unrecognised value fails naming the worlds that exist",
        +  "type": "string"
        +}
    • Changedinterchange_get_node_container1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Asset path (e.g. \"/Game/Foo/Foo\")"New value: +"Asset path (e.g. \"/Game/Foo/Foo\") or fully-qualified object path (\"/Game/Foo/Foo.Foo\")"
    • Changedinterchange_get_pipeline_properties1 field changed
      • changedInput schema / properties / pipeline_path / description
        Previous value: -"Object path of the pipeline asset to read (loaded via LoadObject, must be a UInterchangePipelineBase)."New value: +"Object path of the pipeline asset to read (loaded via LoadObject, must be a UInterchangePipelineBase), e.g. \"/Game/Pipelines/MyMeshPipeline.MyMeshPipeline\"."
    • Changedis_point_inside_mesh1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "actor_name"
        -]New value: +[
        +  "actor_name",
        +  "query_point"
        +]
    • Changedlink_media_texture_to_player2 fields changed
      • changedInput schema / properties / media_player_path / description
        Previous value: -"Asset path of the UMediaPlayer to bind."New value: +"Asset path of the UMediaPlayer to bind, e.g. \"/Game/Media/MP_Intro\" (the object path form also works)."
      • changedInput schema / properties / media_texture_path / description
        Previous value: -"Asset path of the UMediaTexture (e.g."New value: +"Asset path of the UMediaTexture, e.g. \"/Game/Media/T_Intro\" (the object path form also works)."
    • Changedlist_behavior_configs1 field changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Optional path filter (default \"/Game\"). Pass \"\" to scan all."New value: +"Optional content folder searched recursively (default \"/Game\"); an empty string also means /Game, so another mount point needs its own path"
    • Changedlist_considerations2 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state; the first state with that name in a depth-first walk of the hierarchy is used."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedlist_local_player_subsystems1 field changed
      • addedInput schema / properties / world
        Added value: +{
        +  "description": "Optional world selector: absent or pie (the default, ambiguous: PlayWorld, else the first PIE context), game (alias of pie), server (the PIE world with authority), client, pie:N, or editor (which has no game instance, so it fails). An unrecognised value fails naming the worlds that exist",
        +  "type": "string"
        +}
    • Changedlist_scripted_action_utilities1 field changed
      • changedInput schema / properties / path / description
        Previous value: -"Optional content path to search under (default /Game)"New value: +"Content folder to search, subfolders included, e.g. \"/Game/EditorTools\", without a trailing slash (default /Game)."
    • Changedlist_states1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "root_state"
        -]New value: +[
        +  "tree_path"
        +]
    • Changedlist_tree_parameters1 field changed
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedload_game_async2 fields changed
      • changedInput schema / properties / slot_name / description
        Previous value: -"Save slot name"New value: +"Save slot name, non-empty; on desktop the file is Saved/SaveGames/<slot>.sav."
      • changedInput schema / properties / user_index / description
        Previous value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
    • Changedload_world_partition_region1 field changed
      • addedInput schema / required
        Added value: +[
        +  "min",
        +  "max"
        +]
    • Changedmetasound_set_input_default4 fields changed
      • changedInput schema / properties / bool_value / description
        Previous value: -"Bool default value (optional, mutually exclusive with value/int_value/string_value)"New value: +"Bool default value, JSON true or false (optional, mutually exclusive with value/int_value/string_value)"
      • changedInput schema / properties / int_value / description
        Previous value: -"Int32 default value (optional, mutually exclusive with value/bool_value/string_value)"New value: +"Int32 default value, a whole JSON number (optional, mutually exclusive with value/bool_value/string_value)"
      • changedInput schema / properties / string_value / description
        Previous value: -"String default value (optional, mutually exclusive with value/int_value/bool_value)"New value: +"String default value, a JSON string (optional, mutually exclusive with value/int_value/bool_value)"
      • changedInput schema / properties / value / description
        Previous value: -"Float default value (optional, used if no other *_value is provided)"New value: +"Float default value, a JSON number (optional, used if no other *_value is provided); another JSON type is an error"
    • Changedmetasound_set_node_input_default4 fields changed
      • changedInput schema / properties / bool_value / description
        Previous value: -"Bool default (optional, mutually exclusive)."New value: +"Bool default, JSON true or false (optional, mutually exclusive)."
      • changedInput schema / properties / int_value / description
        Previous value: -"Int32 default (optional, mutually exclusive)."New value: +"Int32 default, a whole JSON number (optional, mutually exclusive)."
      • changedInput schema / properties / string_value / description
        Previous value: -"String default (optional, mutually exclusive)."New value: +"String default, a JSON string (optional, mutually exclusive)."
      • changedInput schema / properties / value / description
        Previous value: -"Float default (optional, used if no other *_value is provided)."New value: +"Float default, a JSON number (optional, used if no other *_value is provided)."
    • Changedmove_niagara_simulation_stage2 fields changed
      • changedInput schema / properties / stage_index / description
        Previous value: -"Optional 0-based index into the emitter's simulation stages; takes precedence over stage_name when both are supplied."New value: +"Optional 0-based index into the emitter's simulation stages, a JSON number; takes precedence over stage_name when both are supplied."
      • changedInput schema / properties / target_index / description
        Previous value: -"Required 0-based target index the stage should occupy after the move (must be in [0, total_simulation_stages))."New value: +"Required 0-based target index the stage should occupy after the move, a JSON number in [0, total_simulation_stages)."
    • Changedoverlap_scene1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "shape",
        -  "location",
        -  "radius",
        -  "half_height"
        -]New value: +[
        +  "shape",
        +  "location"
        +]
    • Changedpaste_actors1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional world point to centre the pasted group on, ARRAY form only [x, y, z] (the group's average is moved there, each actor's offset preserved). Omit to paste where the originals were; a malformed array silently means the origin."New value: +"Optional world point to centre the pasted group on, ARRAY form only [x, y, z] (the group's average is moved there, each actor's offset preserved). Omit to paste where the originals were; any other value (an object, another length) is an error and nothing is pasted."
    • Changedplay_level_sequence_runtime1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the sequence to play"New value: +"Asset name of the Level Sequence, not its path, e.g. \"LS_Intro\"; matched case-insensitively, and the first match under /Game is used."
    • Changedprint_to_output_log2 fields changed
      • changedInput schema / properties / message / description
        Previous value: -"The text to log."New value: +"The text to log; empty is an error."
      • changedInput schema / properties / verbosity / description
        Previous value: -"UE_LOG verbosity: \"Log\" (default), \"Warning\", \"Error\"."New value: +"UE_LOG verbosity: \"Log\" (default), \"Warning\", \"Error\"; matched without case, and any other value logs at Log."
    • Changedremove_anim_blueprint1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_anim_composite1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_anim_montage1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_anim_sequence1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_blend_space1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_blendspace_1d1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_niagara_renderer1 field changed
      • changedInput schema / properties / renderer_index / description
        Previous value: -"0-based index into the emitter's renderers list (use get_niagara_emitter_renderers to find the index)"New value: +"0-based index into the emitter's renderers list, a JSON number (use get_niagara_emitter_renderers to find the index)"
    • Changedremove_niagara_simulation_stage1 field changed
      • changedInput schema / properties / stage_index / description
        Previous value: -"Optional 0-based index into the emitter's simulation stages; takes precedence over stage_name when both are supplied."New value: +"Optional 0-based index into the emitter's simulation stages, a JSON number; takes precedence over stage_name when both are supplied."
    • Changedremove_pose_asset1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_render_target_2d1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_render_target_2d_array1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_render_target_cube1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_skeletal_mesh_morph_target2 fields changed
      • changedInput schema / properties / morph_target_name / description
        Previous value: -"Name of the morph target to remove"New value: +"Name of the morph target to delete, as get_skeletal_mesh_morph_targets lists it"
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
    • Changedremove_smart_object_definition_default_behavior1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "behavior_index"
        +]
    • Changedremove_smart_object_slot1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index"
        +]
    • Changedremove_smart_object_slot_behavior_definition1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index",
        +  "behavior_index"
        +]
    • Changedremove_smart_object_slot_entrance_annotation1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index",
        +  "entrance_index"
        +]
    • Changedremove_static_mesh_collision1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "static_mesh_path",
        -  "dest_path"
        -]New value: +[
        +  "static_mesh_path"
        +]
    • Changedremove_static_mesh_socket2 fields changed
      • changedInput schema / properties / socket_name / description
        Previous value: -"Name of the socket to remove."New value: +"Name of the socket to remove, compared as an FName (case-insensitive)."
      • changedInput schema / properties / static_mesh_path / description
        Previous value: -"Content path to the UStaticMesh asset."New value: +"Package or object path of the UStaticMesh, e.g. \"/Game/Meshes/SM_Crate\"."
    • Changedremove_static_texture_from_render_target1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_texture_2d_array1 field changed
      • addedInput schema / required
        Added value: +[
        +  "asset_path"
        +]
    • Changedremove_trigger_box1 field changed
      • addedInput schema / required
        Added value: +[
        +  "actor_name"
        +]
    • Changedremove_trigger_sphere2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Object name of the TriggerSphere actor (its editor label is not matched); the command fails without it."New value: +"Object name of the TriggerSphere actor, e.g. TriggerSphere_0, matched without case (its editor label is not matched); the command fails without it."
      • addedInput schema / required
        Added value: +[
        +  "actor_name"
        +]
    • Changedremove_volume1 field changed
      • addedInput schema / required
        Added value: +[
        +  "actor_name"
        +]
    • Changedreorder_niagara_modules2 fields changed
      • changedInput schema / properties / module_name / description
        Previous value: -"Display name of the module to move"New value: +"Function name of the module node to move, case-sensitive, as list_niagara_modules gives module_name"
      • changedInput schema / properties / target_index / description
        Previous value: -"Non-negative target index in the ordered stack"New value: +"Target position, a JSON number of 0 or more, counted over the module nodes of the emitter graph; clamped to the last; the call fails without it"
    • Changedrun_asset_action_utility2 fields changed
      • changedInput schema / properties / function_name / description
        Previous value: -"CallInEditor action to run (default first action)"New value: +"Name of the CallInEditor action to run, case-insensitive; when absent the first action found on the class runs."
      • changedInput schema / properties / utility_path / description
        Previous value: -"Object path of the utility blueprint, e.g."New value: +"Asset path of the utility Blueprint, e.g. \"/Game/EditorTools/EUA_RenameTextures\" (the object path form also works)."
    • Changedrun_editor_utility_widget1 field changed
      • changedInput schema / properties / widget_blueprint_path / description
        Previous value: -"/Game path of the Editor Utility Widget Blueprint"New value: +"Asset path of the Editor Utility Widget Blueprint, e.g. \"/Game/EditorTools/EUW_Tools\" (the object path form also works)."
    • Changedscatter_foliage_in_box2 fields changed
      • changedInput schema / properties / count / description
        Previous value: -"Number of instances to scatter, default 8"New value: +"Optional number of instances to scatter, default 8 when omitted; a negative count is taken as 0"
      • changedInput schema / required
        Previous value: -[
        -  "foliage_type_path",
        -  "count"
        -]New value: +[
        +  "foliage_type_path"
        +]
    • Changedset_ability_cooldown2 fields changed
      • changedInput schema / properties / ability_blueprint_path / description
        Previous value: -"Full asset path of the GameplayAbility Blueprint"New value: +"Asset path of the GameplayAbility Blueprint, e.g. \"/Game/GAS/Abilities/GA_Fireball\"."
      • changedInput schema / properties / cooldown_effect_path / description
        Previous value: -"Full asset path of the GameplayEffect Blueprint to use as the cooldown (typically HasDuration)"New value: +"Asset path of the GameplayEffect Blueprint used as the cooldown, e.g. \"/Game/GAS/Effects/GE_Cooldown_Fireball\"; typically a HasDuration effect."
    • Changedset_actor_net_cull_distance2 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Label of the actor in the editor world."New value: +"Label of the actor in the editor world (first match)."
      • changedInput schema / properties / distance / description
        Previous value: -"Net cull distance in cm (will be squared before being set)."New value: +"Net cull distance in cm (will be squared before being set); a negative value squares to the same distance."
    • Changedset_actor_net_update_frequency3 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Label of the actor in the editor world."New value: +"Label of the actor in the editor world (first match)."
      • changedInput schema / properties / frequency / description
        Previous value: -"Net update frequency in Hz."New value: +"Net update frequency in Hz (updates per second), written as given; required."
      • changedInput schema / properties / min_frequency / description
        Previous value: -"Optional minimum net update frequency in Hz."New value: +"Optional minimum net update frequency in Hz, the floor adaptive net update frequency may drop to; omitted leaves it unchanged."
    • Changedset_actor_transform2 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional new WORLD location, ARRAY form only: [x, y, z]. Absolute, not a delta; an object or a shorter array is silently read as the origin, which teleports the actor to 0,0,0."New value: +"Optional new WORLD location, ARRAY form only: [x, y, z]. Absolute, not a delta; any other value (an object, another length) is an error and the actor is not touched."
      • changedInput schema / properties / scale / description
        Previous value: -"Optional new WORLD scale, ARRAY form only: [x, y, z]. A malformed value silently becomes 0,0,0 and the actor disappears."New value: +"Optional new WORLD scale, ARRAY form only: [x, y, z]. Any other value (an object, another length) is an error and the actor is not touched."
    • Changedset_anim_curve_color1 field changed
      • changedInput schema / properties / color / description
        Previous value: -"RGBA color as [r, g, b, a] in 0..1 (default [1,1,1,1])."New value: +"Color as [r, g, b] or [r, g, b, a], usually 0..1 (numbers within the float range); a is 1 when omitted, and an omitted color is white [1,1,1,1]. Any other value is an error."
    • Changedset_anim_transition_rule_from_bool4 fields changed
      • changedInput schema / properties / machine_name / description
        Previous value: -"Name of the state machine that owns the transition"New value: +"Name of the state machine that owns the transition, matched without case"
      • changedInput schema / properties / source_state / description
        Previous value: -"Name of the source state (transition origin)"New value: +"Name of the source state or conduit (transition origin)"
      • changedInput schema / properties / target_state / description
        Previous value: -"Name of the target state (transition destination)"New value: +"Name of the target state or conduit (transition destination)"
      • changedInput schema / properties / variable_name / description
        Previous value: -"Name of an existing bool variable on the AnimBP (or its parent C++ class)"New value: +"Name of an existing bool variable on the AnimBP (or its parent C++ class); the rule reads it as is, true lets the transition pass"
    • Changedset_anim_transition_rule_from_comparison5 fields changed
      • changedInput schema / properties / comparison_value / description
        Previous value: -"Float literal on the right-hand side of the comparison"New value: +"Right-hand side of the comparison (default 0), written into the double literal node with six decimal places"
      • changedInput schema / properties / machine_name / description
        Previous value: -"Name of the state machine that owns the transition"New value: +"Name of the state machine that owns the transition, matched without case"
      • changedInput schema / properties / source_state / description
        Previous value: -"Name of the source state (transition origin)"New value: +"Name of the source state or conduit (transition origin)"
      • changedInput schema / properties / target_state / description
        Previous value: -"Name of the target state (transition destination)"New value: +"Name of the target state or conduit (transition destination)"
      • changedInput schema / properties / variable_name / description
        Previous value: -"Name of an existing float variable on the AnimBP (or its parent C++ class)"New value: +"Name of an existing float variable (a Blueprint float, or a C++ float or double property) on the AnimBP or its parent class; the left-hand side of the comparison"
    • Changedset_attach_section_rules1 field changed
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter to pick the track (\"transform\"|\"float\"|\"bool\"|\"vector\"|\"color\"|\"visibility\"|\"audio\"|\"event\"|\"fade\"|\"skeletalanimation\"|\"subsequence\"|\"cameracut\"|\"property\"); used when track_index is omitted."New value: +"Optional class filter to pick the track (\"transform\"|\"float\"|\"bool\"|\"vector\"|\"color\"|\"visibility\"|\"audio\"|\"event\"|\"fade\"|\"skeletalanimation\"|\"subsequence\"|\"cameracut\"|\"property\"): the first track of that kind on the binding; omitted or unrecognised, track_index picks the track."
    • Changedset_audio_section_start_offset4 fields changed
      • changedInput schema / properties / section_index / description
        Previous value: -"Index of the audio section on the audio track (default 0)."New value: +"Index of the section on the sequence's first root audio track (default 0)."
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Asset path of the Level Sequence."New value: +"Full /Game path OR bare asset name of the Level Sequence; a path that does not load falls back to its asset name."
      • changedInput schema / properties / start_offset_frames / description
        Previous value: -"Optional raw frame offset (use for non-display-rate precision)."New value: +"Optional offset in tick-resolution frames (the unit get_audio_section_properties reports), written as-is with fractions truncated; wins over start_offset_seconds."
      • changedInput schema / properties / start_offset_seconds / description
        Previous value: -"Optional offset in seconds (converted via display rate)."New value: +"Optional offset into the clip in seconds, converted to tick-resolution frames and rounded; ignored when start_offset_frames is given."
    • Changedset_audio_track_pitch1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_name"
        -]New value: +[
        +  "sequence_name",
        +  "pitch"
        +]
    • Changedset_audio_track_volume1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_name"
        -]New value: +[
        +  "sequence_name",
        +  "volume"
        +]
    • Changedset_blueprint_component_property1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "component_name",
        -  "property_name"
        -]New value: +[
        +  "component_name",
        +  "property_name",
        +  "property_value"
        +]
    • Changedset_bone_transform3 fields changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Bone to update"New value: +"Name of an existing bone of that skeleton, e.g. \"spine_01\"."
      • changedInput schema / properties / local_transform / description
        Previous value: -"{location:[x,y,z], rotation:[p,y,r], scale:[x,y,z]} — all three required"New value: +"Object {location:[x,y,z], rotation:[pitch,yaw,roll] or {pitch,yaw,roll}, scale:[x,y,z]} relative to the parent bone; the whole transform is written, so an omitted location or rotation becomes zero and an omitted or zero scale becomes 1."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"Asset path of the USkeleton, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
    • Changedset_camera_rig_rail_position2 fields changed
      • changedInput schema / properties / position / description
        Previous value: -"Normalised position on the rail, 0.0 to 1.0."New value: +"Normalised position on the rail, 0.0 to 1.0, as a fraction of the spline length."
      • changedInput schema / properties / rig_actor_name / description
        Previous value: -"Name or label of the CameraRig_Rail actor."New value: +"Object name or label of the CameraRig_Rail actor, e.g. the internal_name create_camera_rig_rail returns."
    • Changedset_cine_camera_aperture1 field changed
      • changedInput schema / properties / camera_actor_name / description
        Previous value: -"Name or label of the CineCameraActor to modify."New value: +"Object name or label of the CineCameraActor (or other actor with a CineCameraComponent) to modify."
    • Changedset_cine_camera_focal_length1 field changed
      • changedInput schema / properties / camera_actor_name / description
        Previous value: -"Name or label of the CineCameraActor to modify."New value: +"Object name or label of the CineCameraActor (or other actor with a CineCameraComponent) to modify."
    • Changedset_component_parameter_override3 fields changed
      • changedInput schema / properties / parameter_name / description
        Previous value: -"Root parameter name to override (must exist on the bound tree)"New value: +"Root parameter name to override (must exist on the bound tree); required unless clear_overrides is true"
      • changedInput schema / properties / value / description
        Previous value: -"Optional string-encoded value; type-driven by the parameter's FPropertyBagPropertyDesc"New value: +"String-encoded value; type-driven by the parameter's FPropertyBagPropertyDesc. Required unless clear_overrides is true"
      • changedInput schema / required
        Previous value: -[
        -  "actor_label",
        -  "parameter_name",
        -  "value"
        -]New value: +[
        +  "actor_label"
        +]
    • Changedset_component_property1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "actor_name",
        -  "component_name",
        -  "property_name"
        -]New value: +[
        +  "actor_name",
        +  "component_name",
        +  "property_name",
        +  "property_value"
        +]
    • Changedset_data_asset_property1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "data_asset_path",
        -  "property_name"
        -]New value: +[
        +  "data_asset_path",
        +  "property_name",
        +  "value"
        +]
    • Changedset_data_table_row_from_json1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "table_path",
        -  "row_name"
        -]New value: +[
        +  "table_path",
        +  "row_name",
        +  "row_json"
        +]
    • Changedset_data_table_rows_from_json1 field changed
      • addedInput schema / required
        Added value: +[
        +  "rows"
        +]
    • Changedset_decal_material2 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Label of the ADecalActor in the editor world."New value: +"Actor label of the ADecalActor in the editor world (case-insensitive; the object name does not match)."
      • changedInput schema / properties / material_path / description
        Previous value: -"Content path of the UMaterialInterface."New value: +"Asset path of the UMaterialInterface, e.g. \"/Game/Decals/M_Decal_Crack\" (the object path form also works); echoed back as given."
    • Changedset_decal_size5 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Label of the ADecalActor in the editor world."New value: +"Actor label of the ADecalActor in the editor world (case-insensitive; the object name does not match)."
      • changedInput schema / properties / decal_size / description
        Previous value: -"Optional [x, y, z] half-extent (overrides size_x/size_y/size_z)."New value: +"Optional array of exactly 3 numbers [x, y, z], the half-extents in cm; when valid it overrides size_x, size_y and size_z, and any other length is ignored."
      • changedInput schema / properties / size_x / description
        Previous value: -"Optional X half-extent."New value: +"Optional X half-extent in cm (the projection depth); used only without a valid decal_size."
      • changedInput schema / properties / size_y / description
        Previous value: -"Optional Y half-extent."New value: +"Optional Y half-extent in cm; used only without a valid decal_size."
      • changedInput schema / properties / size_z / description
        Previous value: -"Optional Z half-extent."New value: +"Optional Z half-extent in cm; used only without a valid decal_size."
    • Changedset_decal_sort_order2 fields changed
      • changedInput schema / properties / sort_order / description
        Previous value: -"New sort order value."New value: +"New sort order value, a whole number (a fraction is rounded); required."
      • changedInput schema / required
        Previous value: -[
        -  "actor_label"
        -]New value: +[
        +  "actor_label",
        +  "sort_order"
        +]
    • Changedset_eqs_generator_properties2 fields changed
      • changedInput schema / properties / option_index / description
        Previous value: -"Option index whose generator is edited (default 0)"New value: +"Zero-based option index whose generator is edited (default 0); out of range is an error"
      • changedInput schema / properties / properties / description
        Previous value: -"JSON object { PropertyName: value, ... } applied to the generator"New value: +"JSON object { PropertyName: value, ... } applied to the generator, keys as named on its class (value formats in the description)"
    • Changedset_far_clip_plane1 field changed
      • changedInput schema / properties / distance / description
        Previous value: -"Far clip distance (in cm). Pass 0 to clear the override (use GFarClippingPlane)."New value: +"Far clip distance in cm; 0 or any negative value clears the override and the default far plane applies"
    • Changedset_game_mode_override1 field changed
      • changedInput schema / properties / game_mode_class / description
        Previous value: -"AGameModeBase-derivative class name (short or /Script/ path)"New value: +"AGameModeBase-derivative class: a native short name (e.g. \"GameModeBase\"), a /Script/ path, or a Blueprint GameMode asset path (e.g. \"/Game/Core/BP_MyGameMode\")"
    • Changedset_gameplay_cue_notify_looping_properties1 field changed
      • changedInput schema / properties / cue_notify_path / description
        Previous value: -"Full asset path of the GameplayCueNotify_Looping Blueprint"New value: +"Full asset path of the GameplayCueNotify_Looping Blueprint, e.g. \"/Game/GAS/Cues/GCN_Aura\"."
    • Changedset_gameplay_effect_component_asset_tags2 fields changed
      • changedInput schema / properties / tags / type
        Previous value: -"string"New value: +"array"
      • addedInput schema / required
        Added value: +[
        +  "tags"
        +]
    • Changedset_gameplay_effect_component_block_ability_tags2 fields changed
      • changedInput schema / properties / tags / type
        Previous value: -"string"New value: +"array"
      • addedInput schema / required
        Added value: +[
        +  "tags"
        +]
    • Changedset_gameplay_effect_component_target_tags2 fields changed
      • changedInput schema / properties / tags / type
        Previous value: -"string"New value: +"array"
      • addedInput schema / required
        Added value: +[
        +  "tags"
        +]
    • Changedset_level_sequence_time_runtime1 field changed
      • changedInput schema / properties / time / description
        Previous value: -"Playback time in seconds, must be >= 0"New value: +"Playback time in seconds from the start of the sequence, must be >= 0"
    • Changedset_light_color2 fields changed
      • changedInput schema / properties / color / description
        Previous value: -"Color in 'R,G,B,A' or 'R,G,B' format (values 0-1) or hex '#RRGGBB' format"New value: +"Color in 'R,G,B,A' or 'R,G,B' format (values 0-1) or hex '#RRGGBB' format; alpha defaults to 1, and in the comma form a part that is not a number reads as 0"
      • changedInput schema / properties / light_name / description
        Previous value: -"Name of the light actor to modify"New value: +"Object name of the light actor (e.g. \"PointLight_2\"), compared case-insensitively; the Outliner label is not matched"
    • Changedset_light_intensity2 fields changed
      • changedInput schema / properties / intensity / description
        Previous value: -"New intensity value (float)"New value: +"New intensity as a float in the light's own units (lux for a directional light, its intensity units for a local light); not clamped"
      • changedInput schema / properties / light_name / description
        Previous value: -"Name of the light actor to modify"New value: +"Object name of the light actor (e.g. \"PointLight_2\"), compared case-insensitively; the Outliner label is not matched"
    • Changedset_marked_frames_locked2 fields changed
      • changedInput schema / properties / locked / description
        Previous value: -"Bool: whether marked frames should be locked."New value: +"Bool, required: true locks the marked frames, false unlocks them."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target Level Sequence."New value: +"Asset name (not a path) of the Level Sequence, e.g. \"LS_Intro\"; the first match under /Game is used, ignoring case."
    • Changedset_material_domain2 fields changed
      • changedInput schema / properties / domain / description
        Previous value: -"One of 'Surface', 'PostProcess', 'UI', 'DeferredDecal',"New value: +"One of 'Surface', 'PostProcess', 'UI', 'DeferredDecal', 'LightFunction', 'Volume', matched without case; post_process, userinterface, decal, deferred_decal and light_function (or the same words with spaces) work too"
      • changedInput schema / properties / material_path / description
        Previous value: -"Full path to the material, e.g. '/Game/MyGame/M_Example.M_Example'"New value: +"Full path to the material, e.g. '/Game/MyGame/M_Example.M_Example'; a UMaterial, not a material instance"
    • Changedset_mesh_material_id1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "actor_name"
        -]New value: +[
        +  "actor_name",
        +  "material_id"
        +]
    • Changedset_mesh_material_id_in_region1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "actor_name"
        -]New value: +[
        +  "actor_name",
        +  "material_id"
        +]
    • Changedset_metasound_preset_parameter4 fields changed
      • changedInput schema / properties / parameter_name / description
        Previous value: -"Name of the graph input parameter to set."New value: +"Name of the graph input to set, as get_metasound_preset_parameters lists it."
      • changedInput schema / properties / preset_path / description
        Previous value: -"Content path of the MetaSound preset asset."New value: +"Content path of the MetaSound preset asset, e.g. \"/Game/Audio/MSP_Engine\"."
      • changedInput schema / properties / value / description
        Previous value: -"Value to set. Interpreted according to parameter_type."New value: +"Value to set, of the JSON type parameter_type names: a number for float, a whole number for int, true or false for bool, a string for string; a missing value or another type is an error"
      • changedInput schema / required
        Previous value: -[
        -  "preset_path",
        -  "parameter_name"
        -]New value: +[
        +  "preset_path",
        +  "parameter_name",
        +  "value"
        +]
    • Changedset_mpci_parent_collection1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively (first match)"New value: +"Which world: empty or \"editor\" for the editor world (the default), even while Play-in-Editor runs; \"pie\" (alias \"game\") for the running PIE world, \"server\" or \"client\" for that PIE world, \"pie:N\" for PIE instance N. any other value names a live world by its object name (the editor world is checked first, so a map name selects it) or by its package name (UEDPIE_N_ and the map name for a PIE world), and a value no world has fails and lists the worlds present"
    • Changedset_mpci_scalar_parameter_value2 fields changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Optional world context label, default editor"New value: +"Which world: empty or \"editor\" for the editor world (the default), even while Play-in-Editor runs; \"pie\" (alias \"game\") for the running PIE world, \"server\" or \"client\" for that PIE world, \"pie:N\" for PIE instance N. any other value names a live world by its object name (the editor world is checked first, so a map name selects it) or by its package name (UEDPIE_N_ and the map name for a PIE world), and a value no world has fails and lists the worlds present"
      • changedInput schema / required
        Previous value: -[
        -  "collection_path",
        -  "parameter_name"
        -]New value: +[
        +  "collection_path",
        +  "parameter_name",
        +  "value"
        +]
    • Changedset_mpci_vector_parameter_value1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively (first match)"New value: +"Which world: empty or \"editor\" for the editor world (the default), even while Play-in-Editor runs; \"pie\" (alias \"game\") for the running PIE world, \"server\" or \"client\" for that PIE world, \"pie:N\" for PIE instance N. any other value names a live world by its object name (the editor world is checked first, so a map name selects it) or by its package name (UEDPIE_N_ and the map name for a PIE world), and a value no world has fails and lists the worlds present"
    • Changedset_near_clip_plane1 field changed
      • changedInput schema / properties / distance / description
        Previous value: -"Near clip distance (in cm). Pass -1 to clear the override (use GNearClippingPlane)."New value: +"Near clip distance in cm, at least 0.001; any negative value (-1 by convention) clears the override and falls back to GNearClippingPlane"
    • Changedset_niagara_component_color1 field changed
      • changedInput schema / properties / color / description
        Previous value: -"Color value [R, G, B, A] (A defaults to 1.0 if omitted)."New value: +"Color as [R, G, B] or [R, G, B, A], numbers within the float range; A is 1.0 when omitted, and an omitted color is opaque black. Any other value is an error."
    • Changedset_niagara_component_float2 fields changed
      • changedInput schema / properties / value / description
        Previous value: -"Float value to set."New value: +"Float value to set, a JSON number; the call fails without it."
      • changedInput schema / required
        Previous value: -[
        -  "actor_name",
        -  "variable_name"
        -]New value: +[
        +  "actor_name",
        +  "variable_name",
        +  "value"
        +]
    • Changedset_niagara_component_int2 fields changed
      • changedInput schema / properties / value / description
        Previous value: -"Integer value to set."New value: +"Integer value to set, a JSON number; the call fails without it."
      • changedInput schema / required
        Previous value: -[
        -  "actor_name",
        -  "variable_name"
        -]New value: +[
        +  "actor_name",
        +  "variable_name",
        +  "value"
        +]
    • Changedset_niagara_component_quat4 fields changed
      • changedInput schema / properties / w / description
        Previous value: -"W (scalar) component of the quaternion."New value: +"W (scalar) component of the quaternion, a JSON number; 1 when omitted."
      • changedInput schema / properties / x / description
        Previous value: -"X component of the quaternion."New value: +"X component of the quaternion, a JSON number; 0 when omitted."
      • changedInput schema / properties / y / description
        Previous value: -"Y component of the quaternion."New value: +"Y component of the quaternion, a JSON number; 0 when omitted."
      • changedInput schema / properties / z / description
        Previous value: -"Z component of the quaternion."New value: +"Z component of the quaternion, a JSON number; 0 when omitted."
    • Changedset_niagara_component_vec22 fields changed
      • changedInput schema / properties / x / description
        Previous value: -"X component of the Vec2."New value: +"X component of the Vec2, a JSON number; 0 when omitted."
      • changedInput schema / properties / y / description
        Previous value: -"Y component of the Vec2."New value: +"Y component of the Vec2, a JSON number; 0 when omitted."
    • Changedset_niagara_component_vec44 fields changed
      • changedInput schema / properties / w / description
        Previous value: -"W component of the Vec4."New value: +"W component of the Vec4, a JSON number; 0 when omitted."
      • changedInput schema / properties / x / description
        Previous value: -"X component of the Vec4."New value: +"X component of the Vec4, a JSON number; 0 when omitted."
      • changedInput schema / properties / y / description
        Previous value: -"Y component of the Vec4."New value: +"Y component of the Vec4, a JSON number; 0 when omitted."
      • changedInput schema / properties / z / description
        Previous value: -"Z component of the Vec4."New value: +"Z component of the Vec4, a JSON number; 0 when omitted."
    • Changedset_niagara_data_interface_array1 field changed
      • changedInput schema / properties / values / description
        Previous value: -"Array of numbers to store (replaces all existing array contents)"New value: +"Array of finite JSON numbers to store (replaces all existing array contents); any other element is an error"
    • Changedset_niagara_emitter_allocation_mode1 field changed
      • changedInput schema / properties / pre_allocation_count / description
        Previous value: -"Optional int; only meaningful when not AutomaticEstimate"New value: +"Optional int, the particle count to allocate up front; a negative one is stored as 0. Only meaningful when not AutomaticEstimate"
    • Changedset_niagara_emitter_bounds4 fields changed
      • changedInput schema / properties / bounds_max / description
        Previous value: -"Optional [x, y, z] string (FVector) for the FixedBounds maximum"New value: +"Optional FixedBounds maximum corner as an FVector string, e.g. \"X=50 Y=50 Z=100\"; same format and rules as bounds_min."
      • changedInput schema / properties / bounds_min / description
        Previous value: -"Optional [x, y, z] string (FVector) for the FixedBounds minimum"New value: +"Optional FixedBounds minimum corner as an FVector string, e.g. \"X=-50 Y=-50 Z=0\" (the format the reply echoes); all three X=, Y= and Z= keys are needed, so \"[x, y, z]\" is an error."
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Emitter handle name as shown in the system, e.g. \"Sparks\" (case-insensitive)."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\" (the object path form also works)."
    • Changedset_niagara_emitter_max_gpu_particles2 fields changed
      • changedInput schema / properties / max_gpu_particles / description
        Previous value: -"Non-negative integer"New value: +"Particles the emitter may spawn per frame on the GPU, an integer >= 0; the call fails without it"
      • changedInput schema / required
        Previous value: -[
        -  "system_path",
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "max_gpu_particles"
        +]
    • Changedset_niagara_emitter_requires_persistent_ids2 fields changed
      • changedInput schema / properties / requires_persistent_ids / description
        Previous value: -"Boolean to assign"New value: +"true to give every particle a persistent ID, false to drop them; the call fails without it"
      • changedInput schema / required
        Previous value: -[
        -  "system_path",
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "requires_persistent_ids"
        +]
    • Changedset_niagara_mesh_renderer_mesh1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "system_path",
        -  "emitter_name",
        -  "renderer_index",
        -  "mesh_path",
        -  "slot"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "renderer_index",
        +  "mesh_path"
        +]
    • Changedset_niagara_module_input1 field changed
      • changedInput schema / properties / value / description
        Previous value: -"For float/int: scalar number. For vector: an [x, y, z] list. For color: an [r, g, b, a] list."New value: +"Required. For float/int: a JSON number. For vector: [x, y, z], numbers within the float range. For color: [r, g, b] or [r, g, b, a], alpha 1 when omitted. A missing or malformed value is an error."
    • Changedset_niagara_renderer_properties5 fields changed
      • changedInput schema / properties / color_add / description
        Previous value: -"Optional {x,y,z} or [x,y,z] (Light): ColorAdd (FVector3f RGB shift)."New value: +"Optional {X,Y,Z} object (Light): ColorAdd (FVector3f RGB shift); an [x,y,z] array is an error."
      • changedInput schema / properties / locked_axis / description
        Previous value: -"Optional [x,y,z] or {X,Y,Z} (Mesh): LockedAxis."New value: +"Optional {X,Y,Z} object (Mesh): LockedAxis; an [x,y,z] array is an error."
      • changedInput schema / properties / mesh_bounds_scale / description
        Previous value: -"Optional [x,y,z] or {X,Y,Z} (Mesh): MeshBoundsScale."New value: +"Optional {X,Y,Z} object (Mesh): MeshBoundsScale; an [x,y,z] array is an error."
      • changedInput schema / properties / pivot_in_uv_space / description
        Previous value: -"Optional [x,y] or {X,Y} (Sprite): PivotInUVSpace."New value: +"Optional {X,Y} object (Sprite): PivotInUVSpace; an [x,y] array is an error."
      • changedInput schema / properties / sub_image_size / description
        Previous value: -"Optional [x,y] or {X,Y} (Sprite/Mesh): SubImageSize."New value: +"Optional {X,Y} object (Sprite/Mesh): SubImageSize; an [x,y] array is an error."
    • Changedset_niagara_simulation_stage_properties1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "system_path",
        -  "emitter_name",
        -  "stage_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedset_niagara_system_deterministic1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "system_path"
        -]New value: +[
        +  "system_path",
        +  "deterministic"
        +]
    • Changedset_niagara_system_properties1 field changed
      • changedInput schema / properties / fixed_bounds / description
        Previous value: -"Optional object {min:[x,y,z], max:[x,y,z]}: the system FixedBounds FBox. Partial corners keep the current value."New value: +"Optional object {min:[x,y,z], max:[x,y,z]}: the system FixedBounds FBox. A corner left out keeps its current value; one that is not 3 finite numbers is an error."
    • Changedset_niagara_system_warmup_tick_delta3 fields changed
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\" (the object path form also works)."
      • changedInput schema / properties / warmup_tick_delta / description
        Previous value: -"Tick delta in seconds (must be > 0)"New value: +"Seconds per warmup tick, > 0, e.g. 0.0333 for 30 ticks per second; the call fails without it."
      • changedInput schema / required
        Previous value: -[
        -  "system_path"
        -]New value: +[
        +  "system_path",
        +  "warmup_tick_delta"
        +]
    • Changedset_niagara_user_parameter9 fields changed
      • changedInput schema / properties / color / description
        Previous value: -"Optional [R, G, B, A] (linear) for a Color parameter"New value: +"[R, G, B] or [R, G, B, A] linear color of a Color parameter, A 1 when omitted (required for it)"
      • changedInput schema / properties / color / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / type / description
        Previous value: -"Optional type token: Float|Vector|Vec2|Vec4|Color|Bool|Int (case-insensitive). Defaults to Vector if a ``vector`` key is present, else Float"New value: +"Optional type token: Float|Vector|Vec2|Vec4|Color|Bool|Int (case-insensitive); when omitted a vector, vec2, vec4 or color key picks that type, else Float"
      • changedInput schema / properties / value / description
        Previous value: -"Optional float scalar (Float), int (Int) or bool (Bool) value, per the resolved type"New value: +"The value of a Float (a number), Int (a whole number) or Bool (true or false) parameter; those types fail without it or with another JSON type"
      • changedInput schema / properties / vec2 / description
        Previous value: -"Optional [X, Y] for a Vec2 parameter"New value: +"[X, Y], 2 numbers, the value of a Vec2 parameter (required for it)"
      • changedInput schema / properties / vec2 / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / vec4 / description
        Previous value: -"Optional [X, Y, Z, W] for a Vec4 parameter"New value: +"[X, Y, Z, W], 4 numbers, the value of a Vec4 parameter (required for it)"
      • changedInput schema / properties / vec4 / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / vector / description
        Previous value: -"Optional [X, Y, Z] for Vector (also implies type=Vector when type omitted)"New value: +"[X, Y, Z], 3 numbers, the value of a Vector parameter (required for it; also picks type Vector when type is omitted)"
    • Changedset_num_extended_polygroup_layers1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "actor_name"
        -]New value: +[
        +  "actor_name",
        +  "num_layers"
        +]
    • Changedset_polygroup_material_id1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "actor_name"
        -]New value: +[
        +  "actor_name",
        +  "polygroup_id",
        +  "material_id"
        +]
    • Changedset_property_value1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "object_path",
        -  "property_name"
        -]New value: +[
        +  "object_path",
        +  "property_name",
        +  "value"
        +]
    • Changedset_rig_control_value3 fields changed
      • addedInput schema / properties / value / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • removedInput schema / properties / value / type
        Removed value: -"string"
      • changedInput schema / required
        Previous value: -[
        -  "control_rig_path",
        -  "control_name"
        -]New value: +[
        +  "control_rig_path",
        +  "control_name",
        +  "value"
        +]
    • Changedset_river_width_depth_at_point3 fields changed
      • changedInput schema / properties / depth / description
        Previous value: -"Optional new river depth at the key"New value: +"Optional new river depth at the point at or before the key (give width, depth or both)"
      • changedInput schema / properties / input_key / description
        Previous value: -"Spline input key at which to set width/depth"New value: +"Spline input key at which to set width/depth; a key before the first spline point (below 0) is an error and nothing is changed"
      • changedInput schema / properties / width / description
        Previous value: -"Optional new river width at the key"New value: +"Optional new river width at the point at or before the key (give width, depth or both)"
    • Changedset_section_blend_type3 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to edit."New value: +"GUID of the object binding whose section to edit (from get_sequence_bindings)."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (0 = first track, default 0)."New value: +"Index into the binding's tracks (0 = first track, default 0; used when track_type is omitted or unrecognised)."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (see set_section_easing)."New value: +"Optional class filter (see set_section_easing for the kinds): picks the binding's first track of that kind; omitted or unrecognised, track_index picks the track."
    • Changedset_section_easing6 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the binding whose section to edit."New value: +"GUID of the object binding whose section to edit (from get_sequence_bindings)."
      • changedInput schema / properties / ease_in_frames / description
        Previous value: -"Ease-in duration in frames (omit to leave unchanged)."New value: +"Ease-in duration in frames, rounded and written unconverted; omit it (or pass a negative value) to leave the ease-in unchanged."
      • changedInput schema / properties / ease_out_frames / description
        Previous value: -"Ease-out duration in frames (omit to leave unchanged)."New value: +"Ease-out duration in frames, rounded and written unconverted; omit it (or pass a negative value) to leave the ease-out unchanged."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (0 = first track, default 0; used when track_type is omitted)."New value: +"Index into the binding's tracks (0 = first track, default 0; used when track_type is omitted or unrecognised)."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (\"transform\"|\"float\"|\"bool\"|\"vector\"|\"color\"|\"visibility\"|\"audio\"|\"event\"|\"fade\"|\"skeletalanimation\"|\"subsequence\"|\"cameracut\"|\"property\")."New value: +"Optional class filter (\"transform\"|\"float\"|\"bool\"|\"vector\"|\"color\"|\"visibility\"|\"audio\"|\"event\"|\"fade\"|\"skeletalanimation\"|\"subsequence\"|\"cameracut\"|\"property\"): picks the binding's first track of that kind; omitted or unrecognised, track_index picks the track."
      • changedInput schema / properties / use_manual / description
        Previous value: -"bool, use Manual* ease durations instead of Auto* (default true)."New value: +"bool, default true: true writes the manual duration and turns manual easing on for each side given; false writes the auto duration and turns manual easing off for each side given."
    • Changedset_section_pre_post_rollout1 field changed
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (\"transform\"|\"audio\"|\"event\"|\"fade\"|etc.). Default \"transform\"."New value: +"Optional class filter (\"transform\"|\"audio\"|\"event\"|\"fade\"|etc.): picks the first track of that kind on the binding; omitted, track_index picks the track."
    • Changedset_show_flag1 field changed
      • changedInput schema / properties / flag_name / description
        Previous value: -"Engine show flag name, e.g. Grid, Bounds, Collision, Wireframe, Lighting"New value: +"Engine show flag name as FEngineShowFlags spells it, e.g. Grid, Bounds, Collision, Wireframe, Lighting; matched without case"
    • Changedset_skeletal_animation_section_params5 fields changed
      • changedInput schema / properties / end_frame_offset / description
        Previous value: -"EndFrameOffset in tick frames (omit to leave unchanged)."New value: +"EndFrameOffset in tick frames, rounded (omit to leave unchanged)."
      • changedInput schema / properties / slot_name / description
        Previous value: -"SlotName (FName; omit to leave unchanged)."New value: +"SlotName (FName; omit or pass an empty string to leave unchanged)."
      • changedInput schema / properties / start_frame_offset / description
        Previous value: -"StartFrameOffset in tick frames (omit to leave unchanged)."New value: +"StartFrameOffset in tick frames, rounded (omit to leave unchanged)."
      • changedInput schema / properties / track_index / description
        Previous value: -"Index into the binding's tracks (default 0)."New value: +"Index into the binding's tracks (default 0; used when track_type is omitted or unrecognised)."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (default resolves the skeletal-animation track; see set_section_easing)."New value: +"Optional class filter: \"skeletalanimation\" picks the binding's first skeletal-animation track (see set_section_easing for the other kinds); omitted or unrecognised, track_index picks the track."
    • Changedset_skeletal_mesh_min_lod3 fields changed
      • changedInput schema / properties / min_lod / description
        Previous value: -"New MinLodIdx (must be in [0, NumLODs-1])"New value: +"New minimum LOD index, 0-based (must be in [0, NumLODs-1])"
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
      • changedInput schema / required
        Previous value: -[
        -  "skeletal_mesh_path"
        -]New value: +[
        +  "skeletal_mesh_path",
        +  "min_lod"
        +]
    • Changedset_skeletal_mesh_section_cast_shadow3 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"LOD index containing the section (default 0)"New value: +"0-based LOD index containing the section (default 0)"
      • changedInput schema / properties / section_index / description
        Previous value: -"Index of the section to modify (default 0)"New value: +"0-based index of the section within that LOD, as get_skeletal_mesh_section_info lists it (default 0)"
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
    • Changedset_skeletal_mesh_section_recompute_tangent3 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"LOD index containing the section (default 0)"New value: +"0-based LOD index containing the section (default 0)"
      • changedInput schema / properties / section_index / description
        Previous value: -"Index of the section to modify (default 0)"New value: +"0-based index of the section within that LOD, as get_skeletal_mesh_section_info lists it (default 0)"
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Content path to the skeletal mesh asset, e.g. \"/Game/Characters/SKM_Hero\""
    • Changedset_smart_object_definition_activity_tags3 fields changed
      • changedInput schema / properties / activity_tags / description
        Previous value: -"Gameplay tag names for the definition's object-level activity tags"New value: +"Gameplay tag names for the definition's object-level activity tags; the list replaces the current tags whole"
      • changedInput schema / properties / filtering_policy / description
        Previous value: -"Optional user-tag filtering policy: \"NoFilter\", \"Combine\", or \"Override\""New value: +"Optional user-tag filtering policy: \"NoFilter\", \"Combine\", or \"Override\"; how the object and slot user filters apply to a request; omitted keeps the current policy"
      • changedInput schema / properties / merging_policy / description
        Previous value: -"Optional activity-tag merging policy: \"Combine\" (default) or \"Override\""New value: +"Optional activity-tag merging policy: \"Combine\" (default) or \"Override\"; Combine merges slot and object tags, Override lets non-empty slot tags take their place; omitted keeps the current policy"
    • Changedset_smart_object_definition_user_tag_filter2 fields changed
      • changedInput schema / properties / match / description
        Previous value: -"Match mode: \"any\" (default), \"all\", or \"none\""New value: +"Match mode: \"any\" (default), \"all\", or \"none\"; any other value is an error"
      • changedInput schema / properties / user_tags / description
        Previous value: -"Gameplay tag names the filter query matches against"New value: +"Gameplay tag names the filter query matches against; unregistered names are skipped, and an empty list clears the filter"
    • Changedset_smart_object_slot_activity_tags1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index"
        +]
    • Changedset_smart_object_slot_enabled1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index"
        +]
    • Changedset_smart_object_slot_runtime_tags1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index"
        +]
    • Changedset_smart_object_slot_transform1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index"
        +]
    • Changedset_smart_object_slot_user_tag_filter4 fields changed
      • changedInput schema / properties / match / description
        Previous value: -"Match mode: \"any\" (default), \"all\", or \"none\""New value: +"Match mode: \"any\" (default), \"all\", or \"none\"; any other value is an error"
      • changedInput schema / properties / slot_index / description
        Previous value: -"Index of the slot to edit"New value: +"Zero-based index of the slot to edit (see get_smart_object_slots_detail); out of range is an error"
      • changedInput schema / properties / user_tags / description
        Previous value: -"Gameplay tag names the filter query matches against"New value: +"Gameplay tag names the filter query matches against; unregistered names are skipped, and an empty list clears the filter"
      • changedInput schema / required
        Previous value: -[
        -  "definition_path"
        -]New value: +[
        +  "definition_path",
        +  "slot_index"
        +]
    • Changedset_spawn_ownership5 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID of the spawnable binding (from add_spawnable_from_class / get_sequence_spawnables)."New value: +"GUID of the spawnable binding (from add_spawnable_to_sequence / get_sequence_spawnables)."
      • changedInput schema / properties / ownership / description
        Previous value: -"One of: InnerSequence | RootSequence | External."New value: +"One of: InnerSequence | RootSequence | External. MasterSequence is accepted as RootSequence."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the level sequence asset (or sequence_path)."New value: +"Level Sequence as a /Game path, e.g. \"/Game/Cine/LS_Intro\", or a bare asset name, e.g. \"LS_Intro\", whose first match under /Game is used ignoring case; a path that does not load falls back to its asset name."
      • changedInput schema / properties / sequence_path / description
        Previous value: -"Asset path of the level sequence (alias for sequence_name)."New value: +"Alias for sequence_name, read only when sequence_name is absent or empty; it takes the same /Game path or bare asset name."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_name",
        -  "sequence_path",
        -  "binding_guid",
        -  "ownership"
        -]New value: +[
        +  "binding_guid",
        +  "ownership"
        +]
    • Changedset_state_selection_behavior3 fields changed
      • changedInput schema / properties / selection_behavior / description
        Previous value: -"One of None | TryEnterState | TrySelectChildrenInOrder | TrySelectChildrenAtRandom | ..."New value: +"One of None | TryEnterState | TrySelectChildrenInOrder | TrySelectChildrenAtRandom | TrySelectChildrenWithHighestUtility | TrySelectChildrenAtRandomWeightedByUtility | TryFollowTransitions; an EStateTreeStateSelectionBehavior:: prefix is accepted"
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state to modify"New value: +"Name of the state to change; the first state with that name in a depth-first walk of the hierarchy is used"
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedset_static_mesh_convex_collision1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "static_mesh_path",
        -  "dest_path"
        -]New value: +[
        +  "static_mesh_path"
        +]
    • Changedset_static_mesh_kdop_collision1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "static_mesh_path",
        -  "dest_path"
        -]New value: +[
        +  "static_mesh_path"
        +]
    • Changedset_static_mesh_material_slot1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "static_mesh_path",
        -  "material_path"
        -]New value: +[
        +  "static_mesh_path",
        +  "material_index",
        +  "material_path"
        +]
    • Changedset_streaming_level_loaded2 fields changed
      • changedInput schema / properties / level_package_path / description
        Previous value: -"Package path of an existing streaming sub-level."New value: +"Package path of an existing streaming sub-level, e.g. \"/Game/Maps/SubLevel\"; an object path or the bare level name also matches."
      • changedInput schema / properties / loaded / description
        Previous value: -"Desired should-be-loaded state."New value: +"Desired should-be-loaded state; required."
    • Changedset_string_table_entry3 fields changed
      • changedInput schema / properties / key / description
        Previous value: -"Entry key to upsert"New value: +"Entry key, unique within the table and never empty, e.g. \"Menu_Play\"; an existing key gets the new source string."
      • changedInput schema / properties / source_string / description
        Previous value: -"Source string for the key"New value: +"Source text for the key, e.g. \"Play\"; an empty string is accepted."
      • changedInput schema / properties / string_table_path / description
        Previous value: -"Full asset path to the UStringTable"New value: +"Asset path of the UStringTable, e.g. \"/Game/StringTables/ST_UI\"."
    • Changedset_transform_section_mask1 field changed
      • addedInput schema / required
        Added value: +[
        +  "channels"
        +]
    • Changedset_transition_properties5 fields changed
      • changedInput schema / properties / priority / description
        Previous value: -"Optional EStateTreeTransitionPriority name (e.g. Low, Normal, High)"New value: +"Optional EStateTreeTransitionPriority name (e.g. Low, Normal, Medium, High, Critical)"
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state owning the transition"New value: +"Name of the state owning the transition; the first state with that name in a depth-first walk of the hierarchy is used"
      • changedInput schema / properties / transition_index / description
        Previous value: -"Index of the transition within the state"New value: +"0-based index of the transition within that state (the index field of list_transitions or get_state_tree_info); required"
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • changedInput schema / properties / trigger / description
        Previous value: -"Optional EStateTreeTransitionTrigger name (e.g. OnStateCompleted, OnTick)"New value: +"Optional EStateTreeTransitionTrigger name (e.g. OnStateCompleted, OnStateSucceeded, OnStateFailed, OnTick, OnEvent, OnDelegate)"
    • Changedset_triangle_uvs4 fields changed
      • changedInput schema / properties / uv0 / description
        Previous value: -"First triangle corner as a [u, v] pair. Read by the local ParseUV helper, which the extractor cannot follow, so this hint is what puts the param in the schema at all -- documenting the three on one line made all three unparseable and the tool had NO way to pass UVs."New value: +"First triangle corner as a [u, v] pair of numbers (required)."
      • changedInput schema / properties / uv1 / description
        Previous value: -"Second corner as [u, v]."New value: +"Second corner as [u, v] (required)."
      • changedInput schema / properties / uv2 / description
        Previous value: -"Third corner as [u, v]. Alternatively pass the six flat numbers u0/v0/u1/v1/u2/v2 instead of the three arrays."New value: +"Third corner as [u, v] (required)."
      • changedInput schema / properties / uv_channel / description
        Previous value: -"UV channel index (default 0)"New value: +"UV channel index (default 0); a negative one, or one LOD 0 does not have, is an error"
    • Changedset_usd_attribute_value6 fields changed
      • changedInput schema / properties / attr_name / description
        Previous value: -"Attribute name to set"New value: +"Attribute name to set, e.g. \"size\""
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage (default the file basename) or create_usd_stage (default \"Untitled\")."
      • changedInput schema / properties / time / description
        Previous value: -"Optional time code (default: unset = static default)"New value: +"Optional USD time code to author a time sample at, e.g. 24; when omitted the default value is authored"
      • changedInput schema / properties / type_name / description
        Previous value: -"USD type name; REQUIRED when the attribute does not exist yet (used to CreateAttribute). When the attribute already exists this is ignored."New value: +"USD type name of the attribute to create when it does not exist yet, e.g. \"float\" or \"token\"; required in that case, and ignored (with a note when it differs) for an existing attribute, whose declared type decides."
      • changedInput schema / properties / value / description
        Previous value: -"{type: \"float\"|\"int\"|\"string\"|\"token\"|\"asset\"|..., value: <scalar>}; explicit type preferred; implicit by JSON runtime type otherwise."New value: +"The value: a JSON scalar, e.g. 2.5, \"inherited\" or true, a JSON array, e.g. [1, 0.5, 0] for a color3f or [[0, 0, 1]] for a float3[], or an object {\"value\": <value>} whose \"type\" key, if any, is not used; it is converted to the declared type of the attribute."
    • Changedset_usd_prim_metadata2 fields changed
      • changedInput schema / properties / key / description
        Previous value: -"Registered USD prim metadata field, e.g. \"comment\", \"documentation\", \"kind\" or \"hidden\"; a key USD does not register as prim metadata fails with set=false."New value: +"Registered USD prim metadata field, e.g. \"comment\", \"kind\", \"customData\" or \"apiSchemas\"; a key USD does not register as prim metadata fails with success false and set=false."
      • changedInput schema / properties / value / description
        Previous value: -"{type?: \"bool|int|int64|float|double|string|token|asset\", value: <scalar>} OR a bare scalar; without type the JSON type decides (bool, number stored as double, string). Token fields such as \"kind\" need type \"token\"."New value: +"The value itself (a scalar, an array, or an object of dictionary entries) or {type?, value}. It is converted to the field's type when that is known, and type is then not used; else type, or the JSON type, decides (bool, number as double, string, object as dictionary). A list op is {\"explicit\": [...]} or {\"prepended\": [...], \"appended\", \"deleted\", \"ordered\", \"added\"}, a reference item \"@a.usda@</Prim>\", an integer list op item a whole number."
    • Changedset_view_type1 field changed
      • changedInput schema / properties / type / description
        Previous value: -"View type name. One of: Perspective, Top, Bottom, Left, Right, Front, Back."New value: +"View type name. One of: Perspective, Top, Bottom, Left, Right, Front, Back. Matched without case."
    • Changedset_viewmodel_field2 fields changed
      • changedInput schema / properties / context_name / description
        Previous value: -"FName of the target context on the widget"New value: +"Name of the view-model context meant; echoed back, since the context is chosen by the class of view_model_class (assigned_context says which took it)."
      • changedInput schema / properties / widget_instance_name / description
        Previous value: -"Label (Actor label or asset path) used to find an in-world UUserWidget"New value: +"Label of an actor that has a widget component, matched case-insensitively, or, when it contains a slash, the widget class its component uses, e.g. \"/Game/UI/WBP_Nameplate\"."
    • Changedset_viewport_fov1 field changed
      • changedInput schema / properties / fov / description
        Previous value: -"Field of view in degrees (positive; clamped to 5..170 by editor)"New value: +"Field of view in degrees, from 5 to 170 (the range of the editor's FOV slider)"
    • Changedset_viewport_view_mode1 field changed
      • changedInput schema / properties / view_mode / description
        Previous value: -"One of Lit, Unlit, Wireframe, DetailLighting, LightingOnly, BrushWireframe, ShaderComplexity, LightComplexity, LightmapDensity, Reflections"New value: +"Engine view mode name, matched without case, e.g. Lit, Unlit, Wireframe, CSGWireframe, DetailLighting, LightingOnly, LightComplexity, ShaderComplexity, LightmapDensity, Reflections, PlayerCollision, MeshLODColoration, QuadOverdraw, Clay; each is the engine display name without spaces. BrushWireframe is accepted for Wireframe, ReflectionOverride for Reflections, RandomColor for Random; PathTracing only where ray tracing is allowed."
    • Changedset_water_body_gerstner_waves_spectrum3 fields changed
      • changedInput schema / properties / octaves / description
        Previous value: -"Optional array of octaves, each { num_waves?, amplitude_scale?, main_direction?, spread_angle?, uniform_spread? }; one default octave is used if omitted"New value: +"Optional array of octave objects { num_waves (>= 1, default 16), amplitude_scale (default 1), main_direction (default 0), spread_angle (default 0), uniform_spread (default false) }; entries that are not objects are skipped, and one default octave is used when none is given."
      • changedInput schema / properties / spectrum_type / description
        Previous value: -"Wave spectrum: Phillips (default), PiersonMoskowitz, or JONSWAP"New value: +"Wave spectrum: Phillips (default), PiersonMoskowitz, or JONSWAP; any other name is an error."
      • changedInput schema / properties / water_body_label / description
        Previous value: -"Label of the AWaterBody actor (Lake/Ocean)"New value: +"Actor label of a Lake or Ocean AWaterBody in the editor world (case-insensitive); a river is refused."
    • Changedset_water_body_material2 fields changed
      • changedInput schema / properties / material_path / description
        Previous value: -"Asset path of the UMaterialInterface to assign"New value: +"Asset path of the UMaterialInterface (a material or material instance), e.g. \"/Game/Water/M_Water\" (the object path form also works)."
      • changedInput schema / properties / water_body_label / description
        Previous value: -"Label of the AWaterBody actor"New value: +"Actor label of the AWaterBody in the editor world (case-insensitive; the object name does not match)."
    • Changedset_water_body_properties2 fields changed
      • changedInput schema / properties / input_key / description
        Previous value: -"Spline input key for water_velocity/audio_intensity (required only when either is set)"New value: +"Spline input key for water_velocity/audio_intensity (required only when either is set); a key before the first spline point (below 0) is an error and nothing is changed"
      • changedInput schema / required
        Previous value: -[
        -  "water_body_label",
        -  "input_key"
        -]New value: +[
        +  "water_body_label"
        +]
    • Changedset_widget_drag_drop3 fields changed
      • changedInput schema / properties / operation_class / description
        Previous value: -"/Script/...DragDropOperation or subclass path"New value: +"Class path of a UDragDropOperation subclass, e.g. \"/Script/UMG.DragDropOperation\" or \"/Game/UI/DDO_Item.DDO_Item_C\"; defaults to /Script/UMG.DragDropOperation."
      • changedInput schema / properties / widget_blueprint_name / description
        Previous value: -"/Game path of the Widget Blueprint"New value: +"/Game path of the Widget Blueprint, e.g. \"/Game/UI/WBP_Inventory\"."
      • changedInput schema / properties / widget_name / description
        Previous value: -"FName of the target widget inside the tree"New value: +"Name of the widget in the tree of that Blueprint, e.g. \"ItemTiles\"; only a list, tile or tree view can take the class."
    • Changedset_widget_visibility2 fields changed
      • changedInput schema / properties / visibility / description
        Previous value: -"Target visibility state: Visible, Collapsed, Hidden, HitTestInvisible, or SelfHitTestInvisible"New value: +"Target visibility state: Visible, Collapsed, Hidden, HitTestInvisible, or SelfHitTestInvisible (matched without case)"
      • changedInput schema / properties / widget_name / description
        Previous value: -"Name of the widget to modify"New value: +"Object name of the UUserWidget a UWidgetComponent in the editor level hosts, as list_level_widget_components reports it in widget_name"
    • Changedset_world_partition_runtime_hash3 fields changed
      • changedInput schema / properties / cell_size / description
        Previous value: -"Informative only (accepted, not applied): desired streaming cell size."New value: +"Accepted and ignored, never applied: the desired streaming cell size, in world units."
      • changedInput schema / properties / grid_name / description
        Previous value: -"Informative only (accepted, not applied): target grid name."New value: +"Accepted and ignored, never applied: the name of the target runtime grid."
      • changedInput schema / properties / loading_range / description
        Previous value: -"Informative only (accepted, not applied): desired loading range."New value: +"Accepted and ignored, never applied: the desired loading range, in world units."
    • Changedshow_notification2 fields changed
      • changedInput schema / properties / duration / description
        Previous value: -"Notification lifetime in seconds (default 4.0)."New value: +"Notification lifetime in seconds before it fades (default 4.0); the value is not validated."
      • changedInput schema / properties / message / description
        Previous value: -"The text to display in the notification."New value: +"The text to display in the notification; empty is an error."
    • Changedsort_montage_segments1 field changed
      • changedInput schema / properties / slot_name / description
        Previous value: -"Name of the slot track to sort."New value: +"Name of the slot track to sort, e.g. \"DefaultSlot\" (case-insensitive); an unknown slot is an error."
    • Changedspawn_actor2 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional world location, ARRAY form only: [x, y, z]. An object or a shorter array is silently read as the origin."New value: +"Optional world location, ARRAY form only: [x, y, z]; the origin when omitted. Any other value (an object, another length) is an error and nothing is spawned."
      • changedInput schema / properties / scale / description
        Previous value: -"Optional world scale, ARRAY form only: [x, y, z]. Defaults to 1,1,1; a malformed value silently becomes 0,0,0 (an invisible actor)."New value: +"Optional world scale, ARRAY form only: [x, y, z]. Defaults to 1,1,1; any other value (an object, another length) is an error and nothing is spawned."
    • Changedspawn_box_volume1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "volume_class"
        -]New value: +[
        +  "volume_class",
        +  "extent"
        +]
    • Changedspawn_exponential_height_fog1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [X, Y, Z] world location (defaults to origin)"New value: +"Optional [X, Y, Z] world location in cm (defaults to origin); any other value is an error and nothing is spawned"
    • Changedspawn_field_system_actor3 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Editor label for the spawned actor"New value: +"Outliner label for the spawned actor"
      • changedInput schema / properties / field_system_path / description
        Previous value: -"Asset path of the UFieldSystem to assign"New value: +"Asset path of an existing UFieldSystem to assign, e.g. \"/Game/MyGame/FS_Example\""
      • changedInput schema / properties / location / description
        Previous value: -"Optional [x, y, z] world location; defaults to (0,0,0)"New value: +"Optional [x, y, z] world location in cm; defaults to (0,0,0)"
    • Changedspawn_nav_link_proxy1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"[x, y, z] world location for the nav link proxy"New value: +"[x, y, z] world location for the nav link proxy in cm; missing spawns at the origin, and any other value is an error and nothing is spawned"
    • Changedspawn_nav_modifier_volume3 fields changed
      • changedInput schema / properties / area_class / description
        Previous value: -"Optional UNavArea subclass name to apply via SetAreaClass"New value: +"Optional UNavArea subclass name to apply via SetAreaClass, e.g. NavArea_Null; unresolved names are ignored with area_class_applied false"
      • changedInput schema / properties / extent / description
        Previous value: -"Optional [x, y, z] box half-extent (default 100,100,100)"New value: +"Optional [x, y, z] box half-extent in cm (default 100,100,100, a 200 cm box); a component of 0 or less becomes 100"
      • changedInput schema / properties / location / description
        Previous value: -"[x, y, z] world location for the volume"New value: +"[x, y, z] world location for the volume in cm; missing spawns at the origin, and any other value is an error and nothing is spawned"
    • Changedspawn_pcg_volume1 field changed
      • addedInput schema / required
        Added value: +[
        +  "location"
        +]
    • Changedspawn_post_process_volume1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"[X, Y, Z] world location in cm; defaults to the origin, also when fewer than 3 numbers are given."New value: +"[X, Y, Z] world location in cm; defaults to the origin. Any other value (an object, another length) is an error and nothing is spawned."
    • Changedspawn_scene_capture_2d2 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [X, Y, Z] world location (defaults to origin)"New value: +"Optional [X, Y, Z] world location; missing means the origin, and any other value is an error and nothing is spawned"
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [Pitch, Yaw, Roll] world rotation (defaults to zero)"New value: +"Optional world rotation in degrees, as [Pitch, Yaw, Roll] or {\"pitch\", \"yaw\", \"roll\"} by name (defaults to zero)"
    • Changedspawn_sky_atmosphere1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"[X, Y, Z] world location in cm; defaults to the origin, also when fewer than 3 numbers are given."New value: +"[X, Y, Z] world location in cm; defaults to the origin. Any other value (an object, another length) is an error and nothing is spawned."
    • Changedspawn_volumetric_cloud1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"[X, Y, Z] world location in cm; defaults to the origin, also when fewer than 3 numbers are given."New value: +"[X, Y, Z] world location in cm; defaults to the origin. Any other value (an object, another length) is an error and nothing is spawned."
    • Changedsuggest_asset_optimizations1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"The path to the asset in the asset registry."New value: +"Object path (\"/Game/Meshes/SM_Rock.SM_Rock\") or package path (\"/Game/Meshes/SM_Rock\") of an asset the asset registry knows"
    • Changedupdate_procedural_mesh_section3 fields changed
      • changedInput schema / properties / vertices / description
        Previous value: -"Required [[x, y, z], ...] array with the same vertex count as the existing section"New value: +"Required [[x, y, z], ...] array in component space with the same vertex count as the existing section; an entry that is not a 3-element array is skipped before the count is compared"
      • changedInput schema / properties / vertices / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / required
        Previous value: -[
        -  "actor_label"
        -]New value: +[
        +  "actor_label",
        +  "vertices"
        +]
    • Changedweld_mesh_edges3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or name of the target DynamicMeshActor"New value: +"Label or object name of the DynamicMeshActor in the editor world (case-insensitive)."
      • changedInput schema / properties / only_unique_pairs / description
        Previous value: -"Only merge unambiguous pairs with unique duplicate-edge matches (default true)"New value: +"When true (default), weld only edges that have exactly one coincident partner; false also merges ambiguous matches."
      • changedInput schema / properties / tolerance / description
        Previous value: -"Coincident-edge distance threshold in mesh units (default 1e-06)"New value: +"Largest distance, in the mesh's local units (cm before actor scale), between the endpoints of two boundary edges for them to be welded; must be >= 0 (default 1e-06)."
    • Changedwire_aim_offset7 fields changed
      • changedInput schema / properties / asset_name / description
        Previous value: -"BlendSpace1D asset name."New value: +"Asset name; the object path becomes package_path/asset_name.asset_name."
      • changedInput schema / properties / axis_name / description
        Previous value: -"Optional axis name (default \"Yaw\")."New value: +"Optional axis label echoed in the reply (default \"Yaw\"); not written to the asset."
      • changedInput schema / properties / max_value / description
        Previous value: -"Optional float (default 90.0). Axis maximum."New value: +"Optional float (default 90.0) echoed as the axis maximum; not written to the asset."
      • changedInput schema / properties / min_value / description
        Previous value: -"Optional float (default -90.0). Axis minimum."New value: +"Optional float (default -90.0) echoed as the axis minimum; not written to the asset."
      • changedInput schema / properties / num_grid_points / description
        Previous value: -"Optional int (default 4)."New value: +"Optional int (default 4) echoed clamped to 1-10; not written to the asset."
      • changedInput schema / properties / package_path / description
        Previous value: -"UE content folder."New value: +"Content folder for the asset, e.g. /Game/Animation (a trailing slash is ignored)."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the target USkeleton."New value: +"Asset path of the USkeleton a new blend space targets; it must load even when the asset already exists, which keeps its own skeleton."
  11. 58 tool updatesv1.2.2
    • Changedadd_anim_bone_track1 field changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Name of the skeleton bone"New value: +"Name of a bone of the skeleton of the sequence; omitted or empty means the root bone."
    • Changedadd_camera_component1 field changed
      • changedInput schema / properties / component_name / description
        Previous value: -"Optional name for the new component (defaults to \"Camera\"). If a UCameraComponent with this name already exists on the actor, only the provided fields are updated."New value: +"Optional name for a new component (defaults to \"Camera\"); a name another object of the actor already has gets a unique variant, returned in component_name. Ignored when the actor already has a camera component, which is configured whatever its name."
    • Changedadd_camera_cut_section1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "sequence_name",
        -  "camera_binding_guid"
        -]New value: +[
        +  "camera_binding_guid"
        +]
    • Changedadd_chooser_column_to_table1 field changed
      • changedInput schema / properties / column_name / description
        Previous value: -"Label echoed back in the reply only: it is not stored on the column and plays no part in duplicate detection, which goes by column_type."New value: +"Label echoed back in the reply only; it is not stored on the column."
    • Changedadd_component_material_track1 field changed
      • changedInput schema / properties / material_index / description
        Previous value: -"Optional indexed material slot the track animates (default 0)"New value: +"Optional indexed material slot the track animates, a whole number >= 0 (default 0)"
    • Changedadd_eqs_generator1 field changed
      • changedInput schema / properties / option_index / description
        Previous value: -"Optional option index to target (default 0; created if missing)"New value: +"Optional option index to target (default 0); the current option count appends a new option, a larger index is refused"
    • Changedadd_eqs_test1 field changed
      • changedInput schema / properties / option_index / description
        Previous value: -"Optional option index to target (default 0; created if missing)"New value: +"Optional option index to target (default 0); the current option count appends a new option, a larger index is refused"
    • Changedadd_event_track_section1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "sequence_name"
        -]
    • Changedadd_metasound_graph_input1 field changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path of the MetaSound Source (e.g."New value: +"Asset path of the MetaSound Source, as a package path like \"/Game/MetaSounds/MS_Example\" or an object path like \"/Game/MetaSounds/MS_Example.MS_Example\""
    • Changedadd_niagara_data_interface1 field changed
      • changedInput schema / properties / data_interface_class / description
        Previous value: -"Data interface class name (e.g. \"StaticMesh\", \"Texture\"); resolved from /Script/Niagara.NiagaraDataInterface<Name> if not already loaded"New value: +"Data interface class name (e.g. \"StaticMesh\", \"Texture\"): a loaded data interface class with that name, else /Script/Niagara.NiagaraDataInterface<Name>"
    • Changedadd_shot_section1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "sequence_name"
        -]
    • Changedadd_shot_track1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "sequence_name"
        -]
    • Changedadd_skeletal_mesh_socket2 fields changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Name of the bone to attach the socket to"New value: +"Name of the bone to attach the socket to; it must exist in the mesh and, when the copy goes to the skeleton, in the skeleton too."
      • changedInput schema / properties / socket_name / description
        Previous value: -"Name for the new socket"New value: +"Name for the new socket; leading and trailing spaces are trimmed, and a name the mesh already has is an error."
    • Changedadd_spring_arm1 field changed
      • changedInput schema / properties / component_name / description
        Previous value: -"Optional name for a new component (defaults to \"SpringArm\"); use a name no other component of the actor has. Ignored when the actor already has a spring arm, which is configured whatever its name."New value: +"Optional name for a new component (defaults to \"SpringArm\"); a name another object of the actor already has gets a unique variant, returned in component_name. Ignored when the actor already has a spring arm, which is configured whatever its name."
    • Changedadd_subsequence_track1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "sequence_name"
        -]
    • Changedbind_component_property_to_sequence1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "sequence_name",
        -  "actor_name",
        -  "component_name",
        -  "property_name",
        -  "property_type"
        -]New value: +[
        +  "actor_name",
        +  "component_name",
        +  "property_name",
        +  "property_type"
        +]
    • Changedbind_component_to_sequence1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "sequence_name",
        -  "actor_name",
        -  "component_name"
        -]New value: +[
        +  "actor_name",
        +  "component_name"
        +]
    • Changedbuild_mesh_bvh1 field changed
      • changedInput schema / properties / b_only_if_invalid / description
        Previous value: -"Optional bool; defaults to true (skip rebuild if BVH is still valid)."New value: +"Optional bool, default true; it has no effect, since no earlier BVH is kept and every call builds a new one."
    • Changedcopy_dynamic_mesh_to_static_mesh1 field changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"Optional target LOD index (default 0). Clamped by the engine to [0, MAX_STATIC_MESH_LODS]."New value: +"Optional target LOD index, 0 to 7 (default 0); a negative index or one of 8 or more is refused."
    • Changedcopy_mesh_uv_channel1 field changed
      • changedInput schema / properties / dest_channel / description
        Previous value: -"Destination UV channel index (required, auto-grown if >= NumUVSets)"New value: +"Destination UV channel index, 0 to 7 (required, added to the mesh when it does not have it yet)"
    • Changedcreate_audio_bus1 field changed
      • changedInput schema / properties / channels / description
        Previous value: -"EAudioBusChannels: 'Mono' | 'Stereo' (default) | 'Quad' | 'FiveDotOne' | 'SevenDotOne'"New value: +"EAudioBusChannels: 'Mono' | 'Stereo' (default) | 'Quad' | 'FiveDotOne' | 'SevenDotOne'. The default applies to a new bus only."
    • Changedcreate_chooser_table1 field changed
      • changedInput schema / properties / output_object_class / description
        Previous value: -"UClass path used as OutputObjectType (default UObject), loaded via LoadObject<UClass>."New value: +"UClass path used as OutputObjectType (default UObject), loaded via LoadObject<UClass>; a path that does not load is an error."
    • Changedcreate_editable_skeletal_mesh1 field changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Destination package path (e.g. /Game/MyGame)"New value: +"Destination folder: a long package path used as given (/Game, /Game/MyGame or a project plugin mount), or a relative folder taken under /Game."
    • Changedcreate_level_sequence1 field changed
      • changedInput schema / properties / frame_rate / description
        Previous value: -"Frame rate in fps, above 0 and at most 120, truncated to whole fps, default 30"New value: +"Frame rate in fps, at least 1 and at most 120, truncated to whole fps, default 30"
    • Changedcreate_procedural_box_mesh1 field changed
      • changedInput schema / properties / section_index / description
        Previous value: -"Optional target section index; defaults to 0"New value: +"Optional target section index, 0 to the current section count (which appends a new section); defaults to 0"
    • Changedcreate_procedural_grid_mesh3 fields changed
      • changedInput schema / properties / num_x / description
        Previous value: -"Optional vertex count along X (the grid has num_x - 1 cells; below 2 there is no geometry); defaults to 10"New value: +"Optional vertex count along X (the grid has num_x - 1 cells; below 2 there is no geometry); defaults to 10; num_x * num_y at most 1000000"
      • changedInput schema / properties / num_y / description
        Previous value: -"Optional vertex count along Y (the grid has num_y - 1 cells; below 2 there is no geometry); defaults to 10"New value: +"Optional vertex count along Y (the grid has num_y - 1 cells; below 2 there is no geometry); defaults to 10; num_x * num_y at most 1000000"
      • changedInput schema / properties / section_index / description
        Previous value: -"Optional target section index; defaults to 0"New value: +"Optional target section index, 0 to the current section count (which appends a new section); defaults to 0"
    • Changedcreate_sound_source_bus2 fields changed
      • changedInput schema / properties / duration / description
        Previous value: -"Duration in seconds (ClampMin=0.0; 0.0 means indefinite). Default 1.0."New value: +"Duration in seconds, at least 0 (0.0 means indefinite); a negative value is an error. Default 1.0 on a new asset only."
      • changedInput schema / properties / source_bus_channels / description
        Previous value: -"ESourceBusChannels: 'Mono' | 'Stereo' (default). USoundSourceBus inherits only Mono/Stereo."New value: +"ESourceBusChannels: 'Mono' | 'Stereo' (default). USoundSourceBus inherits only Mono/Stereo. The default applies to a new asset only."
    • Changeddefine_usd_prim1 field changed
      • changedInput schema / properties / specifier / description
        Previous value: -"\"Def\" | \"Over\" | \"Class\". Default: Def"New value: +"\"Def\" | \"Over\" | \"Class\", case-insensitive; anything else is refused. Default: Def"
    • Changedfind_nearest_point_on_mesh1 field changed
      • changedInput schema / properties / allow_unsafe_modified / description
        Previous value: -"Optional; allow querying against a mesh modified since the BVH was built without re-syncing (maps to bAllowUnsafeModifiedQueries, default false)."New value: +"Optional; maps to bAllowUnsafeModifiedQueries (default false). It has no effect: the BVH is built fresh on every call, so it always matches the mesh."
    • Changedfind_nearest_ray_intersection_with_mesh2 fields changed
      • changedInput schema / properties / allow_unsafe_modified / description
        Previous value: -"Optional; allow querying against a mesh modified since the BVH was built without re-syncing (maps to bAllowUnsafeModifiedQueries, default false)."New value: +"Optional; maps to bAllowUnsafeModifiedQueries (default false). It has no effect: the BVH is built fresh on every call, so it always matches the mesh."
      • changedInput schema / properties / ray_direction / description
        Previous value: -"[x, y, z] direction of the ray (NOT auto-normalized; pass a unit vector for predictable distances)."New value: +"[x, y, z] direction of the ray; the engine normalizes it, so its length does not matter."
    • Changedgenerate_mesh_uvs1 field changed
      • changedInput schema / properties / uv_channel / description
        Previous value: -"UV set index to write, default 0"New value: +"UV set index to write, 0 to 7, default 0"
    • Changedget_procedural_mesh_section_data1 field changed
      • changedInput schema / properties / section_index / description
        Previous value: -"Required target section index"New value: +"Required target section index (>= 0)"
    • Changedget_sequence_track_count1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "sequence_name"
        -]
    • Changedis_point_inside_mesh2 fields changed
      • changedInput schema / properties / allow_unsafe_modified / description
        Previous value: -"Optional; allow querying against a mesh modified since the BVH was built without re-syncing (maps to bAllowUnsafeModifiedQueries, default false)."New value: +"Optional; maps to bAllowUnsafeModifiedQueries (default false). It has no effect: the BVH is built fresh on every call, so it always matches the mesh."
      • changedInput schema / properties / max_distance / description
        Previous value: -"Optional float; max search distance for the spatial query (0 = unlimited)."New value: +"Optional float; it has no effect on this query, whose winding-number test uses no search distance."
    • Changedmove_ik_solver_in_stack1 field changed
      • changedInput schema / properties / to_index / description
        Previous value: -"Target 0-based solver index"New value: +"Target 0-based solver index, below the solver count"
    • Changedrebuild_mesh_bvh1 field changed
      • changedInput schema / properties / b_only_if_invalid / description
        Previous value: -"Optional: only rebuild if currently invalid (default true)"New value: +"Optional, default true; it has no effect, since every call starts from an empty temporary BVH that the engine always rebuilds"
    • Changedremove_anim_bone_track1 field changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Name of the bone track to remove (must match an existing track)."New value: +"Name of the bone track to remove; a name no track has removes nothing."
    • Changedremove_sequence_track1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "sequence_name",
        -  "track_name"
        -]New value: +[
        +  "track_name"
        +]
    • Changedremove_widget1 field changed
      • addedInput schema / properties / target_world
        Added value: +{
        +  "description": "Optional world to search, with the values create_widget takes (editor, pie, server, client, pie:N, game). Omitted: the PIE world while PIE runs, then the editor world.",
        +  "type": "string"
        +}
    • Changedrotate_dynamic_mesh2 fields changed
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Required (the call fails without it): [pitch, yaw, roll] Euler rotation in degrees, applied on top of the current mesh"New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. [pitch, yaw, roll] Euler rotation in degrees, applied on top of the current mesh"
      • changedInput schema / required
        Previous value: -[
        -  "actor_name"
        -]New value: +[
        +  "actor_name",
        +  "rotation"
        +]
    • Changedset_actor_material1 field changed
      • changedInput schema / properties / slot_index / description
        Previous value: -"Material slot index, default 0"New value: +"Material slot index, from 0 to the component's slot count minus 1, default 0"
    • Changedset_anim_bone_track_keys1 field changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Skeleton bone whose track to author (resolved/validated against the skeleton; first bone if empty)."New value: +"Name of a bone of the skeleton of the sequence; omitted or empty means the root bone."
    • Changedset_anim_curve_interp_mode1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "anim_sequence_path",
        -  "curve_name"
        -]New value: +[
        +  "anim_sequence_path",
        +  "curve_name",
        +  "interp_mode"
        +]
    • Changedset_anim_curve_keys1 field changed
      • changedInput schema / properties / curve_type / description
        Previous value: -"Curve type to target: float (default) or transform"New value: +"Curve type to target: float (default) or transform; transform is refused with an error pointing at add_anim_transform_curve."
    • Changedset_anim_frame_rate1 field changed
      • changedInput schema / properties / fps / description
        Previous value: -"New frame rate in frames per second (integer > 0)."New value: +"New frame rate in frames per second, rounded to a whole number that must be at least 1."
    • Changedset_audio_section_start_offset1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "sequence_name"
        -]
    • Changedset_gameplay_effect_component_target_tag_requirements12 fields changed
      • changedInput schema / properties / application_ignore_tags / description
        Previous value: -"Optional tags that, if present, block application"New value: +"Optional array of gameplay tag strings: that, if present, block application"
      • changedInput schema / properties / application_ignore_tags / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / application_require_tags / description
        Previous value: -"Optional tags the target must have for the GE to apply"New value: +"Optional array of gameplay tag strings: the target must have for the GE to apply"
      • changedInput schema / properties / application_require_tags / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / ongoing_ignore_tags / description
        Previous value: -"Optional tags that, if present, turn the GE 'off' while applied"New value: +"Optional array of gameplay tag strings: that, if present, turn the GE 'off' while applied"
      • changedInput schema / properties / ongoing_ignore_tags / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / ongoing_require_tags / description
        Previous value: -"Optional tags the target must keep for the GE to stay 'on'"New value: +"Optional array of gameplay tag strings: the target must keep for the GE to stay 'on'"
      • changedInput schema / properties / ongoing_require_tags / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / removal_ignore_tags / description
        Previous value: -"Optional ignore tags for the removal requirement"New value: +"Optional array of gameplay tag strings: ignore tags for the removal requirement"
      • changedInput schema / properties / removal_ignore_tags / type
        Previous value: -"string"New value: +"array"
      • changedInput schema / properties / removal_require_tags / description
        Previous value: -"Optional tags that, if met, remove the GE"New value: +"Optional array of gameplay tag strings: that, if met, remove the GE"
      • changedInput schema / properties / removal_require_tags / type
        Previous value: -"string"New value: +"array"
    • Changedset_gameplay_effect_duration2 fields changed
      • changedInput schema / properties / duration_seconds / description
        Previous value: -"Duration in seconds, written only when duration_policy is HasDuration; ignored for Instant and Infinite, but the schema still requires a number, so pass 0 there"New value: +"Duration in seconds; required when duration_policy is HasDuration, ignored for Instant and Infinite"
      • changedInput schema / required
        Previous value: -[
        -  "duration_policy",
        -  "duration_seconds"
        -]New value: +[
        +  "duration_policy"
        +]
    • Changedset_ik_retarget_chain_bones1 field changed
      • changedInput schema / properties / goal_name / description
        Previous value: -"Optional new associated IK goal"New value: +"Optional new associated IK goal, which must be a goal of the rig; None clears the goal of the chain."
    • Changedset_material_node_param1 field changed
      • changedInput schema / properties / value / description
        Previous value: -"Text to write: a number for Constant and ScalarParameter, \"(R=1,G=0.5,B=0,A=1)\" for the vector nodes (unparsable text gives black), the new name for ParameterName, else UE import text for the property; omitted means empty text."New value: +"Text to write: a number for a numeric property, \"(R=1,G=0.5,B=0,A=1)\", \"[1,0.5,0,1]\" or \"1,0.5,0\" for a linear color, the new name for ParameterName, else UE import text for the property; omitted means empty text."
    • Changedset_mid_scalar_param1 field changed
      • changedInput schema / properties / param_name / description
        Previous value: -"Name of the scalar parameter"New value: +"Name of a scalar parameter of the MID's material"
    • Changedset_mid_texture_param1 field changed
      • changedInput schema / properties / parameter_name / description
        Previous value: -"Name of the texture parameter"New value: +"Name of a texture parameter of the MID's material"
    • Changedset_mid_vector_param6 fields changed
      • changedInput schema / properties / b / description
        Previous value: -"Blue component (0-1)"New value: +"Not read at the top level: the blue component goes in value"
      • changedInput schema / properties / g / description
        Previous value: -"Green component (0-1)"New value: +"Not read at the top level: the green component goes in value"
      • changedInput schema / properties / mid_object_path / description
        Previous value: -"Object path of the MID"New value: +"Object path of the MID (from create_material_instance_dynamic)"
      • changedInput schema / properties / param_name / description
        Previous value: -"Name of the vector parameter"New value: +"Name of a vector parameter of the MID's material"
      • changedInput schema / properties / r / description
        Previous value: -"Red component (0-1)"New value: +"Not read at the top level: the red component goes in value"
      • changedInput schema / properties / value / description
        Previous value: -"Color object {r, g, b, a} components (a defaults to 1)"New value: +"Color object {r, g, b, a}; a missing component is 0, a missing a is 1"
    • Changedset_num_uv_channels1 field changed
      • changedInput schema / properties / num_uv_channels / description
        Previous value: -"Desired count (>= 0; <= 8 in practice) (required)"New value: +"Desired count, 0 to 8 (required)"
    • Changedset_procedural_mesh_material1 field changed
      • changedInput schema / properties / element_index / description
        Previous value: -"Material slot index, usually the section index; default 0 (not range-checked)"New value: +"Material slot index, usually the section index; default 0; from 0 up to the larger of the section count and the override count"
    • Changedset_usd_prim_specifier1 field changed
      • changedInput schema / properties / specifier / description
        Previous value: -"\"Def\", \"Over\" or \"Class\", case-insensitive; anything else is applied as \"Def\"."New value: +"\"Def\", \"Over\" or \"Class\", case-insensitive; anything else is refused."
    • Changedsetup_foot_ik2 fields changed
      • changedInput schema / properties / left_foot_bone / description
        Previous value: -"Name of the left foot bone; required and echoed back, but not written to the node and not checked against the skeleton."New value: +"Left foot bone, written as the FK foot bone of leg 0; checked against the target skeleton when the blueprint has one."
      • changedInput schema / properties / right_foot_bone / description
        Previous value: -"Name of the right foot bone; required and echoed back, but not written to the node and not checked against the skeleton."New value: +"Right foot bone, written as the FK foot bone of leg 1; checked against the target skeleton when the blueprint has one."
    • Changedupdate_procedural_mesh_section1 field changed
      • changedInput schema / properties / section_index / description
        Previous value: -"Optional target section index; defaults to 0"New value: +"Optional target section index (>= 0); defaults to 0"
  12. 459 tool updatesv1.2.0
    • Changedactivate_ability2 fields changed
      • changedInput schema / properties / ability_name / description
        Previous value: -"Name of the ability to activate"New value: +"Ability to match among the granted specs: the ability_name from get_active_abilities, the class name with or without _C (\"GA_Jump\"), the asset path (\"/Game/Abilities/GA_Jump\") or the class path; case-insensitive, first match wins"
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor whose ability to activate"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
    • Changedadd_ability_task3 fields changed
      • changedInput schema / properties / ability_class / description
        Previous value: -"Gameplay ability class path"New value: +"Class path of an ability already granted to the actor, e.g. \"/Game/Abilities/GA_Jump.GA_Jump_C\"; it must be instanced (have a primary instance)"
      • changedInput schema / properties / actor_name / description
        Previous value: -"Actor label in the level"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
      • changedInput schema / properties / task_class / description
        Previous value: -"UGameplayTask-derived class path"New value: +"Class path of a UAbilityTask subclass, e.g. \"/Script/GameplayAbilities.AbilityTask_WaitDelay\"; checked, but not used to build the task"
    • Changedadd_anim_bone_track1 field changed
      • changedInput schema / properties / num_keys / description
        Previous value: -"Number of identity keyframes to generate (default 2)"New value: +"Number of identity keys to write, rounded, minimum 1 (default 2); not checked against the frame count of the sequence."
    • Changedadd_anim_curve_name1 field changed
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Asset path of the target Skeleton"New value: +"Asset path of the USkeleton to edit (/Game/...); when omitted or empty the engine asset /Engine/EngineMeshes/SkeletalCube_Skeleton is edited and saved."
    • Changedadd_anim_notify1 field changed
      • changedInput schema / properties / notify_name / description
        Previous value: -"Name of the notify class (e.g. 'AN_Footstep')."New value: +"Class name of a loaded UAnimNotify subclass, tried as given and then with the AnimNotify_ prefix (e.g. 'AN_Footstep', or \"PlaySound\" for AnimNotify_PlaySound); a Blueprint notify goes by its generated name ending in _C."
    • Changedadd_anim_notify_name1 field changed
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Asset path of the target Skeleton"New value: +"Asset path of the USkeleton to edit (/Game/...); when omitted or empty the engine asset /Engine/EngineMeshes/SkeletalCube_Skeleton is edited and saved."
    • Changedadd_anim_notify_state1 field changed
      • changedInput schema / properties / notify_state_name / description
        Previous value: -"Name of the notify state class"New value: +"Class name of a loaded UAnimNotifyState subclass, tried as given and then with the AnimNotifyState_ prefix (e.g. \"Trail\" for AnimNotifyState_Trail); a Blueprint notify state goes by its generated name ending in _C."
    • Changedadd_anim_slot_group2 fields changed
      • changedInput schema / properties / group_name / description
        Previous value: -"Name of the new slot group"New value: +"Name of the slot group to add, e.g. \"WeaponGroup\"."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
    • Changedadd_anim_sync_marker1 field changed
      • changedInput schema / properties / marker_name / description
        Previous value: -"Sync marker name."New value: +"Name of the sync marker (e.g. \"LeftFootDown\"); sequences in one sync group line up markers that share a name."
    • Changedadd_attribute_to_set1 field changed
      • changedInput schema / properties / default_value / description
        Previous value: -"Initial value for the attribute, default 0"New value: +"Initial BaseValue and CurrentValue of the attribute, default 0; not applied to an attribute that already exists."
    • Changedadd_bone1 field changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Name for the new bone (must not already exist)"New value: +"Name for the new bone; when a bone of that name already exists nothing changes (added false)"
    • Changedadd_cast_node1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "target_class_name"
        -]
    • Changedadd_chooser_column_to_table1 field changed
      • changedInput schema / properties / column_name / description
        Previous value: -"Display name; used to detect duplicates (already_existed = true if a column of this type is matched)."New value: +"Label echoed back in the reply only: it is not stored on the column and plays no part in duplicate detection, which goes by column_type."
    • Changedadd_collection_scalar_param1 field changed
      • changedInput schema / properties / default_value / description
        Previous value: -"Optional float default, default 0"New value: +"Default float value; default 0. An existing scalar of that name gets this value too, even when it is omitted"
    • Changedadd_collision_profile1 field changed
      • changedInput schema / properties / profile_name / description
        Previous value: -"Profile name"New value: +"Name of the collision profile to create or replace, e.g. \"MyPawnProfile\""
    • Changedadd_consideration1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "consideration_class"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "consideration_class"
        +]
    • Changedadd_curve_key4 fields changed
      • changedInput schema / properties / channel / description
        Previous value: -"Curve channel index (defaults to 0)"New value: +"Curve channel index, default 0: 0 for CurveFloat, 0-2 (X, Y, Z) for CurveVector, 0-3 (R, G, B, A) for CurveLinearColor; out of range is an error"
      • changedInput schema / properties / interp / description
        Previous value: -"Key interpolation mode (constant|cubic|linear, default linear)"New value: +"Key interpolation mode (constant|cubic|linear, default linear); any other value silently falls back to linear"
      • changedInput schema / properties / time / description
        Previous value: -"Key time"New value: +"Key time on the X axis of the curve, in the units the curve uses (often seconds); an existing key at this time is replaced"
      • changedInput schema / properties / value / description
        Previous value: -"Key value"New value: +"Key value (Y axis) stored at that time on the chosen channel, as a float"
    • Changedadd_gameplay_effect_component2 fields changed
      • changedInput schema / properties / component_type / description
        Previous value: -"AssetTags, TargetTags, AdditionalEffects, ChanceToApply, or Immunity"New value: +"Bare type name, case-insensitive: AssetTags, TargetTags, AdditionalEffects, ChanceToApply, Immunity, TargetTagRequirements, RemoveOther, CustomCanApply, BlockAbilityTags, Abilities or CancelAbilityTags (not the full class name)."
      • changedInput schema / properties / gameplay_effect_path / description
        Previous value: -"Full asset path of the GE Blueprint"New value: +"Asset path of the GameplayEffect Blueprint, e.g. \"/Game/GAS/Effects/GE_Damage\"."
    • Changedadd_gameplay_effect_modifier3 fields changed
      • changedInput schema / properties / attribute_name / description
        Previous value: -"Attribute to modify, Health or MySet.Health"New value: +"Attribute to modify, Health or MySet.Health: the bare name or AttributeSetClass.Attribute, case-insensitive, first match among the loaded AttributeSet classes"
      • changedInput schema / properties / magnitude / description
        Previous value: -"Numeric magnitude of the modifier"New value: +"Constant magnitude of the modifier, stored as a ScalableFloat without a curve"
      • changedInput schema / properties / modifier_op / description
        Previous value: -"Add, Multiply, Divide, or Override"New value: +"Add, Multiply, Divide, or Override (case-insensitive)"
    • Changedadd_ik_retarget_chain4 fields changed
      • changedInput schema / properties / end_bone / description
        Previous value: -"Last bone in the chain"New value: +"Last bone of the chain; must exist in the skeleton of the rig."
      • changedInput schema / properties / goal_name / description
        Previous value: -"Optional IK goal to attach the chain to"New value: +"IK goal to attach the chain to (default none); not checked against the goals of the rig."
      • changedInput schema / properties / ik_rig_path / description
        Previous value: -"Path to the UIKRigDefinition asset"New value: +"IK Rig (UIKRigDefinition) asset path, e.g. \"/Game/Retarget/IK_Hero\"."
      • changedInput schema / properties / start_bone / description
        Previous value: -"First bone in the chain"New value: +"First bone of the chain; must exist in the skeleton of the rig."
    • Changedadd_input_modifier1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "context_name",
        -  "action_name",
        -  "key"
        -]New value: +[
        +  "modifier_type"
        +]
    • Changedadd_input_trigger4 fields changed
      • changedInput schema / properties / context_name / description
        Previous value: -"Short asset name of the InputMappingContext."New value: +"Short asset name of the InputMappingContext. Omit it (and context_path) to append the trigger to the InputAction asset's own Triggers array instead of one of its key mappings."
      • changedInput schema / properties / context_path / description
        Previous value: -"Asset path of the Input Mapping Context. When omitted (with no key), the trigger is appended to the InputAction asset's own Triggers array instead of a context mapping."New value: +"Asset path of the Input Mapping Context, instead of context_name."
      • changedInput schema / properties / key / description
        Previous value: -"Key name of the mapping the trigger is attached to."New value: +"Key name of the mapping the trigger is attached to: required with a context, and refused when there is no context."
      • changedInput schema / required
        Previous value: -[
        -  "context_name",
        -  "action_name",
        -  "key"
        -]New value: +[
        +  "trigger_type"
        +]
    • Changedadd_light5 fields changed
      • changedInput schema / properties / color / description
        Previous value: -"Optional [r, g, b] light color"New value: +"[r, g, b] linear color, usually 0..1; default white. Any other form (an object, a hex string, fewer than 3 numbers) sets black."
      • changedInput schema / properties / intensity / description
        Previous value: -"Optional light intensity"New value: +"Value for the Intensity property in the units of the light (Directional: lux; Sky: a multiplier); engine default when omitted."
      • changedInput schema / properties / light_type / description
        Previous value: -"Directional, Point, Spot, Rect, or Sky"New value: +"Directional, Point, Spot, Rect, or Sky (case-insensitive); anything else is an error."
      • changedInput schema / properties / location / description
        Previous value: -"Optional [x, y, z] world location"New value: +"[x, y, z] world location in cm; default [0, 0, 0], also when the array has fewer than 3 numbers."
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] world rotation"New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. World rotation in degrees as [pitch, yaw, roll], default [0, 0, 0]; directional, spot and rect lights shine along its forward axis."
    • Changedadd_mapping_to_context1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "context_name",
        -  "action_name",
        -  "key"
        -]
    • Changedadd_mass_trait_to_entity2 fields changed
      • changedInput schema / properties / entity_handle / description
        Previous value: -"\"{Index}:{SerialNumber}\""New value: +"Entity handle as \"Index:SerialNumber\", two integers such as \"12:3\" (no braces); a no-longer-valid entity is an error"
      • changedInput schema / properties / tag / description
        Previous value: -"UScriptStruct name/path (a tag, NOT a stateful fragment)."New value: +"Reflected name of an FMassTag struct without the F prefix, as list_mass_trait_types returns it (e.g. \"MassOffLODTag\"); /Script paths do not resolve"
    • Changedadd_material_attribute_layers_node1 field changed
      • changedInput schema / properties / node_name / description
        Previous value: -"Optional advisory node name"New value: +"Label echoed back in the reply only; it does not name or find any node in the graph"
    • Changedadd_material_function_input6 fields changed
      • changedInput schema / properties / input_name / description
        Previous value: -"Name of the new input pin"New value: +"Name of the new input pin, stored as given: a name another input already uses is not made unique."
      • addedInput schema / properties / preview_value / additionalProperties
        Added value: +true
      • changedInput schema / properties / preview_value / description
        Previous value: -"Optional {x,y,z,w} (FVector4f) preview value used when previewing / as default"New value: +"JSON object {\"x\":0,\"y\":0,\"z\":0,\"w\":0} (FVector4f), any subset; missing components keep their current value. Used for previews, and as the default with use_preview_value_as_default."
      • changedInput schema / properties / preview_value / type
        Previous value: -"string"New value: +"object"
      • changedInput schema / properties / sort_priority / type
        Previous value: -"string"New value: +"number"
      • changedInput schema / properties / use_preview_value_as_default / type
        Previous value: -"string"New value: +"boolean"
    • Changedadd_modulation_input_to_patch1 field changed
      • changedInput schema / properties / input_name / description
        Previous value: -"Optional friendly name for the input (default \"\")"New value: +"Ignored: the engine input struct has no name field, so the value is only written to the log (default empty)"
    • Changedadd_niagara_data_interface1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "parameter_name",
        -  "data_interface_class"
        -]New value: +[
        +  "system_path",
        +  "parameter_name",
        +  "data_interface_class"
        +]
    • Changedadd_niagara_decal_renderer1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedadd_niagara_emitter_from_template1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_asset_path"
        -]New value: +[
        +  "system_path",
        +  "emitter_asset_path"
        +]
    • Changedadd_niagara_emitter_handle1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedadd_niagara_event_handler1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "source_event_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "source_event_name"
        +]
    • Changedadd_niagara_light_renderer1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedadd_niagara_module_to_graph1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "module_script_path"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "module_script_path"
        +]
    • Changedadd_niagara_module_to_stack1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "module_script_path"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "module_script_path"
        +]
    • Changedadd_niagara_renderer1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "renderer_type"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "renderer_type"
        +]
    • Changedadd_niagara_simulation_stage1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "stage_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "stage_name"
        +]
    • Changedadd_pose_search_channel_to_schema1 field changed
      • changedInput schema / properties / weight / description
        Previous value: -"Channel weight (float, default 1.0)."New value: +"Channel weight (float); default 1.0, which also resets the weight of an existing channel when omitted"
    • Changedadd_rig_bone2 fields changed
      • changedInput schema / properties / control_rig_path / description
        Previous value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\""
      • changedInput schema / properties / parent_name / description
        Previous value: -"Optional existing bone name to parent the new bone under."New value: +"Existing BONE to parent the new bone under; omitted or empty puts it at the root"
    • Changedadd_sequence_folder1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "folder_name"
        -]New value: +[
        +  "folder_name"
        +]
    • Changedadd_simple_collision_to_static_mesh2 fields changed
      • changedInput schema / properties / dest_path / description
        Previous value: -"/Game path to duplicate a read-only source mesh into first"New value: +"Path under /Game to copy a mesh that is not under /Game into before editing (required then; an existing mesh there is reused and edited)"
      • changedInput schema / properties / shape / description
        Previous value: -"Collision primitive shape to add (defaults to Box)"New value: +"Box, Sphere or Capsule, case-insensitive, sized from the mesh bounds (default Box; any other value also adds a Box)"
    • Changedadd_socket_to_skeleton_asset3 fields changed
      • changedInput schema / properties / bone_name / description
        Previous value: -"Bone to attach the socket to, defaults to root bone"New value: +"Bone to attach the socket to; must exist in the skeleton (default the root bone)."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
      • changedInput schema / properties / socket_name / description
        Previous value: -"Name for the new socket"New value: +"Name of the socket; an existing socket with this name is updated instead of duplicated."
    • Changedadd_soundfield_effect_to_submix1 field changed
      • changedInput schema / properties / effect_class_name / description
        Previous value: -"Friendly name OR /Script/Path.Class (required)."New value: +"Full class path of a concrete USoundfieldEffectBase subclass, e.g. \"/Script/MyAudioPlugin.MySoundfieldEffect\"; it is looked up with no outer, so a bare class name does not resolve"
    • Changedadd_spring_arm1 field changed
      • changedInput schema / properties / component_name / description
        Previous value: -"Optional name for the new component (defaults to \"SpringArm\"). If a component with this name already exists, only the provided fields are updated."New value: +"Optional name for a new component (defaults to \"SpringArm\"); use a name no other component of the actor has. Ignored when the actor already has a spring arm, which is configured whatever its name."
    • Changedadd_state2 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state to add"New value: +"Name of the new state, e.g. \"Patrol\"; the other state commands find states by this name."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedadd_state_enter_condition1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "condition_struct"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "condition_struct"
        +]
    • Changedadd_state_task1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "task_struct"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "task_struct"
        +]
    • Changedadd_state_transition4 fields changed
      • changedInput schema / properties / event_name / description
        Previous value: -"Name of the event"New value: +"Gameplay tag stored as the transition RequiredEvent, e.g. \"AI.Event.Alert\"; a tag that is not registered is ignored without error."
      • changedInput schema / properties / from_state / description
        Previous value: -"Source state name"New value: +"Name of the source state, which owns the new transition."
      • changedInput schema / properties / to_state / description
        Previous value: -"Target state name"New value: +"Name of the target state the transition goes to."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedadd_state_tree_global_task_property7 fields changed
      • changedInput schema / properties / global_task_index / description
        Previous value: -"0-based index into ED->GlobalTasks."New value: +"0-based index into the tree GlobalTasks, as listed by list_global_tasks; out of range is an error."
      • changedInput schema / properties / property / description
        Previous value: -"FProperty name on the global task struct."New value: +"Name of a property on the global task node struct, e.g. \"FontScale\" on a debug text task; case-insensitive."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • addedInput schema / properties / value / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • changedInput schema / properties / value / description
        Previous value: -"JSON value to apply."New value: +"New value as JSON: a number, bool or string, or an object for a struct property, applied through FJsonObjectConverter."
      • removedInput schema / properties / value / type
        Removed value: -"string"
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "global_task_index",
        -  "property"
        -]New value: +[
        +  "tree_path",
        +  "global_task_index",
        +  "property",
        +  "value"
        +]
    • Changedadd_transition_condition1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "condition_struct"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "condition_struct"
        +]
    • Changedadd_virtual_bone3 fields changed
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
      • changedInput schema / properties / source_bone / description
        Previous value: -"Source bone name, defaults to first bone"New value: +"Bone the virtual bone starts from (default the first bone, usually the root); not validated."
      • changedInput schema / properties / target_bone / description
        Previous value: -"Target bone name, defaults to first different bone"New value: +"Bone the virtual bone points to (default the first bone that differs from source_bone); not validated."
    • Changedapply_gameplay_effect3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to apply the effect to"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
      • changedInput schema / properties / effect_class / description
        Previous value: -"Full class path of the gameplay effect to apply"New value: +"Class path of a UGameplayEffect subclass; a Blueprint GE needs its _C class path, e.g. \"/Game/Effects/GE_Burn.GE_Burn_C\""
      • changedInput schema / properties / level / description
        Previous value: -"GameplayEffect/ability level (default 1.0)"New value: +"Effect level for scalable magnitudes, fractions allowed; default 1.0"
    • Changedapply_multiple_gameplay_effects2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Target actor label"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
      • changedInput schema / properties / effect_classes / description
        Previous value: -"Array of UGameplayEffect class paths"New value: +"JSON array of UGameplayEffect class path strings, e.g. [\"/Game/Effects/GE_Burn.GE_Burn_C\"]; non-string entries go to failed"
    • Changedapply_usd_prim_schema3 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"."
      • changedInput schema / properties / schema_name / description
        Previous value: -"Schema identifier, e.g. \"MaterialBindingAPI\", \"UsdGeomModelAPI\""New value: +"Schema identifier (not the C++ class name), e.g. \"MaterialBindingAPI\", \"GeomModelAPI\""
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedbuild_lighting1 field changed
      • changedInput schema / properties / quality / description
        Previous value: -"Preview, Medium, High, or Production, default Preview"New value: +"Preview, Medium, High or Production (case-insensitive); any other value silently builds at Preview. Default Preview."
    • Changedcancel_ability2 fields changed
      • changedInput schema / properties / ability_name / description
        Previous value: -"Name of the ability to cancel"New value: +"Ability to match among the granted specs: the ability_name from get_active_abilities, the class name with or without _C (\"GA_Jump\"), the asset path (\"/Game/Abilities/GA_Jump\") or the class path; case-insensitive, first match wins"
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor whose ability to cancel"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
    • Changedcapture_pie_screenshot1 field changed
      • addedInput schema / properties / include_ui / description
        Added value: +"When true and PIE is running with rendering, also request an engine screenshot with the HUD that a later frame crops to the game viewport (editor chrome removed) and writes over output_path; SDR only, given up after 8 s. Default false."
    • Changedclear_anim_graph_node_pin_binding2 fields changed
      • addedInput schema / properties / anim_blueprint / description
        Added value: +"Alias of anim_blueprint_path, used only when anim_blueprint_path is absent or empty."
      • addedInput schema / properties / blueprint_name / description
        Added value: +"Alias of anim_blueprint_path, used only when anim_blueprint_path and anim_blueprint are both absent or empty."
    • Changedclear_mpci_parameter_overrides1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Optional world context label, default editor"New value: +"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively (first match)"
    • Changedclear_procedural_mesh1 field changed
      • changedInput schema / properties / section_index / description
        Previous value: -"Optional target section; defaults to INDEX_NONE (clear all)"New value: +"Optional 0-based section to empty; omit it, or pass -1, to drop all sections"
    • Changedclear_usd_attribute4 fields changed
      • changedInput schema / properties / attr_name / description
        Previous value: -"Attribute name"New value: +"Name of the attribute to clear, e.g. \"size\"."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage (default the file basename) or create_usd_stage (default \"Untitled\")."
      • changedInput schema / properties / time / description
        Previous value: -"Optional time code; when omitted clears ALL times (Attr.Clear), when present clears just that time (Attr.ClearAtTime)"New value: +"Time code of the single sample to clear (ClearAtTime); omit it to clear the default value and all samples (Clear)."
    • Changedcluster_geometry_collection1 field changed
      • changedInput schema / properties / site_count / description
        Previous value: -"Base site count used by the size method, default 10"New value: +"Target cluster count before cluster_size_method scales it, minimum 1, default 10"
    • Changedcompile_material1 field changed
      • changedInput schema / properties / material_path / description
        Previous value: -"Material asset path"New value: +"UMaterial asset path, e.g. \"/Game/Materials/M_Rock\"; a material instance or function path fails with Material not found."
    • Changedconfigure_ai_sight_radius4 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Required."New value: +"Object name or editor label of the pawn or AIController in the editor world; the first match is used."
      • changedInput schema / properties / lose_sight_radius / description
        Previous value: -"Optional float (default = sight_radius * 1.5)."New value: +"New LoseSightRadius in cm, the distance at which an already seen target is lost, 0 or more; default sight_radius times 1.5."
      • changedInput schema / properties / lose_sight_radius / type
        Previous value: -"string"New value: +"number"
      • changedInput schema / properties / sight_radius / description
        Previous value: -"Required float (>0)."New value: +"New SightRadius in cm, greater than 0."
    • Changedconfigure_animation_events2 fields changed
      • changedInput schema / properties / component_name / description
        Previous value: -"Name of the skeletal mesh component to configure"New value: +"Object name of the USkeletalMeshComponent, e.g. \"CharacterMesh0\", case-insensitive; the first actor in the world that has one with that name wins"
      • changedInput schema / properties / event_settings / description
        Previous value: -"Event configuration mode: 'enable', 'disable', or 'custom'"New value: +"Tick mode, any case: 'enable' (tick on, not while paused), 'disable' (tick off) or 'custom' (tick on, paused setting kept)"
    • Changedconnect_to_material_output3 fields changed
      • changedInput schema / properties / from_pin / description
        Previous value: -"Optional source output pin name (default: first available)"New value: +"Output pin name on the source node, e.g. \"RGB\" or \"R\"; omitted or empty uses its first output."
      • changedInput schema / properties / material_path / description
        Previous value: -"Material asset path."New value: +"UMaterial asset path, e.g. \"/Game/Materials/M_Rock\"; a material instance path fails with Material not found."
      • changedInput schema / properties / output_property / description
        Previous value: -"BaseColor, Metallic, Roughness, Normal, Emissive, Opacity, OpacityMask, Specular, ..."New value: +"Material input to feed, case-insensitive: BaseColor, Metallic, Specular, Roughness, Anisotropy, Normal, Tangent, EmissiveColor (or Emissive), Opacity, OpacityMask, WorldPositionOffset (WPO), AmbientOcclusion (AO), Refraction, PixelDepthOffset, SubsurfaceColor."
    • Changedcreate_actor_action_utility2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (no extension)."New value: +"Asset name without path or extension, e.g. \"EUA_AlignToFloor\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Destination content folder, e.g. \"/Game/MyGame\"."New value: +"Content folder for the asset, e.g. \"/Game/EditorTools\"; a trailing slash is ignored."
    • Changedcreate_asset_action_utility2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (no extension)."New value: +"Asset name without path or extension, e.g. \"EUA_RenameTextures\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Destination content folder, e.g. \"/Game/MyGame\"."New value: +"Content folder for the asset, e.g. \"/Game/EditorTools\"; a trailing slash is ignored."
    • Changedcreate_asset_documentation1 field changed
      • changedInput schema / properties / asset_name / description
        Previous value: -"The object path or name of the asset to document"New value: +"Package path (\"/Game/Props/SM_Chair\") or object path (\"/Game/Props/SM_Chair.SM_Chair\") of the asset; a bare asset name is not resolved"
    • Changedcreate_attribute_set_asset3 fields changed
      • changedInput schema / properties / attributes / description
        Previous value: -"Optional list of {name, default_value} attribute descriptors"New value: +"Array of {\"name\": \"Health\", \"default_value\": 100} objects; default_value (default 0) becomes the BaseValue and CurrentValue of the compiled default. Entries without a name are ignored."
      • changedInput schema / properties / name / description
        Previous value: -"Asset name, e.g. AS_Character"New value: +"Asset name without a path, e.g. \"AS_Character\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content path, defaults to /Game/Blueprints"New value: +"Content folder for the new asset, e.g. \"/Game/GAS/Attributes\"; defaults to /Game/Blueprints."
    • Changedcreate_attribute_set_blueprint2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name, e.g. AS_Character"New value: +"Asset name without a path, e.g. \"AS_Character\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content path, defaults to /Game/Blueprints"New value: +"Content folder for the new asset, e.g. \"/Game/GAS/Attributes\"; defaults to /Game/Blueprints."
    • Changedcreate_behavior_config2 fields changed
      • changedInput schema / properties / behavior_class / description
        Previous value: -"Optional UGameplayBehavior subclass name to assign as BehaviorClass (set via reflection)."New value: +"Full path of a loaded UGameplayBehavior subclass, e.g. \"/Script/GameplayBehaviorsModule.GameplayBehavior_AnimationBased\"; a short name never resolves, and a miss is ignored"
      • changedInput schema / properties / config_name / description
        Previous value: -"Name of the new config asset."New value: +"Asset name of the config, e.g. \"BC_Patrol\""
    • Changedcreate_camera_asset1 field changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (required)"New value: +"Name of the UCameraAsset to create, e.g. \"CA_Player\"; also the last segment of its path"
    • Changedcreate_camera_rig_crane1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [X, Y, Z] world location (defaults to origin)"New value: +"Optional [X, Y, Z] world location (defaults to origin; each axis within -100000 to 100000)"
    • Changedcreate_camera_rig_rail1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [X, Y, Z] world location (defaults to origin)"New value: +"Optional [X, Y, Z] world location (defaults to origin; each axis within -100000 to 100000)"
    • Changedcreate_control_bus1 field changed
      • changedInput schema / properties / initial_value / description
        Previous value: -"Initial bus value echoed back (default 1.0)"New value: +"Number echoed back as value in the reply; it is not stored on the bus (default 1.0)"
    • Changedcreate_control_rig_blueprint2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name for the new Control Rig blueprint"New value: +"Asset name of the Control Rig Blueprint, e.g. \"CR_Hero\""
      • changedInput schema / properties / package_path / description
        Previous value: -"UE content folder, e.g. /Game/MyGame"New value: +"Content folder starting with \"/\", e.g. \"/Game/Rigs\"; a trailing slash is ignored"
    • Changedcreate_editor_utility_blueprint3 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (no extension)"New value: +"Asset name without path or extension, e.g. \"EUB_BatchRename\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"/Game folder to create the asset in (e.g. /Game/EditorUtilities)"New value: +"Content folder for the asset, e.g. \"/Game/EditorUtilities\"; a trailing slash is ignored."
      • changedInput schema / properties / parent_class / description
        Previous value: -"Parent UClass name or path (default UEditorUtilityObject)"New value: +"Parent class by name without the U or A prefix, e.g. \"EditorUtilityActor\", or by path such as \"/Script/Blutility.EditorUtilityObject\" (default EditorUtilityObject); it must be Blueprintable."
    • Changedcreate_editor_utility_widget_blueprint2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (no extension)"New value: +"Asset name without path or extension, e.g. \"EUW_LevelTools\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"/Game folder to create the asset in (e.g. /Game/EditorUtilities)"New value: +"Content folder for the asset, e.g. \"/Game/EditorUtilities\"; a trailing slash is ignored."
    • Changedcreate_file_media_source1 field changed
      • changedInput schema / properties / file_path / description
        Previous value: -"The movie file path the source references (e.g."New value: +"Movie file on disk, absolute or \"./\"-relative to the project Content folder, e.g. \"./Movies/Intro.mp4\"; a path inside Content is stored in that relative form."
    • Changedcreate_gameplay_ability_blueprint2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name, e.g. GA_Fireball"New value: +"Asset name without a path, e.g. \"GA_Fireball\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content path, defaults to /Game/Blueprints"New value: +"Content folder for the new asset, e.g. \"/Game/GAS/Abilities\"; defaults to /Game/Blueprints."
    • Changedcreate_gameplay_cue_notify_actor3 fields changed
      • changedInput schema / properties / gameplay_cue_tag / description
        Previous value: -"Optional registered GameplayCue tag to set on the CDO"New value: +"Registered gameplay tag written as GameplayCueTag and GameplayCueName, e.g. \"GameplayCue.Beam\"; an unregistered tag is skipped (cue_tag_set=false), not an error."
      • changedInput schema / properties / name / description
        Previous value: -"Asset name, e.g. GCN_Beam"New value: +"Asset name without a path, e.g. \"GCN_Beam\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content path, defaults to /Game/Blueprints"New value: +"Content folder for the new asset, e.g. \"/Game/GAS/Cues\"; defaults to /Game/Blueprints."
    • Changedcreate_gameplay_cue_notify_static3 fields changed
      • changedInput schema / properties / gameplay_cue_tag / description
        Previous value: -"Optional registered GameplayCue tag to set on the CDO"New value: +"Registered gameplay tag written as GameplayCueTag and GameplayCueName, e.g. \"GameplayCue.Hit\"; an unregistered tag is skipped (cue_tag_set=false), not an error."
      • changedInput schema / properties / name / description
        Previous value: -"Asset name, e.g. GCN_Hit"New value: +"Asset name without a path, e.g. \"GCN_Hit\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content path, defaults to /Game/Blueprints"New value: +"Content folder for the new asset, e.g. \"/Game/GAS/Cues\"; defaults to /Game/Blueprints."
    • Changedcreate_gameplay_effect_blueprint2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name, e.g. GE_Damage"New value: +"Asset name without a path, e.g. \"GE_Damage\"."
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content path, defaults to /Game/Blueprints"New value: +"Content folder for the new asset, e.g. \"/Game/GAS/Effects\"; defaults to /Game/Blueprints."
    • Changedcreate_gameplay_effect_container2 fields changed
      • changedInput schema / properties / duration_policy / description
        Previous value: -"Duration type: Instant, HasDuration, or Infinite (default Instant)"New value: +"Duration type, case-insensitive: Instant, HasDuration or Infinite (default Instant)"
      • changedInput schema / properties / name / description
        Previous value: -"Asset name (no path)"New value: +"Asset name without a path, e.g. \"GE_Damage\""
    • Changedcreate_geometry_collection1 field changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Package path for the asset, e.g. /Game/Chaos/Collections"New value: +"Content folder for the asset, e.g. /Game/Chaos/Collections; a path without a leading slash is placed under /Game/"
    • Changedcreate_level_sequence2 fields changed
      • changedInput schema / properties / duration / description
        Previous value: -"Playback duration in seconds, 0 to 3600, default 10"New value: +"Playback duration in seconds, above 0 and at most 3600, default 10"
      • changedInput schema / properties / frame_rate / description
        Previous value: -"Frame rate in fps, 0 to 120, default 30"New value: +"Frame rate in fps, above 0 and at most 120, truncated to whole fps, default 30"
    • Changedcreate_mass_spawner_actor1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional spawn location [X, Y, Z] (default origin)"New value: +"Optional spawn location [X, Y, Z] in world units (cm), default the origin; ignored unless it holds exactly 3 numbers"
    • Changedcreate_material_function1 field changed
      • changedInput schema / properties / description / description
        Previous value: -"Optional description for the material function"New value: +"Text stored as the function Description, the tooltip shown wherever the function is used; default empty. Ignored when the function already exists."
    • Changedcreate_material_layer1 field changed
      • changedInput schema / properties / package_path / description
        Previous value: -"UE content folder, e.g. /Game/MyGame"New value: +"Content folder starting with a slash, e.g. /Game/MyGame; a trailing slash is ignored"
    • Changedcreate_material_layer_blend1 field changed
      • changedInput schema / properties / package_path / description
        Previous value: -"UE content folder, e.g. /Game/MyGame"New value: +"Content folder starting with a slash, e.g. /Game/MyGame; a trailing slash is ignored"
    • Changedcreate_material_parameter_collection2 fields changed
      • changedInput schema / properties / name / description
        Previous value: -"Asset name, e.g. MPC_Global"New value: +"Asset name without a path, e.g. \"MPC_Global\""
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content path, defaults to /Game/MaterialCollections"New value: +"Content folder for the asset, e.g. \"/Game/MaterialCollections\" (the default)"
    • Changedcreate_material_parameter_collection_instance1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Optional world context label, default editor"New value: +"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively (first match)"
    • Changedcreate_media_player1 field changed
      • changedInput schema / properties / create_output_texture / description
        Previous value: -"Also create + link a sibling media texture (default true)"New value: +"Also create a UMediaTexture \"<name>_T\" next to the player and link it (default true)."
    • Changedcreate_modulation_generator_lfo1 field changed
      • changedInput schema / properties / waveform / description
        Previous value: -"LFO shape: Sine, UpSaw, DownSaw, Square, Triangle, Exponential, Random (default Sine)"New value: +"LFO shape, case-insensitive: Sine, UpSaw, DownSaw, Square, Triangle, Exponential, Random (default Sine; any other value also gives Sine)"
    • Changedcreate_modulation_parameter1 field changed
      • changedInput schema / properties / parameter_class / description
        Previous value: -"Concrete class name (case-insensitive). One of: Volume, Frequency, LPFFrequency, HPFFrequency, Bipolar, Additive, Scaled"New value: +"Concrete class name (case-insensitive). One of: Volume, Frequency, LPFrequency, HPFrequency, Bipolar, Additive, Scaled; the engine spellings LPFFrequency and HPFFrequency are accepted too."
    • Changedcreate_physics_asset2 fields changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content package path where the asset is created (check the body for the default)"New value: +"Content folder for the new asset (default /Game/Physics; an empty string also uses it)"
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Source skeletal mesh path (defaults to engine SkeletalCube)"New value: +"Skeletal mesh to generate the bodies from (default /Engine/EngineMeshes/SkeletalCube); the call fails when it does not load"
    • Changedcreate_procedural_grid_mesh2 fields changed
      • changedInput schema / properties / num_x / description
        Previous value: -"Optional X subdivision count; defaults to 10"New value: +"Optional vertex count along X (the grid has num_x - 1 cells; below 2 there is no geometry); defaults to 10"
      • changedInput schema / properties / num_y / description
        Previous value: -"Optional Y subdivision count; defaults to 10"New value: +"Optional vertex count along Y (the grid has num_y - 1 cells; below 2 there is no geometry); defaults to 10"
    • Changedcreate_render_target_2d1 field changed
      • changedInput schema / properties / format / description
        Previous value: -"RTF_RGBA8 default, RTF_RGBA16f for HDR, RTF_R8, RTF_RGBA8_SRGB, etc"New value: +"Render target format, default RTF_RGBA8: RTF_R8, RTF_RG8, RTF_RGBA8, RTF_RGBA8_SRGB, RTF_R16f, RTF_RG16f, RTF_RGBA16f (HDR), RTF_R32f, RTF_RG32f, RTF_RGBA32f or RTF_RGB10A2, RTF_ prefix optional; an unknown value falls back to RTF_RGBA8 with format_warning"
    • Changedcreate_rvt_asset6 fields changed
      • changedInput schema / properties / asset_name / description
        Previous value: -"Asset name (without path)"New value: +"Name of the new RVT asset (e.g. \"RVT_Landscape\"), without a folder."
      • changedInput schema / properties / continuous_update / description
        Previous value: -"bool (default false)"New value: +"When true, already mapped pages are re-rendered round-robin (bContinuousUpdate); default false."
      • changedInput schema / properties / directory_path / description
        Previous value: -"/Game-relative directory (default /Game)"New value: +"Content folder as a long package path (e.g. \"/Game/VirtualTextures\"), not a relative one (default /Game)."
      • changedInput schema / properties / material_type / description
        Previous value: -"One of \"BaseColor_Normal_Specular\", \"BaseColor_Normal_Roughness\", \"BaseColor_YCoCg\", \"WorldHeight\" (default \"BaseColor_Normal_Specular\")"New value: +"One of \"BaseColor_Normal_Specular\", \"BaseColor_Normal_Roughness\" or \"WorldHeight\", case-insensitive (default \"BaseColor_Normal_Specular\"); any other value, BaseColor_YCoCg included, is refused."
      • changedInput schema / properties / tile_count / description
        Previous value: -"Log2 tile count, 0..12 (default 8)"New value: +"Exponent of the size in tiles: 2^n tiles, clamped to 0..12 (default 8 = 256 tiles); a texel value such as 256 is clamped to 12."
      • changedInput schema / properties / tile_size / description
        Previous value: -"Tile size log2 + 6, 0..4 (default 2)"New value: +"Exponent of the tile size: 2^(n+6) texels, clamped to 0..4 (default 2 = 256 texels)."
    • Changedcreate_sound_attenuation2 fields changed
      • changedInput schema / properties / falloff_distance / description
        Previous value: -"Optional FalloffDistance on FBaseAttenuationSettings"New value: +"FalloffDistance in Unreal units (cm): how far beyond the inner shape the volume fades out. Unchanged when omitted."
      • changedInput schema / properties / radius / description
        Previous value: -"Optional sphere radius applied to AttenuationShapeExtents X"New value: +"Inner sphere radius in Unreal units (cm); sets the shape to Sphere and AttenuationShapeExtents to (radius, 0, 0). Unchanged when omitted."
    • Changedcreate_sound_concurrency1 field changed
      • changedInput schema / properties / max_count / description
        Previous value: -"Optional MaxCount on FSoundConcurrencySettings, clamped to >= 1"New value: +"Most sounds of this group that play at once (MaxCount); values below 1 become 1 and fractions are truncated. Unchanged when omitted."
    • Changedcreate_state_tree2 fields changed
      • changedInput schema / properties / package_path / description
        Previous value: -"Target content package path where the asset is created (default /Game/MCP)"New value: +"Content folder for the asset, e.g. \"/Game/AI\" (default /Game/MCP)."
      • changedInput schema / properties / tree_name / description
        Previous value: -"Name of the UStateTree asset"New value: +"Asset name without path, e.g. \"ST_Guard\"; an asset of another class with that name is an error."
    • Changedcreate_usd_attribute2 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage (default the file basename) or create_usd_stage (default \"Untitled\")."
    • Changedcreate_volume4 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"World location for the spawned volume"New value: +"World location [x, y, z] in cm of the volume center (default [0, 0, 0])."
      • changedInput schema / properties / size / description
        Previous value: -"Optional cube brush size in unreal units"New value: +"Edge length in cm of the cube brush (the full side, not a half-extent); omitted or not positive gives 200."
      • changedInput schema / properties / volume_name / description
        Previous value: -"Name label for the volume actor"New value: +"Editor label for the new actor; its object name is generated and returned as actor_name."
      • changedInput schema / properties / volume_type / description
        Previous value: -"Volume class to spawn (defaults to BlockingVolume)"New value: +"Volume class, case-insensitive: \"BlockingVolume\" (default), \"KillZVolume\", \"PainCausingVolume\", \"PostProcessVolume\" or \"TriggerVolume\"; any other value spawns a BlockingVolume."
    • Changedcreate_water_zone1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [X, Y, Z] world location (defaults to origin)"New value: +"World location [X, Y, Z] in cm; anything but a 3-number array means the origin."
    • Changeddelete_asset1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Full asset path to delete"New value: +"Asset to delete, as an object path (\"/Game/Props/SM_Box.SM_Box\") or a bare package path (\"/Game/Props/SM_Box\")"
    • Changeddelete_level_sequence1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the sequence to delete"New value: +"Asset name of the Level Sequence to delete, not its path (e.g. \"LS_Intro\")"
    • Changeddelete_montage_section1 field changed
      • changedInput schema / properties / section_name / description
        Previous value: -"Name of the FCompositeSection to remove (FName). Case-sensitive."New value: +"Name of the FCompositeSection to remove; compared as an FName, so case is ignored."
    • Changeddelete_save_game1 field changed
      • changedInput schema / properties / user_index / description
        Previous value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
    • Changeddelete_selected_triangles_from_mesh2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
      • changedInput schema / properties / triangle_ids / description
        Previous value: -"Triangle IDs to delete (required, non-empty)"New value: +"Non-empty array of non-negative integer triangle IDs, e.g. [0, 5, 12]; any negative or non-numeric entry fails the call."
    • Changeddelete_triangle_from_mesh2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
      • changedInput schema / properties / triangle_id / description
        Previous value: -"Triangle ID to delete (required)"New value: +"Non-negative integer ID of the triangle to delete."
    • Changeddiff_data_tables5 fields changed
      • addedInput schema / properties / after_json / description
        Added value: +"Alias of after: the second (after) table dump; after wins when both are given"
      • addedInput schema / properties / before / description
        Added value: +"Alias of before_json: the first (before) table dump; before_json wins when both are given"
      • addedInput schema / properties / table_a / description
        Added value: +"Alias of a: asset path of the first DataTable, e.g. \"/Game/Data/DT_Items\"; a wins when both are given"
      • addedInput schema / properties / table_b / description
        Added value: +"Alias of b: asset path of the second DataTable, e.g. \"/Game/Data/DT_Items_Old\"; b wins when both are given"
      • removedInput schema / required
        Removed value: -[
        -  "a",
        -  "b"
        -]
    • Changeddoes_save_game_exist1 field changed
      • changedInput schema / properties / user_index / description
        Previous value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
    • Changedduplicate_material_expression2 fields changed
      • changedInput schema / properties / new_node_name / description
        Previous value: -"Optional rename for the duplicate (optional)"New value: +"Object name for the copy; when taken, a unique variant is used (read duplicate_node). Default: a name the engine picks."
      • changedInput schema / properties / node_id / description
        Previous value: -"Name of the source expression."New value: +"Object name of the expression to copy, as listed by get_material_expressions."
    • Changedduplicate_mpc3 fields changed
      • changedInput schema / properties / new_name / description
        Previous value: -"Name for the duplicated MPC"New value: +"Asset name of the copy, e.g. \"MPC_B\"; must not be empty"
      • changedInput schema / properties / package_path / description
        Previous value: -"Target package path, defaults to source's folder"New value: +"Target folder; default is the folder of source_path when it is an object path with a dot (\"/Game/MPC/MPC_A.MPC_A\"), else \"/Game/MaterialCollections\""
      • changedInput schema / properties / source_path / description
        Previous value: -"Full /Game path of the source MPC"New value: +"Source MPC path, e.g. \"/Game/MPC/MPC_A\" or the object path \"/Game/MPC/MPC_A.MPC_A\""
    • Changedduplicate_niagara_emitter_handle4 fields changed
      • changedInput schema / properties / new_emitter_name / description
        Previous value: -"Optional name for the duplicate; defaults to \"<source>_Copy\""New value: +"Name for the copy (default \"<source_emitter_name>_Copy\")."
      • changedInput schema / properties / source_emitter_name / description
        Previous value: -"Display name of the emitter handle to duplicate."New value: +"Display name of the emitter handle to copy (case-insensitive), as get_niagara_emitter_handles lists it."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it."
      • changedInput schema / required
        Previous value: -[
        -  "source_emitter_name"
        -]New value: +[
        +  "system_path",
        +  "source_emitter_name"
        +]
    • Changedduplicate_niagara_module_in_stack1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "module_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "module_name"
        +]
    • Changedexport_asset_data1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Full path to the asset (e.g., '/Game/MyAsset')."New value: +"Package or object path of the asset (e.g., '/Game/MyAsset'); the file is named after its last segment."
    • Changedexport_assets2 fields changed
      • changedInput schema / properties / asset_paths / description
        Previous value: -"List of asset paths to export"New value: +"Asset object or package paths to export (e.g. [\"/Game/Meshes/SM_Rock\"]); empty strings are ignored."
      • changedInput schema / properties / export_path / description
        Previous value: -"Destination directory on disk"New value: +"Destination directory on disk (e.g. \"D:/Exports\"), created if missing; each file lands in subfolders named after its package path."
    • Changedexport_data_table_as_csv3 fields changed
      • addedInput schema / properties / data_table / description
        Added value: +"Alias of table_path: pass one of the two."
      • changedInput schema / properties / table_path / description
        Previous value: -"Full asset path of the DataTable (data_table also accepted)"New value: +"Full asset path of the DataTable."
      • removedInput schema / required
        Removed value: -[
        -  "table_path"
        -]
    • Changedexport_data_table_as_json3 fields changed
      • addedInput schema / properties / data_table / description
        Added value: +"Alias of table_path: pass one of the two."
      • changedInput schema / properties / table_path / description
        Previous value: -"Full asset path of the DataTable (data_table also accepted)"New value: +"Full asset path of the DataTable."
      • removedInput schema / required
        Removed value: -[
        -  "table_path"
        -]
    • Changedflush_net_dormancy1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match."
    • Changedforce_net_update1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match."
    • Changedfracture_geometry_collection4 fields changed
      • changedInput schema / properties / chance_to_fracture / description
        Previous value: -"Optional 0 to 1 chance per site, default 1"New value: +"Chance from 0 to 1 that each selected transform is fractured, default 1"
      • changedInput schema / properties / grout / description
        Previous value: -"Optional grout amount for the cuts"New value: +"Width of the gap left between cut pieces, in cm (default 0)"
      • changedInput schema / properties / num_sites / description
        Previous value: -"Number of random Voronoi sites to generate, default 20"New value: +"Number of random Voronoi sites to generate, minimum 1, default 20"
      • changedInput schema / properties / random_seed / description
        Previous value: -"Optional seed for site generation"New value: +"Seed for the random site positions and the per-transform fracture chance, default 0"
    • Changedget_ability_info2 fields changed
      • changedInput schema / properties / ability_name / description
        Previous value: -"Name of the ability to get information about"New value: +"Ability to match among the granted specs: the ability_name from get_active_abilities, the class name with or without _C (\"GA_Jump\"), the asset path (\"/Game/Abilities/GA_Jump\") or the class path; case-insensitive, first match wins"
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor that owns the ability"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
    • Changedget_ability_system_component1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to query for ability system component"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
    • Changedget_ability_tasks1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Actor label in the level"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
    • Changedget_active_abilities1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to query for abilities"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
    • Changedget_active_effects1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to query for effects"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
    • Changedget_actor_net_update_frequency1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Engine name of the actor"New value: +"Label of the actor in the editor world (matched against labels, not engine object names, despite the parameter name); first match."
    • Changedget_actors_in_trigger1 field changed
      • changedInput schema / properties / trigger_name / description
        Previous value: -"Name of the trigger actor to check"New value: +"Object name of the trigger actor, such as the actor_name returned by create_trigger; its editor label is not matched."
    • Changedget_ai_perceived_actors1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Required."New value: +"Object name or editor label of the pawn or AIController in the editor world; the first match is used."
    • Changedget_asset_bundle_data1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Object path, e.g. /Game/MyGame/M_Example.M_Example"New value: +"Full object path including the object name, e.g. /Game/MyGame/M_Example.M_Example; a package-only path does not resolve to the asset."
    • Changedget_attribute_value2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor that owns the attribute"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
      • changedInput schema / properties / attribute_name / description
        Previous value: -"Name of the attribute to get the value for"New value: +"Attribute name (\"Health\") or \"SetClass.Attribute\" (\"MyAttributeSet.Health\"), case-insensitive; the first registered attribute that matches wins"
    • Changedget_attributes1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to query for attributes"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
    • Changedget_audio_bus1 field changed
      • changedInput schema / properties / bus_path / description
        Previous value: -"Full content path of the target UAudioBus"New value: +"Asset path of the UAudioBus, e.g. \"/Game/Audio/AB_Music\"."
    • Changedget_audio_section_properties1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path"
        -]
    • Changedget_behavior_config_info1 field changed
      • changedInput schema / properties / config_path / description
        Previous value: -"Content path of the UGameplayBehaviorConfig."New value: +"Path of the UGameplayBehaviorConfig asset, e.g. \"/Game/MCP/BC_Patrol\""
    • Changedget_blackboard_component1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to query for blackboard component"New value: +"Object name or label of the pawn, its AIController, or an actor with its own UBlackboardComponent, in the editor world (first match)."
    • Changedget_blackboard_keys1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor whose blackboard to enumerate (optional, use blackboard_path for asset-based read)"New value: +"Object name or label of an editor-world actor whose live blackboard to read; takes precedence over blackboard_path."
    • Changedget_channel_keyframes2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedget_collection_param_info1 field changed
      • changedInput schema / properties / param_type / description
        Previous value: -"scalar or vector, default scalar"New value: +"Which array to search: \"scalar\" or \"vector\", any case; omitted or anything else means scalar"
    • Changedget_collision_profile1 field changed
      • changedInput schema / properties / profile_name / description
        Previous value: -"Profile name"New value: +"Name of an existing collision profile, e.g. \"BlockAll\" or \"Pawn\""
    • Changedget_component_properties3 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor containing the component"New value: +"Object name, else editor label, of the placed actor that owns the component; ignored when blueprint_name is given."
      • addedInput schema / properties / blueprint_name / description
        Added value: +"Blueprint whose component template to read, by short name (searched under /Game/Blueprints, then the whole project) or asset path such as \"/Game/Characters/BP_Hero\"; it wins over actor_name, and world is ignored."
      • changedInput schema / properties / component_name / description
        Previous value: -"Name of the component to get properties from"New value: +"Name of the component: its object name on a placed actor, or its SCS variable or native subobject name in a Blueprint."
    • Changedget_condition_info6 fields changed
      • changedInput schema / properties / condition_index / description
        Previous value: -"0-based index into the resolved condition array."New value: +"0-based index into the selected condition list, as counted by list_conditions or list_transitions."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the condition; the command fails without it."
      • changedInput schema / properties / target_kind / description
        Previous value: -"\"state\" (EnterConditions) or \"transition\" (transition.Conditions)."New value: +"Which list to read: \"state\" (default, the state EnterConditions) or \"transition\" (the Conditions of transition transition_index); any other value reads the enter conditions."
      • changedInput schema / properties / transition_index / description
        Previous value: -"Required only if target_kind=transition (0-based)."New value: +"0-based index into the state transitions; required when target_kind is \"transition\" and ignored otherwise."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "transition_index",
        -  "condition_index"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "condition_index"
        +]
    • Changedget_condition_property7 fields changed
      • changedInput schema / properties / condition_index / description
        Previous value: -"0-based index into the selected condition list."New value: +"0-based index into the selected condition list; omitting it fails as out of range."
      • changedInput schema / properties / property / description
        Previous value: -"Name of the property to read off the condition's script struct."New value: +"Name of a property on the condition node struct, e.g. \"bInvert\" on a compare condition; case-insensitive."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state that owns the condition."New value: +"Name of the state that owns the condition; the command fails without it."
      • changedInput schema / properties / target_kind / description
        Previous value: -"Which condition list to read from: \"state\" (EnterConditions, default) or \"transition\"."New value: +"Which list holds the condition: \"state\" (default, EnterConditions) or \"transition\" (Conditions of transition transition_index); any other value means \"state\"."
      • changedInput schema / properties / transition_index / description
        Previous value: -"0-based index into the state's Transitions; required when target_kind is \"transition\"."New value: +"0-based index into the state transitions; used only when target_kind is \"transition\", where omitting it fails."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "property"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "property"
        +]
    • Changedget_consideration_info1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "consideration_index"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "consideration_index"
        +]
    • Changedget_consideration_property5 fields changed
      • changedInput schema / properties / consideration_index / description
        Previous value: -"0-based index."New value: +"0-based index into the state Considerations, as listed by list_considerations."
      • changedInput schema / properties / property / description
        Previous value: -"FProperty name."New value: +"Name of a property on the consideration node struct; case-insensitive."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the consideration; the command fails without it."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "consideration_index",
        -  "property"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "consideration_index",
        +  "property"
        +]
    • Changedget_data_registry_info1 field changed
      • changedInput schema / properties / registry_path / description
        Previous value: -"Content path to the UDataRegistry asset."New value: +"Asset path of the UDataRegistry, e.g. \"/Game/Data/DR_Items\"."
    • Changedget_data_registry_source_count1 field changed
      • changedInput schema / properties / registry_path / description
        Previous value: -"Content path to the UDataRegistry asset."New value: +"Asset path of the UDataRegistry, e.g. \"/Game/Data/DR_Items\"."
    • Changedget_data_table_column4 fields changed
      • changedInput schema / properties / column / description
        Previous value: -"Name of the column (a field of the row struct) to read across every row"New value: +"Name of the column (a field of the row struct, by property or display name) to read across every row"
      • addedInput schema / properties / data_table / description
        Added value: +"Alias of table_path: pass one of the two."
      • changedInput schema / properties / table_path / description
        Previous value: -"Full asset path of the DataTable (data_table also accepted)"New value: +"Full asset path of the DataTable."
      • changedInput schema / required
        Previous value: -[
        -  "table_path",
        -  "column"
        -]New value: +[
        +  "column"
        +]
    • Changedget_engine_ini_value2 fields changed
      • changedInput schema / properties / config_file / description
        Previous value: -"INI file base name (default \"Engine\")"New value: +"Config base name without extension, e.g. \"Engine\" (default), \"Game\", \"Input\", \"Editor\", \"Scalability\"; \"Engine.ini\" is not resolved."
      • changedInput schema / properties / key / description
        Previous value: -"Key name"New value: +"Key inside the section, e.g. \"r.DefaultFeature.AntiAliasing\"."
    • Changedget_evaluator_info2 fields changed
      • changedInput schema / properties / evaluator_index / description
        Previous value: -"0-based index into ED->Evaluators."New value: +"0-based index into the tree Evaluators, as listed by list_evaluators; out of range is an error."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedget_evaluator_property3 fields changed
      • changedInput schema / properties / evaluator_index / description
        Previous value: -"0-based index."New value: +"0-based index into the tree Evaluators, as listed by list_evaluators; omitting it fails as out of range."
      • changedInput schema / properties / property / description
        Previous value: -"FProperty name."New value: +"Name of a property on the evaluator node struct, e.g. \"Name\"; case-insensitive."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedget_field_system_info1 field changed
      • changedInput schema / properties / field_system_path / description
        Previous value: -"Asset path of the UFieldSystem"New value: +"Asset path of the UFieldSystem, e.g. \"/Game/MyGame/FS_Example\" or \"/Game/MyGame/FS_Example.FS_Example\"."
    • Changedget_gameplay_effect_info2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor that has the effect"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
      • changedInput schema / properties / effect_name / description
        Previous value: -"Name of the gameplay effect to get information about"New value: +"Active effect to match by its definition: the effect_name from get_active_effects, the class name with or without _C (\"GE_Burn\"), the asset path (\"/Game/Effects/GE_Burn\") or the class path; case-insensitive, first match wins"
    • Changedget_gameplay_effect_modifiers1 field changed
      • changedInput schema / properties / effect_path / description
        Previous value: -"Asset path to the UGameplayEffect"New value: +"GameplayEffect asset path: a Blueprint GE (\"/Game/Effects/GE_Burn\") or a native UGameplayEffect asset"
    • Changedget_input_action1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "action_path"
        -]
    • Changedget_input_action_state3 fields changed
      • addedInput schema / properties / action_name / description
        Added value: +"Alias of action, read only when action is absent or empty and action_path is absent: InputAction object path or short asset name."
      • addedInput schema / properties / action_path / description
        Added value: +"Alias of action, read when action is absent or empty: InputAction object path or short asset name."
      • removedInput schema / required
        Removed value: -[
        -  "action"
        -]
    • Changedget_mass_entity_info1 field changed
      • changedInput schema / properties / entity_handle / description
        Previous value: -"\"{Index}:{SerialNumber}\""New value: +"Entity handle as \"Index:SerialNumber\", two integers such as \"12:3\" (no braces)"
    • Changedget_material_function_inputs1 field changed
      • changedInput schema / properties / material_function_path / description
        Previous value: -"Asset path of the UMaterialFunction"New value: +"Asset path of the UMaterialFunction or material layer, e.g. \"/Game/Materials/MF_Blend\"."
    • Changedget_material_layer_info1 field changed
      • changedInput schema / properties / layer_path / description
        Previous value: -"Object path to a UMaterialFunctionMaterialLayer or UMaterialFunctionMaterialLayerBlend, e.g. /Game/MyGame/M_Layer_Example"New value: +"Path of a material layer, layer blend or any other material function, e.g. /Game/MyGame/M_Layer_Example"
    • Changedget_media_info1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Asset path of the media asset (player, texture, or file"New value: +"Path of a UMediaPlayer, UMediaTexture or UFileMediaSource asset, e.g. \"/Game/Media/MP_Intro\"; any other asset reports only its name and class."
    • Changedget_meta_sound_node_info2 fields changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted."
      • changedInput schema / properties / node_id / description
        Previous value: -"Node GUID string."New value: +"Node GUID, as list_meta_sound_nodes returns it in id; a value that is not a GUID is refused."
    • Changedget_meta_sound_node_input_default2 fields changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted."
      • changedInput schema / properties / node_id / description
        Previous value: -"Node GUID string."New value: +"Node GUID, as list_meta_sound_nodes returns it in id; a value that is not a GUID is refused."
    • Changedget_meta_sound_node_property2 fields changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted."
      • changedInput schema / properties / node_id / description
        Previous value: -"Node GUID string."New value: +"Node GUID, as list_meta_sound_nodes returns it in id; a value that is not a GUID is refused."
    • Changedget_metasound_info1 field changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path of the MetaSound Source (e.g."New value: +"Asset path of the MetaSound Source, as a package path like \"/Game/MetaSounds/MS_Example\" or an object path like \"/Game/MetaSounds/MS_Example.MS_Example\""
    • Changedget_mpci_info1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Optional world context label, default editor"New value: +"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively"
    • Changedget_net_priority1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match."
    • Changedget_net_role1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match."
    • Changedget_niagara_data_interface_info1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "parameter_name"
        -]New value: +[
        +  "system_path",
        +  "parameter_name"
        +]
    • Changedget_niagara_data_interfaces1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedget_niagara_effect_type1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedget_niagara_emitter_data_interfaces1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedget_niagara_emitter_handle_info4 fields changed
      • changedInput schema / properties / emitter_index / description
        Previous value: -"Optional zero-based index; used if emitter_name not provided"New value: +"0-based position in the emitter list of the system, used only when emitter_name is absent or empty."
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Optional display name of the emitter handle"New value: +"Display name of the handle (case-insensitive); when non-empty it wins over emitter_index."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it."
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedget_niagara_emitter_handles2 fields changed
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it."
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedget_niagara_emitter_renderers1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedget_niagara_emitter_runtime_summary1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedget_niagara_emitter_sim_target1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedget_niagara_event_handlers1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedget_niagara_module_info1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "module_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "module_name"
        +]
    • Changedget_niagara_module_input1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "module_node_name",
        -  "input_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "module_node_name",
        +  "input_name"
        +]
    • Changedget_niagara_module_stack1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedget_niagara_renderer_info1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "renderer_index"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "renderer_index"
        +]
    • Changedget_niagara_scalability_settings1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedget_niagara_simulation_stages1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedget_niagara_system_info1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedget_niagara_system_properties1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedget_niagara_system_warmup_time2 fields changed
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it."
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedget_niagara_user_parameter1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "parameter_name"
        -]New value: +[
        +  "system_path",
        +  "parameter_name"
        +]
    • Changedget_num_extended_polygroup_layers1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
    • Changedget_num_open_border_edges1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
    • Changedget_plugin_status1 field changed
      • changedInput schema / properties / plugin_name / description
        Previous value: -"Name of the plugin to query"New value: +"Name of the plugin to query, as its .uplugin file is named (e.g. \"UEAgent\")"
    • Changedget_primary_asset_id1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"Object path, e.g. /Game/MyGame/M_Example.M_Example"New value: +"Full object path including the object name, e.g. /Game/MyGame/M_Example.M_Example; a package-only path does not match."
    • Changedget_primary_asset_ids_by_type2 fields changed
      • changedInput schema / properties / asset_type_name / description
        Previous value: -"Name of the primary asset type"New value: +"Name of the primary asset type, e.g. \"Item\"."
      • changedInput schema / properties / filter / description
        Previous value: -"Optional filter (\"unloaded_only\" to list only unloaded)"New value: +"\"unloaded_only\" keeps only assets with no current or pending bundle state (not loaded through the Asset Manager); omitted or any other value lists all."
    • Changedget_project_settings_value2 fields changed
      • changedInput schema / properties / class_name / description
        Previous value: -"Class short name or /Script/Module.Class path"New value: +"Short name of a loaded UDeveloperSettings subclass without the U prefix (e.g. \"PhysicsSettings\"), or a /Script/Module.Class path"
      • changedInput schema / properties / property_name / description
        Previous value: -"Name of the property on the settings class"New value: +"Name of the property on the settings class, e.g. \"DefaultGravityZ\""
    • Changedget_rig_hierarchy1 field changed
      • changedInput schema / properties / control_rig_path / description
        Previous value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\""
    • Changedget_rvt_info1 field changed
      • changedInput schema / properties / asset_path / description
        Previous value: -"/Game path to the asset"New value: +"Object or package path of the RVT asset (e.g. \"/Game/VirtualTextures/RVT_Landscape\")."
    • Changedget_save_game_info1 field changed
      • changedInput schema / properties / user_index / description
        Previous value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
    • Changedget_save_game_slot_info1 field changed
      • changedInput schema / properties / user_index / description
        Previous value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
    • Changedget_section_info2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string"New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedget_sequence_duration1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the sequence to query"New value: +"Asset name of the Level Sequence, not its path (e.g. \"LS_Intro\"); the first match under /Game is used"
    • Changedget_sequence_folders1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path"
        -]
    • Changedget_sequence_frame_rate1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the sequence to query"New value: +"Asset name of the Level Sequence, not its path (e.g. \"LS_Intro\"); the first match under /Game is used"
    • Changedget_sequence_master_tracks1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path"
        -]
    • Changedget_sequence_possessables1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the level sequence asset."New value: +"Asset name (not a path) of the Level Sequence, e.g. \"LS_Intro\"; the first match under /Game is used, ignoring case."
    • Changedget_skeleton_asset_info1 field changed
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
    • Changedget_sound_class_hierarchy1 field changed
      • changedInput schema / properties / sound_class_path / description
        Previous value: -"Full content path of the USoundClass"New value: +"Asset path of the USoundClass, e.g. \"/Game/Audio/SC_SFX.SC_SFX\"."
    • Changedget_sound_source_bus1 field changed
      • changedInput schema / properties / ssb_path / description
        Previous value: -"Full content path of the target USoundSourceBus"New value: +"Asset path of the USoundSourceBus, e.g. \"/Game/Audio/SSB_Radio\"."
    • Changedget_state_theme_colors1 field changed
      • changedInput schema / properties / state_tree_path / description
        Previous value: -"Asset path of the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"; named state_tree_path here, unlike its sibling tools."
    • Changedget_state_tree_info1 field changed
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedget_submix_effect_chain1 field changed
      • changedInput schema / properties / submix_path / description
        Previous value: -"Full content path of the target USoundSubmix"New value: +"Asset path of the USoundSubmix, e.g. \"/Game/Audio/SM_Master.SM_Master\"."
    • Changedget_task_info1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "task_index"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "task_index"
        +]
    • Changedget_task_property5 fields changed
      • changedInput schema / properties / property / description
        Previous value: -"FProperty name."New value: +"Name of a property on the task node struct, e.g. \"FontScale\" on a debug text task; case-insensitive."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the task; the command fails without it."
      • changedInput schema / properties / task_index / description
        Previous value: -"0-based index."New value: +"0-based index into the state Tasks, as listed by list_tasks."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "task_index",
        -  "property"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "task_index",
        +  "property"
        +]
    • Changedget_timeline_info1 field changed
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the target level sequence"New value: +"Asset name of the Level Sequence, not its path (e.g. \"LS_Intro\"); the first match under /Game is used"
    • Changedget_trigger_overlap_count1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Trigger actor name (ATriggerBox / ATriggerSphere / ATriggerVolume) (required)"New value: +"Object name or editor label of the trigger actor; the first actor matching either is used."
    • Changedget_usd_attribute_time_samples3 fields changed
      • changedInput schema / properties / attr_name / description
        Previous value: -"Attribute name"New value: +"Name of the attribute to inspect, e.g. \"xformOp:translate\"."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage (default the file basename) or create_usd_stage (default \"Untitled\")."
    • Changedget_usd_prim_info2 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of the prim to read, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedget_usd_prim_metadata3 fields changed
      • changedInput schema / properties / key / description
        Previous value: -"Specific key to read. Empty (default) returns GetAllMetadata"New value: +"Metadata field to read, e.g. \"documentation\"; empty or omitted (default) returns all entries."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedget_volume_info1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the volume actor to query"New value: +"Object name of the volume actor in the editor world; its editor label is not matched."
    • Changedget_widget_animations1 field changed
      • changedInput schema / properties / widget_bp_path / description
        Previous value: -"/Game path of the Widget Blueprint asset"New value: +"Asset path of the Widget Blueprint, e.g. \"/Game/UI/WBP_MainMenu\"; it must exist."
    • Changedgrant_ability3 fields changed
      • changedInput schema / properties / ability_class / description
        Previous value: -"Full class path of the ability to grant"New value: +"Class path of a UGameplayAbility subclass: \"/Game/Abilities/GA_Jump.GA_Jump_C\" for a Blueprint, \"/Script/MyGame.MyAbility\" for C++"
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to grant the ability to"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
      • changedInput schema / properties / level / description
        Previous value: -"GameplayEffect/ability level (default 1)"New value: +"Spec level, a whole number; default 1"
    • Changedinterchange_can_reset_actor1 field changed
      • changedInput schema / properties / actor_path / description
        Previous value: -"Actor path (full editor path, e.g. \"/Game/Maps/MyMap.MyMap:PersistentLevel.ActorName_0\") or short label"New value: +"Full object path of the actor (e.g. \"/Game/Maps/MyMap.MyMap:PersistentLevel.ActorName_0\") or its object name in the persistent level of the editor world (e.g. \"StaticMeshActor_3\"); labels are not matched."
    • Changedinterchange_reset_actors1 field changed
      • changedInput schema / properties / actor_paths / description
        Previous value: -"Array of actor paths (full editor paths or short labels)"New value: +"Actors to reset, each a full object path (e.g. \"/Game/Maps/MyMap.MyMap:PersistentLevel.ActorName_0\") or an object name in the persistent level; labels are not matched, and empty or unknown entries land in unresolved_paths."
    • Changedis_skeleton_shared1 field changed
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
    • Changedlist_conditions1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path"
        -]New value: +[
        +  "tree_path",
        +  "state_name"
        +]
    • Changedlist_considerations1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path"
        -]New value: +[
        +  "tree_path",
        +  "state_name"
        +]
    • Changedlist_cvars_with_prefix2 fields changed
      • changedInput schema / properties / max / description
        Previous value: -"Max results (default 100)"New value: +"Maximum number of entries to return (default 100, minimum 1)."
      • changedInput schema / properties / prefix / description
        Previous value: -"Required prefix"New value: +"Name prefix to match, case-insensitive, e.g. \"r.Shadow.\" or \"t.\"."
    • Changedlist_editor_utility_widgets1 field changed
      • changedInput schema / properties / path / description
        Previous value: -"Optional content path to search under (default /Game)"New value: +"Content folder to search recursively, without a trailing slash, e.g. \"/Game/EditorUtilities\" (default /Game)."
    • Changedlist_engine_ini_sections2 fields changed
      • changedInput schema / properties / config_file / description
        Previous value: -"One of \"Engine\", \"Game\", \"Input\", \"Editor\", \"Scalability\" (default \"Engine\")"New value: +"INI base name, e.g. \"Engine\" (default), \"Game\", \"Input\", \"Editor\", \"Scalability\"; a trailing \".ini\" is dropped."
      • changedInput schema / properties / include_base / description
        Previous value: -"Whether to include Base.ini (default false)"New value: +"Ignored: the code reads it but never uses it, so Base.ini sections are neither added nor removed."
    • Changedlist_geometry_collection_bones1 field changed
      • changedInput schema / properties / geometry_collection_path / description
        Previous value: -"Required asset path."New value: +"Asset path of the UGeometryCollection, as a package path (/Game/Chaos/GC_Rock) or an object path (/Game/Chaos/GC_Rock.GC_Rock); required."
    • Changedlist_global_tasks1 field changed
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedlist_meta_sound_nodes1 field changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted."
    • Changedlist_meta_sound_references1 field changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted."
    • Changedlist_niagara_modules1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedlist_niagara_simulation_stages1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedlist_tasks1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path"
        -]New value: +[
        +  "tree_path",
        +  "state_name"
        +]
    • Changedlist_transitions1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path"
        -]New value: +[
        +  "tree_path",
        +  "state_name"
        +]
    • Changedlist_tree_bindings1 field changed
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedlist_usd_prim_attributes2 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage (default the file basename) or create_usd_stage (default \"Untitled\")."
    • Changedlist_usd_prims3 fields changed
      • changedInput schema / properties / prim_path_prefix / description
        Previous value: -"Path whose children to enumerate. Default: \"/\" (pseudo root)"New value: +"SdfPath of the prim whose children are listed; it must exist. Default \"/\" (the pseudo root)."
      • changedInput schema / properties / recursive / description
        Previous value: -"If true (default), use GetFilteredChildren (traverse instance proxies). If false, GetChildren (direct only)."New value: +"false (default) lists the direct children only; true lists every descendant, each parent before its children."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedload_game1 field changed
      • changedInput schema / properties / user_index / description
        Previous value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
    • Changedload_game_from_memory1 field changed
      • changedInput schema / properties / memory_base64 / description
        Previous value: -"Base64-encoded serialized SaveGame payload"New value: +"Base64 text of a serialized SaveGame, as returned in memory_base64 by save_game_to_memory"
    • Changedmap_input_action2 fields changed
      • changedInput schema / properties / key / description
        Previous value: -"Key name"New value: +"Alias of key_name, read only when key_name is absent (same FKey names)."
      • changedInput schema / required
        Previous value: -[
        -  "context_path",
        -  "action_path",
        -  "key_name"
        -]New value: +[
        +  "context_path"
        +]
    • Changedmigrate_assets2 fields changed
      • changedInput schema / properties / asset_paths / description
        Previous value: -"List of asset paths to migrate"New value: +"Asset object or package paths to migrate (e.g. [\"/Game/Props/SM_Crate\"]); each is reduced to its package name."
      • changedInput schema / properties / ignore_dependencies / description
        Previous value: -"If true, skip copying package dependencies"New value: +"When true only the listed packages are copied, without their dependencies (default false)."
    • Changedmove_keyframe2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "binding_guid",
        -  "new_frame"
        -]New value: +[
        +  "new_frame"
        +]
    • Changedmove_niagara_simulation_stage1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "target_index"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "target_index"
        +]
    • Changedmove_track_to_folder1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "folder_name"
        -]New value: +[
        +  "folder_name"
        +]
    • Changedoverride_interface_member3 fields changed
      • changedInput schema / properties / interface_path / description
        Previous value: -"Optional disambiguator hint; advisory only (resolution is by member name)."New value: +"Ignored: the member is resolved by member_name alone, implemented interfaces first, then parent classes."
      • addedInput schema / properties / position_x / description
        Added value: +"Ignored by this tool: the new node is only moved when node_position is given, and node_position then wins."
      • addedInput schema / properties / position_y / description
        Added value: +"Ignored by this tool: the new node is only moved when node_position is given, and node_position then wins."
    • Changedoverride_usd_prim2 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"SdfPath to author an Over for"New value: +"Absolute SdfPath to author the over at, e.g. \"/World/Cube\""
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedpause_behavior_tree1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Required."New value: +"Object name or label of the pawn, its AIController, or an actor with a UBehaviorTreeComponent, in the editor world (first match)."
    • Changedplane_cut_fracture2 fields changed
      • changedInput schema / properties / grout / description
        Previous value: -"Optional grout amount for the cuts"New value: +"Width of the gap left between cut pieces, in cm (default 0)"
      • changedInput schema / properties / num_planes / description
        Previous value: -"Number of random cutting planes to generate, default 3"New value: +"Number of random cutting planes to generate, minimum 1, default 3"
    • Changedplay_animation1 field changed
      • changedInput schema / properties / component_name / description
        Previous value: -"Name of the skeletal mesh component to play animation on"New value: +"Object name of the USkeletalMeshComponent, e.g. \"CharacterMesh0\", case-insensitive; the first actor in the world that has one with that name wins"
    • Changedread_data_table_row_complex2 fields changed
      • addedInput schema / properties / table_path / description
        Added value: +"Alias of data_table (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); data_table wins when both are given"
      • changedInput schema / required
        Previous value: -[
        -  "data_table",
        -  "row_name"
        -]New value: +[
        +  "row_name"
        +]
    • Changedread_datatable_from_package_file2 fields changed
      • addedInput schema / properties / file_path / description
        Added value: +"Alias of package_file (OS path to the .uasset, e.g. \"D:/Backup/DT_Items.uasset\"); package_file wins when both are given"
      • removedInput schema / required
        Removed value: -[
        -  "package_file"
        -]
    • Changedrecompile_material_function1 field changed
      • changedInput schema / properties / material_function_path / description
        Previous value: -"Asset path of the UMaterialFunction"New value: +"Asset path of the UMaterialFunctionInterface (function, layer or function instance), e.g. \"/Game/Materials/MF_Blend\"."
    • Changedregenerate_collection_param_id1 field changed
      • changedInput schema / properties / param_type / description
        Previous value: -"scalar or vector, default scalar"New value: +"Which array to search: \"scalar\" or \"vector\", any case; omitted or anything else means scalar"
    • Changedreimport_anim_sequence1 field changed
      • changedInput schema / properties / source_file_path / description
        Previous value: -"Override source file to reimport from (defaults to recorded source)"New value: +"Absolute path of the file to reimport from on disk (e.g. \"D:/Art/Walk.fbx\"); defaults to the first source file recorded in the asset import data."
    • Changedremove_ability2 fields changed
      • changedInput schema / properties / ability_name / description
        Previous value: -"Name of the ability to remove"New value: +"Ability to match among the granted specs: the ability_name from get_active_abilities, the class name with or without _C (\"GA_Jump\"), the asset path (\"/Game/Abilities/GA_Jump\") or the class path; case-insensitive, first match wins"
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to remove the ability from"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
    • Changedremove_consideration1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "consideration_index"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "consideration_index"
        +]
    • Changedremove_dynamic_mesh_actor1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or name of the ADynamicMeshActor to destroy (required)."New value: +"Label or object name (case-insensitive) of the DynamicMeshActor to destroy."
    • Changedremove_eqs_test1 field changed
      • changedInput schema / properties / option_index / description
        Previous value: -"Option index (default 0)"New value: +"0-based index of the query option that holds the test (default 0)."
    • Changedremove_gameplay_effect2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to remove the effect from"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
      • changedInput schema / properties / effect_name / description
        Previous value: -"Name of the gameplay effect to remove"New value: +"Active effect to match by its definition: the effect_name from get_active_effects, the class name with or without _C (\"GE_Burn\"), the asset path (\"/Game/Effects/GE_Burn\") or the class path; case-insensitive, first match wins"
    • Changedremove_keyframe2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedremove_mapping_from_context1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "context_name",
        -  "action_name",
        -  "key"
        -]
    • Changedremove_mass_trait_from_entity2 fields changed
      • changedInput schema / properties / entity_handle / description
        Previous value: -"\"{Index}:{SerialNumber}\""New value: +"Entity handle as \"Index:SerialNumber\", two integers such as \"12:3\" (no braces); a no-longer-valid entity is an error"
      • changedInput schema / properties / tag / description
        Previous value: -"UScriptStruct name/path (the tag to remove)."New value: +"Reflected name of the FMassTag struct to remove, without the F prefix, as list_mass_trait_types returns it (e.g. \"MassOffLODTag\"); /Script paths do not resolve"
    • Changedremove_niagara_data_interface1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "parameter_name"
        -]New value: +[
        +  "system_path",
        +  "parameter_name"
        +]
    • Changedremove_niagara_emitter_handle1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedremove_niagara_event_handler1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "usage_id"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "usage_id"
        +]
    • Changedremove_niagara_module_from_stack1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "module_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "module_name"
        +]
    • Changedremove_niagara_renderer1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "renderer_index"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "renderer_index"
        +]
    • Changedremove_niagara_simulation_stage1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedremove_primary_asset_rule1 field changed
      • changedInput schema / properties / primary_asset_type / description
        Previous value: -"Name of the primary asset type to remove."New value: +"Name of the primary asset type to remove, e.g. \"Item\"."
    • Changedremove_rig_element2 fields changed
      • changedInput schema / properties / control_rig_path / description
        Previous value: -"Path to the UControlRigBlueprint asset"New value: +"Control Rig Blueprint asset path, e.g. \"/Game/Rigs/CR_Hero\""
      • changedInput schema / properties / element_type / description
        Previous value: -"Element type (\"Bone\"/\"Null\"/\"Control\"/\"Curve\"/\"Socket\"/\"Connector\")"New value: +"Element type, any case: \"Bone\", \"Null\" (or \"Space\"), \"Control\", \"Curve\", \"Socket\" or \"Connector\""
    • Changedremove_section2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedremove_sequence_binding2 fields changed
      • changedInput schema / properties / binding_guid / description
        Previous value: -"GUID string of the binding to remove."New value: +"GUID of the binding to remove, as get_sequence_bindings returns it."
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the level sequence asset."New value: +"Asset name (not a path) of the Level Sequence, e.g. \"LS_Intro\"; the first match under /Game is used, ignoring case."
    • Changedremove_sequence_folder1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "folder_name"
        -]New value: +[
        +  "folder_name"
        +]
    • Changedremove_socket_from_skeleton_asset2 fields changed
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset."New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
      • changedInput schema / properties / socket_name / description
        Previous value: -"Name of the socket to remove."New value: +"Name of the socket to remove (case-insensitive)."
    • Changedremove_state_enter_condition4 fields changed
      • changedInput schema / properties / condition_index / description
        Previous value: -"0-based index into EnterConditions."New value: +"0-based index into the state EnterConditions, as listed by list_conditions."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the condition; the command fails without it."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "condition_index"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "condition_index"
        +]
    • Changedremove_task1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "task_index"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "task_index"
        +]
    • Changedremove_transition1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "transition_index"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "transition_index"
        +]
    • Changedremove_transition_condition5 fields changed
      • changedInput schema / properties / condition_index / description
        Previous value: -"0-based index into the transition's Conditions."New value: +"0-based index into the Conditions of that transition."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the transition; the command fails without it."
      • changedInput schema / properties / transition_index / description
        Previous value: -"0-based index into State->Transitions."New value: +"0-based index into the state transitions, as listed by list_transitions."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "transition_index",
        -  "condition_index"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "transition_index",
        +  "condition_index"
        +]
    • Changedremove_tree_binding6 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Required if target_kind in {task, condition, transition}."New value: +"Name of the state that owns the target node; needed for the task, condition, consideration and transition kinds."
      • changedInput schema / properties / target_index / description
        Previous value: -"0-based node index (task/condition/global_task/evaluator) — required for non-transition kinds."New value: +"0-based index of the target node in its list, default 0; for the transition kind, the index into the Conditions of that transition."
      • changedInput schema / properties / target_kind / description
        Previous value: -"\"task\" | \"condition\" | \"global_task\" | \"evaluator\" | \"transition\"."New value: +"Node list of the binding target: \"task\", \"condition\" (a state enter condition; \"enter_condition\" also works), \"consideration\", \"transition\" (a transition condition), \"global_task\" or \"evaluator\"."
      • changedInput schema / properties / target_property / description
        Previous value: -"Property path string on the target struct."New value: +"Property path of the binding target on that node, as list_tree_bindings shows it in target_path, e.g. \"BindableText\"."
      • changedInput schema / properties / transition_index / description
        Previous value: -"Required if target_kind=transition."New value: +"0-based index into the state transitions; used only by the transition kind."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedremove_trigger_box1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the ATriggerBox actor."New value: +"Object name of the TriggerBox actor (its editor label is not matched); the command fails without it."
    • Changedremove_trigger_sphere1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the ATriggerSphere actor."New value: +"Object name of the TriggerSphere actor (its editor label is not matched); the command fails without it."
    • Changedremove_unused_vertices1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Label or name of the target DynamicMeshActor"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
    • Changedremove_usd_attribute3 fields changed
      • changedInput schema / properties / attr_name / description
        Previous value: -"Attribute name to remove"New value: +"Name of the attribute to remove, e.g. \"size\""
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim on that stage, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by open_usd_stage (default the file basename) or create_usd_stage (default \"Untitled\")."
    • Changedremove_usd_prim2 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"SdfPath to remove"New value: +"Absolute SdfPath of the prim to remove, e.g. \"/World/Cube\"; its descendants go with it."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedremove_usd_prim_schema3 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"."
      • changedInput schema / properties / schema_name / description
        Previous value: -"Schema identifier (e.g. \"MaterialBindingAPI\")"New value: +"Schema identifier as listed in applied_schemas by get_usd_prim_info, e.g. \"MaterialBindingAPI\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedremove_virtual_bone2 fields changed
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset."New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
      • changedInput schema / properties / virtual_bone_name / description
        Previous value: -"Name of the virtual bone to remove (the VB-prefixed name)."New value: +"Full virtual bone name with its \"VB \" prefix, e.g. \"VB pelvis_hand_r\"; when given, source_bone and target_bone are ignored."
    • Changedremove_widget1 field changed
      • changedInput schema / properties / widget_name / description
        Previous value: -"Name of the widget to remove"New value: +"Object name of the runtime widget to detach (case-insensitive), as list_level_widget_components or create_widget report it"
    • Changedrename_anim_curve2 fields changed
      • changedInput schema / properties / new_curve_name / description
        Previous value: -"New curve name"New value: +"Name the curve gets after the rename."
      • changedInput schema / properties / old_curve_name / description
        Previous value: -"Current curve name"New value: +"Name of the existing curve to rename, as listed by get_anim_curve_names."
    • Changedrename_bone2 fields changed
      • changedInput schema / properties / old_name / description
        Previous value: -"Current bone name"New value: +"Current bone name; must exist in the reference skeleton."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"Path to the USkeleton asset"New value: +"USkeleton asset path, e.g. \"/Game/Characters/SK_Hero_Skeleton\"."
    • Changedrename_collection_param1 field changed
      • changedInput schema / properties / param_type / description
        Previous value: -"scalar or vector, default scalar"New value: +"Which array to search: \"scalar\" or \"vector\", any case; omitted or anything else means scalar"
    • Changedrename_data_table_row2 fields changed
      • addedInput schema / properties / data_table / description
        Added value: +"Alias of table_path (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); table_path wins when both are given"
      • changedInput schema / required
        Previous value: -[
        -  "table_path",
        -  "old_name",
        -  "new_name"
        -]New value: +[
        +  "old_name",
        +  "new_name"
        +]
    • Changedrename_ik_retarget_chain3 fields changed
      • changedInput schema / properties / chain_name / description
        Previous value: -"Current name of the retarget chain"New value: +"Current name of the retarget chain, as get_ik_rig_info lists it."
      • changedInput schema / properties / ik_rig_path / description
        Previous value: -"Path to the UIKRigDefinition asset"New value: +"IK Rig (UIKRigDefinition) asset path, e.g. \"/Game/Retarget/IK_Hero\"."
      • changedInput schema / properties / new_name / description
        Previous value: -"New name to assign"New value: +"Requested new name; the engine may add a suffix to keep it unique."
    • Changedrename_niagara_emitter_handle4 fields changed
      • changedInput schema / properties / current_name / description
        Previous value: -"Current display name of the emitter handle."New value: +"Current display name of the emitter handle (case-insensitive), as get_niagara_emitter_handles lists it."
      • changedInput schema / properties / new_name / description
        Previous value: -"New display name."New value: +"Requested display name; it may come back sanitized or with a numeric suffix."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it."
      • changedInput schema / required
        Previous value: -[
        -  "current_name",
        -  "new_name"
        -]New value: +[
        +  "system_path",
        +  "current_name",
        +  "new_name"
        +]
    • Changedrename_skeletal_mesh_morph_target3 fields changed
      • changedInput schema / properties / new_name / description
        Previous value: -"New name for the morph target"New value: +"New morph target name; must not already exist on the mesh."
      • changedInput schema / properties / old_name / description
        Previous value: -"Current name of the morph target"New value: +"Current morph target name, as get_skeletal_mesh_morph_targets lists it."
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Skeletal mesh asset path, e.g. \"/Game/Characters/SKM_Hero\"."
    • Changedreorder_niagara_modules1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "module_name",
        -  "target_index"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "module_name",
        +  "target_index"
        +]
    • Changedrotate_dynamic_mesh1 field changed
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. [pitch, yaw, roll] Euler rotation in degrees"New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Required (the call fails without it): [pitch, yaw, roll] Euler rotation in degrees, applied on top of the current mesh"
    • Changedrotate_mesh_uvs5 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
      • changedInput schema / properties / rotation_angle_deg / description
        Previous value: -"Rotation in degrees (required)"New value: +"Rotation angle in degrees; 0 leaves the UVs untouched."
      • changedInput schema / properties / rotation_origin_u / description
        Previous value: -"Optional U rotation origin (default 0)"New value: +"U coordinate of the rotation pivot (default 0)."
      • changedInput schema / properties / rotation_origin_v / description
        Previous value: -"Optional V rotation origin (default 0)"New value: +"V coordinate of the rotation pivot (default 0)."
      • changedInput schema / properties / uv_channel / description
        Previous value: -"UV channel index (required)"New value: +"0-based UV channel index; a channel the mesh does not have fails the call."
    • Changedrun_behavior_tree2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor to run the behavior tree on"New value: +"Object name or label of the pawn or AIController in the editor world (first match)."
      • changedInput schema / properties / behavior_tree_path / description
        Previous value: -"Path or name of the behavior tree asset to execute"New value: +"Asset path of the UBehaviorTree, e.g. \"/Game/AI/BT_Enemy\"; a bare asset name is not resolved."
    • Changedsave_game2 fields changed
      • changedInput schema / properties / save_game_class / description
        Previous value: -"Optional SaveGame subclass; defaults to the plugin's concrete UMCPSaveGame (the abstract USaveGame base is rejected)"New value: +"Name of a loaded, concrete USaveGame subclass, e.g. \"MySaveGame\" (found with FindFirstObject, never loaded from disk); default UMCPSaveGame"
      • changedInput schema / properties / user_index / description
        Previous value: -"Optional user index, default 0"New value: +"Platform user index for the save system; default 0 (the generic desktop save system ignores it)"
    • Changedsave_game_to_memory1 field changed
      • changedInput schema / properties / save_game_class / description
        Previous value: -"Optional SaveGame subclass; defaults to the plugin's concrete UMCPSaveGame (the abstract USaveGame base is rejected)"New value: +"Name of a loaded, concrete USaveGame subclass, e.g. \"MySaveGame\" (found with FindFirstObject, never loaded from disk); default UMCPSaveGame"
    • Changedscaffold_aim_offset_blend_space9 fields changed
      • changedInput schema / properties / asset_name / description
        Previous value: -"Display name (required)"New value: +"Name of the aim offset asset (e.g. \"AO_Rifle\"); the object path becomes package_path/asset_name.asset_name."
      • changedInput schema / properties / num_grid_points_pitch / description
        Previous value: -"Optional pitch grid density (default 4)"New value: +"Pitch grid divisions echoed in the reply (default 4); not written to the asset."
      • changedInput schema / properties / num_grid_points_yaw / description
        Previous value: -"Optional yaw grid density (default 4)"New value: +"Yaw grid divisions echoed in the reply (default 4); not written to the asset."
      • changedInput schema / properties / package_path / description
        Previous value: -"/Game/... folder (required)"New value: +"Content folder for the new asset, e.g. /Game/Animation/AimOffsets (a trailing slash is ignored)."
      • changedInput schema / properties / pitch_max / description
        Previous value: -"Optional pitch axis upper bound (default 90.0)"New value: +"Pitch upper bound echoed in the reply (default 90.0); not written to the asset."
      • changedInput schema / properties / pitch_min / description
        Previous value: -"Optional pitch axis lower bound (default -90.0)"New value: +"Pitch lower bound echoed in the reply (default -90.0); not written to the asset."
      • changedInput schema / properties / skeleton_path / description
        Previous value: -"USkeleton (required)"New value: +"Asset path of the USkeleton the new aim offset targets (e.g. \"/Game/Characters/Mannequin/SK_Mannequin_Skeleton\"); a reused asset keeps its own skeleton."
      • changedInput schema / properties / yaw_max / description
        Previous value: -"Optional yaw axis upper bound (default 90.0)"New value: +"Yaw upper bound echoed in the reply (default 90.0); not written to the asset."
      • changedInput schema / properties / yaw_min / description
        Previous value: -"Optional yaw axis lower bound (default -90.0 degrees)"New value: +"Yaw lower bound echoed in the reply (default -90.0 degrees); not written to the asset."
    • Changedscaffold_menu_screen2 fields changed
      • changedInput schema / properties / button_font_size / description
        Previous value: -"Default 20. Anything under 12 is what audit_widget_accessibility flags as small_text."New value: +"Button label size in Slate font points, truncated to a whole number; default 20. It also sets the contrast floor checked (3:1 at 18 or more, else 4.5:1); under 12 is what audit_widget_accessibility flags as small_text."
      • changedInput schema / properties / title_font_size / description
        Previous value: -"Default 36."New value: +"Title text size in Slate font points, truncated to a whole number; default 36. Unused when title is empty."
    • Changedscale_mesh_uvs6 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
      • changedInput schema / properties / scale_origin_u / description
        Previous value: -"Optional U scale origin (default 0)"New value: +"U coordinate of the point the scaling is centred on (default 0)."
      • changedInput schema / properties / scale_origin_v / description
        Previous value: -"Optional V scale origin (default 0)"New value: +"V coordinate of the point the scaling is centred on (default 0)."
      • changedInput schema / properties / scale_u / description
        Previous value: -"U scale (required, non-zero)"New value: +"Scale factor along U; must be non-zero (1 keeps U unchanged)."
      • changedInput schema / properties / scale_v / description
        Previous value: -"V scale (required, non-zero)"New value: +"Scale factor along V; must be non-zero (1 keeps V unchanged)."
      • changedInput schema / properties / uv_channel / description
        Previous value: -"UV channel index (required)"New value: +"0-based UV channel index; a channel the mesh does not have fails the call."
    • Changedscan_primary_assets1 field changed
      • changedInput schema / properties / primary_asset_type / description
        Previous value: -"Optional type name to limit the scan to"New value: +"Configured type name to scan alone, e.g. \"Item\"; omitted or empty scans every rule, and an unknown name scans nothing (types_scanned=0)."
    • Changedsearch_cvars1 field changed
      • changedInput schema / properties / max / description
        Previous value: -"Max results (default 50)"New value: +"Maximum number of entries to return (default 50, minimum 1)."
    • Changedset_actor_folder1 field changed
      • changedInput schema / properties / folder_path / description
        Previous value: -"Target folder path, e.g. Lighting/Sky"New value: +"Outliner folder path with \"/\" between levels, e.g. \"Lighting/Sky\"; an empty string moves the actor to the root."
    • Changedset_actor_label1 field changed
      • changedInput schema / properties / new_label / description
        Previous value: -"New label to apply"New value: +"Display label to set, e.g. \"Lamp_Kitchen\"; leading and trailing spaces are trimmed."
    • Changedset_actor_net_dormancy1 field changed
      • changedInput schema / properties / dormancy / description
        Previous value: -"Dormancy token, e.g. \"DORMANT_DormantAll\", \"DORMANT_Awake\", \"DORM_Never\", \"DORM_Initial\"."New value: +"ENetDormancy value, case-insensitive, with or without a DORM_ or DORMANT_ prefix: Never, Awake, DormantAll (or All), DormantPartial (or Partial), Initial; e.g. \"DORM_DormantAll\"."
    • Changedset_actor_replicate_movement1 field changed
      • changedInput schema / properties / replicate_movement / description
        Previous value: -"bool, new value for bReplicateMovement."New value: +"true replicates the movement of the actor, false stops it (new value of bReplicateMovement)."
    • Changedset_actor_replicates1 field changed
      • changedInput schema / properties / replicates / description
        Previous value: -"bool, new value for bReplicates."New value: +"true makes the actor replicate, false stops it (new value of bReplicates)."
    • Changedset_anim_curve_keys1 field changed
      • changedInput schema / properties / keys / description
        Previous value: -"JSON array of {time, value, arrive_tangent?, leave_tangent?, interp_mode?} objects"New value: +"JSON array of [time, value] pairs, time in seconds, at least one; entries that are not such a pair are skipped, and tangents or interpolation cannot be given."
    • Changedset_anim_graph_node_pin_binding3 fields changed
      • addedInput schema / properties / anim_blueprint / description
        Added value: +"Alias of anim_blueprint_path, used only when anim_blueprint_path is absent or empty."
      • changedInput schema / properties / binding_path / description
        Previous value: -"The variable/property path to bind the pin to (e.g. \"Trajectory\", or nested \"MyStruct.Member\")."New value: +"The variable/property path to bind the pin to (e.g. \"Trajectory\", or nested \"MyStruct.Member\"). This tool does not check that the path resolves."
      • addedInput schema / properties / blueprint_name / description
        Added value: +"Alias of anim_blueprint_path, used only when anim_blueprint_path and anim_blueprint are both absent or empty."
    • Changedset_anim_montage_rate_scale1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "montage_path"
        -]
    • Changedset_anim_transition_rule_automatic1 field changed
      • changedInput schema / properties / enabled / description
        Previous value: -"bAutomaticRuleBasedOnSequencePlayerInState (default false)"New value: +"True lets the transition fire on its own when the sequence player of the source state nears its end (bAutomaticRuleBasedOnSequencePlayerInState); omitted writes false."
    • Changedset_animation_speed1 field changed
      • changedInput schema / properties / component_name / description
        Previous value: -"Name of the skeletal mesh component"New value: +"Object name of the USkeletalMeshComponent, e.g. \"CharacterMesh0\", case-insensitive; the first actor in the world that has one with that name wins"
    • Changedset_attach_section_rules2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string (alias for binding_guid)."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedset_attribute_base_value2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor that owns the attribute"New value: +"Object name (not the label) of the editor-world actor, e.g. \"BP_Hero_C_1\", matched case-insensitively; find_actors_by_name maps labels to names"
      • changedInput schema / properties / attribute_name / description
        Previous value: -"Name of the attribute to set"New value: +"Attribute name (\"Health\") or \"SetClass.Attribute\" (\"MyAttributeSet.Health\"), case-insensitive; the first registered attribute that matches wins"
    • Changedset_audio_bus_channels2 fields changed
      • changedInput schema / properties / bus_path / description
        Previous value: -"Full content path of the target UAudioBus"New value: +"Asset path of the UAudioBus, e.g. \"/Game/Audio/AB_Music\"."
      • changedInput schema / properties / channels / description
        Previous value: -"EAudioBusChannels: 'Mono' | 'Stereo' | 'Quad' | 'FiveDotOne' | 'SevenDotOne'"New value: +"EAudioBusChannels: 'Mono' | 'Stereo' | 'Quad' | 'FiveDotOne' | 'SevenDotOne', case-insensitive; FivePointOne, 5.1, SevenPointOne and 7.1 are accepted too."
    • Changedset_audio_section_properties1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path"
        -]
    • Changedset_audio_volume1 field changed
      • changedInput schema / properties / audio_component_name / description
        Previous value: -"Name of the audio component to modify"New value: +"Object name of the audio component to modify (e.g. \"AudioComponent0\"), compared without case; only the first audio component of each actor is searched."
    • Changedset_binding_channel_keyframe_interp2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedset_blackboard_value1 field changed
      • changedInput schema / properties / value / description
        Previous value: -"Value to set in the blackboard (as string, converted by key type)"New value: +"Value as a string, converted by key type: \"42\", \"0.5\", \"true\" or \"1\", a name, an enum index, a vector \"X=1 Y=2 Z=3\", a rotator \"P=0 Y=90 R=0\", an object or class path. Omitted means empty (0, false, none)."
    • Changedset_camera_speed1 field changed
      • changedInput schema / properties / speed / description
        Previous value: -"Camera speed (positive float; the editor clamps to its valid range)"New value: +"Camera speed as a positive float; 0 or less is an error. Compare camera_speed in the reply to see what the viewport kept."
    • Changedset_chooser_column_default5 fields changed
      • addedInput schema / properties / class_path / description
        Added value: +"ObjectClass column: path of the UClass to match (e.g. \"/Script/Engine.Pawn\" or \"/Game/BP_Enemy.BP_Enemy_C\"), used with comparison (default SubClassOf)."
      • changedInput schema / properties / comparison / description
        Previous value: -"Enum column: default comparison operator, one of \"MatchEqual\", \"MatchNotEqual\", \"MatchAny\", \"Modulus\"."New value: +"Enum and Name columns: \"MatchEqual\", \"MatchNotEqual\", \"MatchAny\" or \"Modulus\"; ObjectClass column: \"Equal\", \"NotEqual\", \"SubClassOf\" (default), \"NotSubClassOf\" or \"Any\". Case-insensitive."
      • changedInput schema / properties / default_value / description
        Previous value: -"Bool column: default cell match, one of \"MatchFalse\", \"MatchTrue\", \"MatchAny\"."New value: +"Bool column: \"MatchFalse\", \"MatchTrue\" or \"MatchAny\"; OutputFloat: a number; OutputBool: a bool; OutputName: a name string; Randomize: a probability weight. Ignored by other column types."
      • changedInput schema / properties / value / description
        Previous value: -"Enum column: default enum ordinal to compare against (clamped to 0-255)."New value: +"Enum and OutputEnum columns: enum ordinal (clamped to 0-255); Name column: the name string to compare; MultiEnum column: the bitmask as an integer."
      • changedInput schema / required
        Previous value: -[
        -  "table_path",
        -  "column_index",
        -  "default_value"
        -]New value: +[
        +  "table_path",
        +  "column_index"
        +]
    • Changedset_collection_param_default2 fields changed
      • changedInput schema / properties / vector / description
        Previous value: -"Optional new [r, g, b, a] color for a vector parameter"New value: +"New linear color for a vector parameter, as a JSON array [r, g, b, a]; alpha is 1 when only three values are given"
      • changedInput schema / properties / vector / type
        Previous value: -"string"New value: +"array"
    • Changedset_condition_property10 fields changed
      • changedInput schema / properties / condition_index / description
        Previous value: -"0-based index into the resolved condition array."New value: +"0-based index into the selected condition list; omitting it fails as out of range."
      • changedInput schema / properties / property / description
        Previous value: -"FProperty name on the condition struct."New value: +"Name of a property on the condition node struct, e.g. \"bInvert\" on a compare condition; case-insensitive."
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state."New value: +"Name of the state that owns the condition; the command fails without it."
      • changedInput schema / properties / target_kind / description
        Previous value: -"\"state\" or \"transition\"."New value: +"Which list holds the condition: \"state\" (default, EnterConditions) or \"transition\" (Conditions of transition transition_index); any other value means \"state\"."
      • changedInput schema / properties / transition_index / description
        Previous value: -"Required if target_kind=transition."New value: +"0-based index into the state transitions; used only when target_kind is \"transition\", where omitting it fails."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • addedInput schema / properties / value / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • changedInput schema / properties / value / description
        Previous value: -"JSON value to apply."New value: +"New value as JSON: a number, bool or string, or an object for a struct property, applied through FJsonObjectConverter."
      • removedInput schema / properties / value / type
        Removed value: -"string"
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "property"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "property",
        +  "value"
        +]
    • Changedset_consideration_property3 fields changed
      • addedInput schema / properties / value / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • removedInput schema / properties / value / type
        Removed value: -"string"
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "consideration_index",
        -  "property"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "consideration_index",
        +  "property",
        +  "value"
        +]
    • Changedset_control_bus_value1 field changed
      • changedInput schema / properties / fade_time / description
        Previous value: -"Fade time in seconds; negative uses the mix default (default -1.0)"New value: +"Fade time in seconds; a negative value reuses the last fade time of the global stage, or 0.1 s if none was set (default -1.0)"
    • Changedset_data_table_cell2 fields changed
      • addedInput schema / properties / data_table / description
        Added value: +"Alias of table_path (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); table_path wins when both are given"
      • changedInput schema / required
        Previous value: -[
        -  "table_path",
        -  "row_name",
        -  "column_name",
        -  "row_index",
        -  "value"
        -]New value: +[
        +  "row_name",
        +  "column_name",
        +  "row_index",
        +  "value"
        +]
    • Changedset_data_table_row_fields2 fields changed
      • addedInput schema / properties / table_path / description
        Added value: +"Alias of data_table (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); data_table wins when both are given"
      • changedInput schema / required
        Previous value: -[
        -  "data_table",
        -  "row_name",
        -  "fields"
        -]New value: +[
        +  "row_name",
        +  "fields"
        +]
    • Changedset_data_table_rows_from_json3 fields changed
      • addedInput schema / properties / data_table / description
        Added value: +"Alias of table_path (the DataTable asset path, e.g. \"/Game/Data/DT_Items\"); table_path wins when both are given"
      • changedInput schema / properties / rows / description
        Previous value: -"Object of { row_name: {column:value} }; each fields object is overlaid non-destructively (a value that is a JSON object deep-merges into the existing struct member, scalars/arrays replace)"New value: +"Object of { row_name: {column:value} }, or that object as a JSON string; each fields object is overlaid non-destructively (a value that is a JSON object deep-merges into the existing struct member, scalars/arrays replace)"
      • removedInput schema / required
        Removed value: -[
        -  "table_path"
        -]
    • Changedset_decal_color2 fields changed
      • changedInput schema / properties / color / description
        Previous value: -"Optional [r, g, b, a] (default: keep current DecalColor)."New value: +"Array of exactly 4 numbers [r, g, b, a], a linear color such as [1, 0.5, 0, 1]; missing or another length keeps the current DecalColor."
      • changedInput schema / properties / color / type
        Previous value: -"string"New value: +"array"
    • Changedset_engine_ini_value4 fields changed
      • changedInput schema / properties / config_file / description
        Previous value: -"INI file base name (default \"Engine\")"New value: +"Config base name without extension, e.g. \"Engine\" (default), \"Game\", \"Input\"; \"Engine.ini\" is not resolved."
      • changedInput schema / properties / key / description
        Previous value: -"Key name"New value: +"Key inside the section, e.g. \"r.DefaultFeature.AntiAliasing\"; its current value is replaced."
      • changedInput schema / properties / section / description
        Previous value: -"Section name"New value: +"INI section, e.g. \"/Script/Engine.RendererSettings\"; created when missing."
      • changedInput schema / properties / value / description
        Previous value: -"Value to write"New value: +"Value as text, written verbatim; an empty string is allowed."
    • Changedset_evaluator_property7 fields changed
      • changedInput schema / properties / evaluator_index / description
        Previous value: -"0-based index."New value: +"0-based index into the tree Evaluators, as listed by list_evaluators; out of range is an error."
      • changedInput schema / properties / property / description
        Previous value: -"FProperty name."New value: +"Name of a property on the evaluator node struct; case-insensitive."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • addedInput schema / properties / value / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • changedInput schema / properties / value / description
        Previous value: -"JSON value to apply."New value: +"New value as JSON: a number, bool or string, or an object for a struct property, applied through FJsonObjectConverter."
      • removedInput schema / properties / value / type
        Removed value: -"string"
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "evaluator_index",
        -  "property"
        -]New value: +[
        +  "tree_path",
        +  "evaluator_index",
        +  "property",
        +  "value"
        +]
    • Changedset_foliage_type_properties23 fields changed
      • changedInput schema / properties / affect_dynamic_indirect_lighting / description
        Previous value: -"Optional bool"New value: +"Whether the foliage injects light into dynamic indirect lighting; used only when cast_shadow is true."
      • changedInput schema / properties / align_to_normal / description
        Previous value: -"Optional bool"New value: +"Tilt instances to the normal of the surface they are placed on."
      • changedInput schema / properties / cast_shadow / description
        Previous value: -"Optional bool"New value: +"Whether the foliage components cast shadows."
      • changedInput schema / properties / collision_with_world / description
        Previous value: -"Optional bool"New value: +"Test for overlap with world geometry before placing each instance."
      • changedInput schema / properties / cull_distance / description
        Previous value: -"Optional {min,max} int interval"New value: +"Integer interval {\"min\":start,\"max\":end} in cm: instances fade from min (only with a PerInstanceFadeAmount material node) and clusters cull beyond max; 0 disables."
      • changedInput schema / properties / density / description
        Previous value: -"Optional float"New value: +"Instances per 1000 x 1000 uu area (10 m by 10 m) when painting."
      • changedInput schema / properties / density_adjustment_factor / description
        Previous value: -"Optional float"New value: +"Density multiplier used when reapplying: above 1 adds instances, below 1 removes them."
      • changedInput schema / properties / foliage_path / description
        Previous value: -"Asset path of the UFoliageType (e.g. \"/Game/Foliage/FT_Example\")"New value: +"Asset path of a UFoliageType_InstancedStaticMesh, e.g. \"/Game/Foliage/FT_Example\"; actor foliage types are not found."
      • changedInput schema / properties / mobility / description
        Previous value: -"Optional string (Static/Stationary/Movable)"New value: +"Component mobility: Static, Stationary or Movable, case-insensitive; any other value fails the call."
      • changedInput schema / properties / radius / description
        Previous value: -"Optional float"New value: +"Minimum distance in cm between foliage instances."
      • changedInput schema / properties / random_yaw / description
        Previous value: -"Optional bool"New value: +"Give each instance a random yaw around its vertical axis."
      • addedInput schema / properties / scale_x / additionalProperties
        Added value: +true
      • changedInput schema / properties / scale_x / description
        Previous value: -"Optional {min,max} float interval"New value: +"X scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional."
      • changedInput schema / properties / scale_x / type
        Previous value: -"string"New value: +"object"
      • addedInput schema / properties / scale_y / additionalProperties
        Added value: +true
      • changedInput schema / properties / scale_y / description
        Previous value: -"Optional {min,max} float interval"New value: +"Y scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional."
      • changedInput schema / properties / scale_y / type
        Previous value: -"string"New value: +"object"
      • addedInput schema / properties / scale_z / additionalProperties
        Added value: +true
      • changedInput schema / properties / scale_z / description
        Previous value: -"Optional {min,max} float interval"New value: +"Z scale range as a JSON object {\"min\":0.8,\"max\":1.2}, either bound optional."
      • changedInput schema / properties / scale_z / type
        Previous value: -"string"New value: +"object"
      • addedInput schema / properties / z_offset / additionalProperties
        Added value: +true
      • changedInput schema / properties / z_offset / description
        Previous value: -"Optional {min,max} float interval"New value: +"Z location offset range in cm as a JSON object {\"min\":-5,\"max\":0}; either bound may be left out."
      • changedInput schema / properties / z_offset / type
        Previous value: -"string"New value: +"object"
    • Changedset_gameplay_cue_notify_burst_properties1 field changed
      • changedInput schema / properties / cue_notify_path / description
        Previous value: -"Full asset path of the GameplayCueNotify_Burst Blueprint"New value: +"Asset path of the GameplayCueNotify_Burst Blueprint, e.g. \"/Game/GAS/Cues/GCN_Hit\"."
    • Changedset_gameplay_cue_notify_static_properties1 field changed
      • changedInput schema / properties / cue_notify_path / description
        Previous value: -"Full asset path of the GameplayCueNotify_Static Blueprint"New value: +"Asset path of the GameplayCueNotify_Static Blueprint, e.g. \"/Game/GAS/Cues/GCN_Hit\"."
    • Changedset_gameplay_effect_duration1 field changed
      • changedInput schema / properties / duration_seconds / description
        Previous value: -"Required when duration_policy is HasDuration"New value: +"Duration in seconds, written only when duration_policy is HasDuration; ignored for Instant and Infinite, but the schema still requires a number, so pass 0 there"
    • Changedset_gameplay_effect_duration_policy2 fields changed
      • changedInput schema / properties / duration_policy / description
        Previous value: -"One of \"instant|duration|infinite\""New value: +"One of \"Instant\", \"HasDuration\" or \"Infinite\", any case (\"duration\" alone is refused)"
      • changedInput schema / properties / effect_path / description
        Previous value: -"Asset path to the UGameplayEffect"New value: +"GameplayEffect asset path: a Blueprint GE (\"/Game/Effects/GE_Burn\") or a native UGameplayEffect asset"
    • Changedset_geometry_collection_damage1 field changed
      • changedInput schema / properties / damage_model / description
        Previous value: -"Threshold or Simple, default Threshold"New value: +"Threshold (alias UserDefined) or Simple (alias Material, the material-strength model), case-insensitive; any other text means Threshold, and leaving it out keeps the current model."
    • Changedset_input_action_flags1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "action_name"
        -]
    • Changedset_input_action_trigger_behavior1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "action_path"
        -]
    • Changedset_input_action_value_type1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "action_path",
        -  "value_type"
        -]New value: +[
        +  "value_type"
        +]
    • Changedset_landscape_grass_type_properties24 fields changed
      • changedInput schema / properties / align_to_surface / description
        Previous value: -"Optional bool"New value: +"Tilt instances to the landscape normal instead of keeping them vertical."
      • changedInput schema / properties / cast_dynamic_shadow / description
        Previous value: -"Optional bool"New value: +"Whether instances cast shadows with non-precomputed (dynamic) shadowing."
      • changedInput schema / properties / end_cull_distance / description
        Previous value: -"Optional int"New value: +"Distance in cm beyond which a whole grass cluster is culled, an integer."
      • changedInput schema / properties / grass_density / description
        Previous value: -"Optional float (instances per 10 square meters)"New value: +"Instances per 10 square metres (25 means 2.5 per m2), so a wrong guess is a 10x error in the instance budget."
      • changedInput schema / properties / grass_mesh / description
        Previous value: -"Optional StaticMesh path"New value: +"Path of the StaticMesh for this variety, e.g. \"/Game/Foliage/SM_Grass\"; an unknown path fails the call."
      • changedInput schema / properties / grass_path / description
        Previous value: -"Asset path of the ULandscapeGrassType"New value: +"Asset path of the LandscapeGrassType, e.g. \"/Game/Foliage/GT_Field\"."
      • changedInput schema / properties / keep_instance_buffer_cpu_copy / description
        Previous value: -"Optional bool"New value: +"Keep a CPU copy of the instance buffer, which the overlap-count queries of the grass component need."
      • changedInput schema / properties / min_lod / description
        Previous value: -"Optional int (-1 uses the mesh asset's MinLOD)"New value: +"Smallest mesh LOD to render, from -1 to 8; -1 uses the MinLOD of the static mesh asset."
      • changedInput schema / properties / placement_jitter / description
        Previous value: -"Optional float [0..1]"New value: +"Jitter of the grid placement from 0 to 1; only used when use_grid is true."
      • changedInput schema / properties / random_rotation / description
        Previous value: -"Optional bool"New value: +"Give each instance a random rotation instead of a shared one."
      • changedInput schema / properties / receives_decals / description
        Previous value: -"Optional bool"New value: +"Whether the grass instances receive decals."
      • addedInput schema / properties / scale_x / additionalProperties
        Added value: +true
      • changedInput schema / properties / scale_x / description
        Previous value: -"Optional {min,max} float interval"New value: +"X scale range as a JSON object {\"min\":0.8,\"max\":1.2}, also used for every axis with Uniform scaling."
      • changedInput schema / properties / scale_x / type
        Previous value: -"string"New value: +"object"
      • addedInput schema / properties / scale_y / additionalProperties
        Added value: +true
      • changedInput schema / properties / scale_y / description
        Previous value: -"Optional {min,max} float interval"New value: +"Y scale range as a JSON object {\"min\":0.8,\"max\":1.2}, used only with Free scaling."
      • changedInput schema / properties / scale_y / type
        Previous value: -"string"New value: +"object"
      • addedInput schema / properties / scale_z / additionalProperties
        Added value: +true
      • changedInput schema / properties / scale_z / description
        Previous value: -"Optional {min,max} float interval"New value: +"Z scale range as a JSON object {\"min\":0.8,\"max\":1.2}, used with Free or LockXY scaling."
      • changedInput schema / properties / scale_z / type
        Previous value: -"string"New value: +"object"
      • changedInput schema / properties / scaling / description
        Previous value: -"Optional string (Uniform/Free/LockXY)"New value: +"Scale mode: Uniform, Free or LockXY, case-insensitive; any other value fails the call."
      • changedInput schema / properties / start_cull_distance / description
        Previous value: -"Optional int"New value: +"Distance in cm where instances start to fade, an integer; it does nothing unless the grass material uses a PerInstanceFadeAmount node, and 0 disables it."
      • changedInput schema / properties / use_grid / description
        Previous value: -"Optional bool"New value: +"Place instances on a jittered grid instead of a Halton sequence."
      • changedInput schema / required
        Previous value: -[
        -  "grass_path",
        -  "variety_index"
        -]New value: +[
        +  "grass_path"
        +]
    • Changedset_material_function_input_props9 fields changed
      • changedInput schema / properties / description / description
        Previous value: -"Optional tooltip/description string"New value: +"New tooltip text of the input pin."
      • changedInput schema / properties / input_name / description
        Previous value: -"Optional new pin name (re-validated for uniqueness)"New value: +"New pin name, stored as given: it is not made unique (the engine ValidateName only acts on nodes owned by a material)."
      • addedInput schema / properties / preview_value / additionalProperties
        Added value: +true
      • changedInput schema / properties / preview_value / description
        Previous value: -"Optional {x,y,z,w} (FVector4f) preview value"New value: +"JSON object {\"x\":0,\"y\":0,\"z\":0,\"w\":0} (FVector4f), any subset; missing components keep their current value."
      • changedInput schema / properties / preview_value / type
        Previous value: -"string"New value: +"object"
      • changedInput schema / properties / sort_priority / description
        Previous value: -"Optional int display-order"New value: +"Integer that orders this input pin relative to the other inputs of the function."
      • changedInput schema / properties / sort_priority / type
        Previous value: -"string"New value: +"number"
      • changedInput schema / properties / use_preview_value_as_default / description
        Previous value: -"Optional bool"New value: +"Bool: true makes the preview value the default of the input when its pin is left unconnected."
      • changedInput schema / properties / use_preview_value_as_default / type
        Previous value: -"string"New value: +"boolean"
    • Changedset_material_instance_param2 fields changed
      • changedInput schema / properties / instance_path / description
        Previous value: -"Material instance asset path."New value: +"Asset path of the UMaterialInstanceConstant, e.g. \"/Game/Materials/MI_Rock\"."
      • changedInput schema / properties / param_name / description
        Previous value: -"Parameter name."New value: +"Parameter name as defined in the parent material, e.g. \"BaseTint\"; only global parameters are reached, not layer parameters."
    • Changedset_material_node_param1 field changed
      • changedInput schema / properties / value / description
        Previous value: -"String value to import (parsed per property type)"New value: +"Text to write: a number for Constant and ScalarParameter, \"(R=1,G=0.5,B=0,A=1)\" for the vector nodes (unparsable text gives black), the new name for ParameterName, else UE import text for the property; omitted means empty text."
    • Changedset_mesh_uv_element_position5 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
      • changedInput schema / properties / element_id / description
        Previous value: -"UV element ID (vertex, edge, or triangle) (required)"New value: +"ID of the element in the UV overlay of that channel, not a vertex, edge or triangle ID."
      • changedInput schema / properties / u / description
        Previous value: -"New U position (required)"New value: +"New U coordinate of the element."
      • changedInput schema / properties / uv_channel / description
        Previous value: -"UV channel index (required)"New value: +"0-based UV channel index; a channel the mesh does not have fails the call."
      • changedInput schema / properties / v / description
        Previous value: -"New V position (required)"New value: +"New V coordinate of the element."
    • Changedset_mesh_uvs_from_projection2 fields changed
      • changedInput schema / properties / invert / description
        Previous value: -"Region parameter."New value: +"Select the complement of a box, sphere, plane or normal_angle region (default false); the other regions ignore it."
      • addedInput schema / properties / polygroup_layer
        Added value: +{
        +  "description": "Region parameter for region='polygroup': extended polygroup layer index (default the mesh's default polygroup layer).",
        +  "type": "integer"
        +}
    • Changedset_meta_sound_node_property6 fields changed
      • changedInput schema / properties / metasound_path / description
        Previous value: -"Asset path."New value: +"MetaSound Source asset path, e.g. \"/Game/Audio/MS_Rain\"; MetaSound Patches are not accepted."
      • changedInput schema / properties / node_id / description
        Previous value: -"Node GUID string."New value: +"Node GUID, as list_meta_sound_nodes returns it in id; a value that is not a GUID is refused."
      • addedInput schema / properties / value / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • changedInput schema / properties / value / description
        Previous value: -"JSON value to apply (any FJsonObjectConverter-supported type)."New value: +"New value for the field as JSON, converted by FJsonObjectConverter: a number, bool, string, array or object (for a struct field); numbers and booleans can also be passed as strings (\"0.5\", \"true\")."
      • removedInput schema / properties / value / type
        Removed value: -"string"
      • changedInput schema / required
        Previous value: -[
        -  "metasound_path",
        -  "node_id",
        -  "property"
        -]New value: +[
        +  "metasound_path",
        +  "node_id",
        +  "property",
        +  "value"
        +]
    • Changedset_montage_properties3 fields changed
      • changedInput schema / properties / enable_auto_blend_out / description
        Previous value: -"bEnableAutoBlendOut (bool). Optional."New value: +"When true the montage blends out by itself near its end (bEnableAutoBlendOut); omitted keeps the current value."
      • changedInput schema / properties / sync_group / description
        Previous value: -"SyncGroup name (FName). Optional."New value: +"Sync group name (SyncGroup) the montage joins for marker-based sync; an empty string sets None, omitted keeps the current value."
      • changedInput schema / properties / sync_slot_index / description
        Previous value: -"SyncSlotIndex (zero-based int). Optional."New value: +"Zero-based index of the slot track whose animation drives the sync group (SyncSlotIndex); omitted keeps the current value."
    • Changedset_motion_warping_component_search_in_anims1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Engine name of the actor carrying the UMotionWarpingComponent"New value: +"Internal object name of the actor with the UMotionWarpingComponent, e.g. \"BP_Hero_C_0\"; the outliner label does not match."
    • Changedset_motion_warping_target_follow_component1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Engine name of the actor carrying the UMotionWarpingComponent"New value: +"Internal object name of the actor with the UMotionWarpingComponent, e.g. \"BP_Hero_C_0\"; the outliner label does not match."
    • Changedset_motion_warping_target_rotation2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Engine name of the actor carrying the UMotionWarpingComponent"New value: +"Internal object name of the actor with the UMotionWarpingComponent, e.g. \"BP_Hero_C_0\"; the outliner label does not match."
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. New [pitch, yaw, roll] rotation in degrees (world space)"New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. New world rotation in degrees as [pitch, yaw, roll]; omitted means [0, 0, 0]."
    • Changedset_mpci_parent_collection1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Optional world context label, default editor"New value: +"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively (first match)"
    • Changedset_mpci_vector_parameter_value1 field changed
      • changedInput schema / properties / world_label / description
        Previous value: -"Optional world context label, default editor"New value: +"Empty or \"editor\" for the editor world (the default); otherwise the UWorld name of a live world context, compared case-insensitively (first match)"
    • Changedset_net_priority2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Required."New value: +"Label of the actor in the editor world (matched against labels, not object names); first match."
      • changedInput schema / properties / priority / description
        Previous value: -"float in [0.0, 10.0] (UE range)."New value: +"New NetPriority as a float, written as given with no clamping; higher makes the actor more likely to replicate when bandwidth is saturated."
    • Changedset_network_authority1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"The name of the actor to set authority for"New value: +"Object name of the editor-world actor (case-insensitive); labels are not matched"
    • Changedset_niagara_data_interface_array1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "parameter_name",
        -  "values"
        -]New value: +[
        +  "system_path",
        +  "parameter_name",
        +  "values"
        +]
    • Changedset_niagara_data_interface_asset1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "parameter_name"
        -]New value: +[
        +  "system_path",
        +  "parameter_name"
        +]
    • Changedset_niagara_data_interface_curve1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "parameter_name",
        -  "keys"
        -]New value: +[
        +  "system_path",
        +  "parameter_name",
        +  "keys"
        +]
    • Changedset_niagara_data_interface_default1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "parameter_name",
        -  "property_name",
        -  "value"
        -]New value: +[
        +  "system_path",
        +  "parameter_name",
        +  "property_name",
        +  "value"
        +]
    • Changedset_niagara_decal_renderer_material5 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Display name of the emitter handle that owns the renderer (case-insensitive); the call fails without it."
      • changedInput schema / properties / material_path / description
        Previous value: -"Asset path of the UMaterialInterface to assign as the decal Material."New value: +"Object path of the UMaterialInterface to assign, e.g. \"/Game/Decals/M_Blood.M_Blood\"."
      • changedInput schema / properties / renderer_index / description
        Previous value: -"Index of the Decal renderer within the emitter's renderer list."New value: +"0-based index in the renderer list of the emitter, in get_niagara_emitter_renderers order; that renderer must be a Decal renderer. The call fails without it."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System (e.g. \"/Game/Niagara/NS_Example\")."New value: +"Niagara System asset path, e.g. \"/Game/Niagara/NS_Example\"; the call fails without it."
      • changedInput schema / required
        Previous value: -[
        -  "material_path"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "renderer_index",
        +  "material_path"
        +]
    • Changedset_niagara_effect_type1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "effect_type_path"
        -]New value: +[
        +  "system_path",
        +  "effect_type_path"
        +]
    • Changedset_niagara_emitter_allocation_mode1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "allocation_mode"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "allocation_mode"
        +]
    • Changedset_niagara_emitter_bounds1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedset_niagara_emitter_enabled1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedset_niagara_emitter_local_space4 fields changed
      • changedInput schema / properties / emitter_name / description
        Previous value: -"Name of the emitter handle."New value: +"Display name of the emitter handle (case-insensitive)."
      • changedInput schema / properties / local_space / description
        Previous value: -"Boolean to assign to bLocalSpace"New value: +"true to simulate the particles of the emitter in its local space, false for world space; the call fails without it."
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it."
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "local_space"
        +]
    • Changedset_niagara_emitter_max_gpu_particles1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedset_niagara_emitter_requires_persistent_ids1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name"
        +]
    • Changedset_niagara_emitter_sim_target1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "sim_target"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "sim_target"
        +]
    • Changedset_niagara_emitter_template_description2 fields changed
      • changedInput schema / properties / description / description
        Previous value: -"New description text"New value: +"New description text, stored as FText; an empty string clears it."
      • changedInput schema / properties / emitter_asset_path / description
        Previous value: -"Asset path of the UNiagaraEmitter (the .uasset, not a system path)."New value: +"Asset path of the UNiagaraEmitter, e.g. \"/Game/FX/NE_Sparks\" (an emitter asset, not a system path)."
    • Changedset_niagara_mesh_renderer_mesh1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "renderer_index",
        -  "mesh_path",
        -  "slot"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "renderer_index",
        +  "mesh_path",
        +  "slot"
        +]
    • Changedset_niagara_module_enabled1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "module_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "module_name"
        +]
    • Changedset_niagara_module_input1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "module_node_name",
        -  "input_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "module_node_name",
        +  "input_name"
        +]
    • Changedset_niagara_renderer_material1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "renderer_index",
        -  "material_path"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "renderer_index",
        +  "material_path"
        +]
    • Changedset_niagara_renderer_properties1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "renderer_index"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "renderer_index"
        +]
    • Changedset_niagara_simulation_stage_properties1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "emitter_name",
        -  "stage_name"
        -]New value: +[
        +  "system_path",
        +  "emitter_name",
        +  "stage_name"
        +]
    • Changedset_niagara_system_deterministic1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedset_niagara_system_properties1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedset_niagara_system_warmup_tick_count1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedset_niagara_system_warmup_tick_delta1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedset_niagara_system_warmup_time3 fields changed
      • changedInput schema / properties / system_path / description
        Previous value: -"Asset path of the Niagara System."New value: +"Niagara System asset path, e.g. \"/Game/FX/NS_Fire\"; the call fails without it."
      • changedInput schema / properties / warmup_time / description
        Previous value: -"Warmup time in seconds (>= 0; pass 0 to disable warmup)."New value: +"Warmup time in seconds (>= 0; 0 disables warmup); the call fails without it."
      • addedInput schema / required
        Added value: +[
        +  "system_path",
        +  "warmup_time"
        +]
    • Changedset_niagara_user_parameter1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "parameter_name"
        -]New value: +[
        +  "system_path",
        +  "parameter_name"
        +]
    • Changedset_physics_body_advanced_properties3 fields changed
      • changedInput schema / properties / angular_damping / description
        Previous value: -"Angular drag."New value: +"Drag that slows rotation (FBodyInstance AngularDamping, unitless, engine default 0); omit to keep the current value"
      • changedInput schema / properties / body_index / description
        Previous value: -"Explicit body index (or use bone_name)."New value: +"Index of the body in the asset; wins over bone_name when both are given"
      • changedInput schema / properties / linear_damping / description
        Previous value: -"Linear drag."New value: +"Drag that slows linear movement (FBodyInstance LinearDamping, unitless, engine default 0.01); omit to keep the current value"
    • Changedset_physics_body_properties4 fields changed
      • changedInput schema / properties / body_index / description
        Previous value: -"Explicit index of the body to configure"New value: +"0-based index of the body in the asset; wins over bone_name when both are given"
      • changedInput schema / properties / bone_name / description
        Previous value: -"Name of the skeleton bone"New value: +"Bone whose body to configure, used when body_index is absent"
      • changedInput schema / properties / mass / description
        Previous value: -"Mass override in kilograms"New value: +"Mass override in kilograms; also switches the mass override on. Omit to keep the current mass"
      • changedInput schema / properties / physics_type / description
        Previous value: -"Body physics type (Default|Kinematic|Simulated)"New value: +"Body physics type (Default|Kinematic|Simulated), case-insensitive; omit to keep the current one"
    • Changedset_post_process_volume_settings8 fields changed
      • changedInput schema / properties / enabled / description
        Previous value: -"Optional bool (PPV bEnabled)."New value: +"Whether the volume is enabled (APostProcessVolume bEnabled)."
      • changedInput schema / properties / film_grain_intensity / description
        Previous value: -"Optional float."New value: +"Film grain intensity from 0 to 1, a number; a numeric string is also accepted."
      • changedInput schema / properties / film_grain_intensity / type
        Previous value: -"string"New value: +"number"
      • changedInput schema / properties / motion_blur_amount / description
        Previous value: -"Optional float."New value: +"Motion blur strength from 0 to 1 (0 is off), a number; a numeric string is also accepted."
      • changedInput schema / properties / motion_blur_amount / type
        Previous value: -"string"New value: +"number"
      • changedInput schema / properties / priority / description
        Previous value: -"Optional float (PPV Priority)."New value: +"Blend priority among overlapping volumes, a number such as 1; a numeric string is also accepted."
      • changedInput schema / properties / priority / type
        Previous value: -"string"New value: +"number"
      • changedInput schema / properties / volume_name / description
        Previous value: -"Label of the APostProcessVolume."New value: +"Editor label of the PostProcessVolume in the editor world; object names are not matched."
    • Changedset_primary_asset_cook_rule1 field changed
      • changedInput schema / properties / cook_rule / description
        Previous value: -"One of \"Unknown\" / \"Never\" / \"Development\" / \"Production\" / \"Always\"."New value: +"One of \"Unknown\" / \"Never\" / \"Development\" / \"DevelopmentAlways\" / \"Always\", case-insensitive; \"Development\" stores ProductionNeverCook, and the EPrimaryAssetCookRule names (e.g. \"AlwaysCook\", \"DevelopmentAlwaysProductionUnknownCook\") are accepted too."
    • Changedset_procedural_mesh_material3 fields changed
      • changedInput schema / properties / actor_label / description
        Previous value: -"Editor label of the actor carrying the component"New value: +"Editor label or object name of the actor; the first actor matching either is used"
      • changedInput schema / properties / element_index / description
        Previous value: -"Optional material slot index (default 0)"New value: +"Material slot index, usually the section index; default 0 (not range-checked)"
      • changedInput schema / properties / material_path / description
        Previous value: -"/Game path to the UMaterialInterface"New value: +"Material or material instance asset path, e.g. \"/Game/Materials/M_Rock\""
    • Changedset_retargeter_chain_mapping1 field changed
      • changedInput schema / properties / op_name / description
        Previous value: -"Optional retarget op name to scope the mapping"New value: +"Optional op name as get_ik_retargeter_info lists it; omitted, every op whose chain mapping lists target_chain is updated"
    • Changedset_rigvm_pin_default2 fields changed
      • changedInput schema / properties / control_rig_path / description
        Previous value: -"Path to the UControlRigBlueprint asset"New value: +"Asset path of the UControlRigBlueprint, e.g. \"/Game/Rigs/CR_Mannequin\"."
      • changedInput schema / properties / value / description
        Previous value: -"UE export-text form of the value, e.g. true or 1.0"New value: +"Value in UE export-text form, e.g. \"true\", \"1.0\" or \"(X=0.0,Y=0.0,Z=1.0)\"; array pins are resized to the given element count."
    • Changedset_scene_capture_2d_properties1 field changed
      • changedInput schema / properties / projection_type / description
        Previous value: -"Perspective | Orthographic"New value: +"Projection mode, \"Perspective\" or \"Orthographic\" (case-insensitive); any other value fails the call; omit to keep the current one"
    • Changedset_section_active2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "binding_guid",
        -  "active"
        -]New value: +[
        +  "active"
        +]
    • Changedset_section_blend_type2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string"New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "binding_guid",
        -  "blend_type"
        -]New value: +[
        +  "blend_type"
        +]
    • Changedset_section_color2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedset_section_completion_mode2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string"New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "binding_guid",
        -  "completion_mode"
        -]New value: +[
        +  "completion_mode"
        +]
    • Changedset_section_easing2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string"New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedset_section_locked2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "binding_guid",
        -  "locked"
        -]New value: +[
        +  "locked"
        +]
    • Changedset_section_pre_post_rollout2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string"New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedset_section_row_index2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "binding_guid",
        -  "row_index"
        -]New value: +[
        +  "row_index"
        +]
    • Changedset_sequence_display_rate1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "fps"
        -]New value: +[
        +  "fps"
        +]
    • Changedset_sequence_duration2 fields changed
      • changedInput schema / properties / duration / description
        Previous value: -"New duration in seconds, 0 to 3600"New value: +"New length in seconds, greater than 0 and at most 3600 (0 is refused)"
      • changedInput schema / properties / sequence_name / description
        Previous value: -"Name of the sequence to modify"New value: +"Asset name of the Level Sequence, not its path (e.g. \"LS_Intro\"); the first match under /Game is used"
    • Changedset_sequence_view_range1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "start_seconds",
        -  "end_seconds"
        -]New value: +[
        +  "start_seconds",
        +  "end_seconds"
        +]
    • Changedset_sequence_working_range1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "start_seconds",
        -  "end_seconds"
        -]New value: +[
        +  "start_seconds",
        +  "end_seconds"
        +]
    • Changedset_skeletal_animation_section_params2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedset_skeletal_mesh_lod_build_settings11 fields changed
      • changedInput schema / properties / bone_influence_limit / description
        Previous value: -"int, max bones influencing each vertex"New value: +"Maximum bone influences per vertex; 0 uses the DefaultBoneInfluenceLimit project setting, and values above the project limit have no effect."
      • changedInput schema / properties / compute_weighted_normals / description
        Previous value: -"bool, compute weighted normals"New value: +"Weight computed normals by triangle area and corner angle (bComputeWeightedNormals)."
      • changedInput schema / properties / full_precision_uvs / description
        Previous value: -"bool, use full precision UVs"New value: +"Store UVs at full floating-point precision (bUseFullPrecisionUVs)."
      • changedInput schema / properties / high_precision_tangents / description
        Previous value: -"bool, use high precision tangent basis"New value: +"Store tangents at 16-bit instead of 8-bit precision (bUseHighPrecisionTangentBasis)."
      • changedInput schema / properties / high_precision_weights / description
        Previous value: -"bool, use high precision skin weights"New value: +"Use 16-bit instead of 8-bit skin weights for rendering (bUseHighPrecisionSkinWeights)."
      • changedInput schema / properties / lod_index / description
        Previous value: -"LOD index to modify (default 0)"New value: +"0-based LOD index (default 0); an index the mesh does not have fails the call."
      • changedInput schema / properties / recompute_normals / description
        Previous value: -"bool, recompute normals"New value: +"Ignore the imported normals and recompute them (bRecomputeNormals)."
      • changedInput schema / properties / recompute_tangents / description
        Previous value: -"bool, recompute tangents"New value: +"Ignore the imported tangents and recompute them (bRecomputeTangents)."
      • changedInput schema / properties / remove_degenerates / description
        Previous value: -"bool, remove degenerate triangles"New value: +"Remove degenerate triangles at build time (bRemoveDegenerates)."
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Skeletal mesh asset path, e.g. \"/Game/Characters/SKM_Hero\"."
      • changedInput schema / properties / use_mikk_t_space / description
        Previous value: -"bool, use Mikk T space"New value: +"Use MikkTSpace when computing tangents (bUseMikkTSpace)."
    • Changedset_skeletal_mesh_lod_screen_size4 fields changed
      • changedInput schema / properties / lod_index / description
        Previous value: -"LOD index to modify"New value: +"0-based LOD index; must be below the LOD count of the mesh."
      • changedInput schema / properties / screen_size / description
        Previous value: -"New ScreenSize.Default value"New value: +"New ScreenSize.Default value, e.g. 0.3; the call fails without it."
      • changedInput schema / properties / skeletal_mesh_path / description
        Previous value: -"Content path to the skeletal mesh asset"New value: +"Skeletal mesh asset path, e.g. \"/Game/Characters/SKM_Hero\"."
      • changedInput schema / required
        Previous value: -[
        -  "skeletal_mesh_path",
        -  "lod_index"
        -]New value: +[
        +  "skeletal_mesh_path",
        +  "lod_index",
        +  "screen_size"
        +]
    • Changedset_sound_class_parent2 fields changed
      • changedInput schema / properties / child_sound_class_path / description
        Previous value: -"Full content path of the child USoundClass"New value: +"Asset path of the USoundClass to re-parent, e.g. \"/Game/Audio/SC_Footsteps.SC_Footsteps\"."
      • changedInput schema / properties / parent_sound_class_path / description
        Previous value: -"Full content path of the parent USoundClass"New value: +"Asset path of the USoundClass that becomes its parent, e.g. \"/Game/Audio/SC_SFX.SC_SFX\"."
    • Changedset_sound_class_properties16 fields changed
      • changedInput schema / properties / always_play / description
        Previous value: -"Properties.bAlwaysPlay."New value: +"Bool for Properties.bAlwaysPlay: inflate the priority of referencing sounds so they always play"
      • changedInput schema / properties / apply_ambient_volumes / description
        Previous value: -"Properties.bApplyAmbientVolumes."New value: +"Bool for Properties.bApplyAmbientVolumes: apply the Interior/Exterior volume and low-pass modifiers"
      • changedInput schema / properties / apply_effects / description
        Previous value: -"Properties.bApplyEffects."New value: +"Bool for Properties.bApplyEffects (Output to Master EQ Submix): route referencing sounds to the Master EQ submix"
      • changedInput schema / properties / attenuation_distance_scale / description
        Previous value: -"Properties.AttenuationDistanceScale."New value: +"Scale on the distance used for attenuation (Properties.AttenuationDistanceScale): 0.5 attenuates a sound 1000 units away as if it were 500 away"
      • changedInput schema / properties / center_channel_only / description
        Previous value: -"Properties.bCenterChannelOnly."New value: +"Bool for Properties.bCenterChannelOnly: force sounds of this class to the center channel"
      • changedInput schema / properties / default_2d_reverb_send_amount / description
        Previous value: -"Properties.Default2DReverbSendAmount."New value: +"Reverb send amount for unattenuated (2D) sounds of this class (Properties.Default2DReverbSendAmount)"
      • changedInput schema / properties / is_music / description
        Previous value: -"Properties.bIsMusic."New value: +"Bool for Properties.bIsMusic: mark the class as music (propagates to child classes only when the parent is true)"
      • changedInput schema / properties / is_ui_sound / description
        Previous value: -"Properties.bIsUISound."New value: +"Bool for Properties.bIsUISound: sounds of this class keep playing while the game is paused in the UI"
      • changedInput schema / properties / lfe_bleed / description
        Previous value: -"Properties.LFEBleed."New value: +"Amount of the sound sent to the LFE (subwoofer) channel (Properties.LFEBleed)"
      • changedInput schema / properties / low_pass_frequency / description
        Previous value: -"Properties.LowPassFilterFrequency."New value: +"Low-pass filter cutoff frequency in Hz (Properties.LowPassFilterFrequency)"
      • changedInput schema / properties / pitch / description
        Previous value: -"Properties.Pitch."New value: +"Pitch multiplier for sounds of this class (Properties.Pitch), e.g. 1.2"
      • changedInput schema / properties / radio_filter_volume / description
        Previous value: -"Properties.RadioFilterVolume."New value: +"Volume of the legacy radio filter effect (Properties.RadioFilterVolume)"
      • changedInput schema / properties / radio_filter_volume_threshold / description
        Previous value: -"Properties.RadioFilterVolumeThreshold."New value: +"Volume at which the legacy radio filter kicks in (Properties.RadioFilterVolumeThreshold)"
      • changedInput schema / properties / reverb / description
        Previous value: -"Properties.bReverb."New value: +"Bool for Properties.bReverb (Send to Master Reverb Submix): send referencing sounds to the reverb submix"
      • changedInput schema / properties / voice_center_channel_volume / description
        Previous value: -"Properties.VoiceCenterChannelVolume."New value: +"Amount sent to the center channel (Properties.VoiceCenterChannelVolume); does not propagate to child classes"
      • changedInput schema / properties / volume / description
        Previous value: -"Properties.Volume."New value: +"Volume multiplier for sounds of this class (Properties.Volume), e.g. 0.5 for half"
    • Changedset_sound_cue_first_node1 field changed
      • changedInput schema / properties / node_id / description
        Previous value: -"node_id to use as the root of the cue graph"New value: +"node_id (index in the cue AllNodes array) to use as the root of the cue graph"
    • Changedset_sound_source_bus_audio_bus2 fields changed
      • changedInput schema / properties / audio_bus_path / description
        Previous value: -"Full content path of the UAudioBus to assign, or \"\" to clear the assignment."New value: +"Asset path of the UAudioBus to assign, e.g. \"/Game/Audio/AB_Music\"; \"\" or omitted clears the assignment."
      • changedInput schema / properties / ssb_path / description
        Previous value: -"Full content path of the target USoundSourceBus"New value: +"Asset path of the USoundSourceBus, e.g. \"/Game/Audio/SSB_Radio\"."
    • Changedset_sound_source_bus_send_level_curve1 field changed
      • changedInput schema / properties / distance_curve / description
        Previous value: -"Object representing FRuntimeFloatCurve authoring data. Usable shape: { 'editor_curve_data': { 'float_curve': { 'keys': [ { 'time': float, 'value': float }, ... ] } } }. Absent keys are left at the struct default."New value: +"FRuntimeFloatCurve fields by their UPROPERTY names, e.g. {\"EditorCurveData\": {\"Keys\": [{\"Time\": 0.0, \"Value\": 1.0}, {\"Time\": 1.0, \"Value\": 0.0}]}}; Time 0-1 maps to MinSendDistance-MaxSendDistance and Keys replaces the key list. Fields left out keep their current values; unknown keys are ignored without error."
    • Changedset_soundfield_effect_settings1 field changed
      • changedInput schema / properties / settings / description
        Previous value: -"JSON object {property_name: value, ...} (required)."New value: +"JSON object {property_name: value, ...}; validated as an object but never written"
    • Changedset_state_completion_type1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "completion_type"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "completion_type"
        +]
    • Changedset_state_linked_asset1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "linked_asset_path"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "linked_asset_path"
        +]
    • Changedset_state_selection_behavior1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "selection_behavior"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "selection_behavior"
        +]
    • Changedset_state_tree_root2 fields changed
      • changedInput schema / properties / root_state_name / description
        Previous value: -"Name of the state to make root"New value: +"Name of a top-level state, such as one made by add_state; a state nested under another is refused."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
    • Changedset_state_type4 fields changed
      • changedInput schema / properties / state_name / description
        Previous value: -"Name of the state to modify"New value: +"Name of the state to change; the command fails without it."
      • changedInput schema / properties / state_type / description
        Previous value: -"One of State | Group | Linked | LinkedAsset | Subtree"New value: +"Enum value name: State, Group, Linked, LinkedAsset or Subtree (an EStateTreeStateType:: prefix is accepted)."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path to the UStateTree"New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "state_type"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "state_type"
        +]
    • Changedset_static_mesh_collision_complexity1 field changed
      • changedInput schema / properties / complexity / description
        Previous value: -"One of \"default\", \"simple_and_complex\", \"simple_as_complex\", \"complex_as_simple\"."New value: +"One of \"default\", \"simple_and_complex\", \"simple_as_complex\", \"complex_as_simple\", case-insensitive; any other value is stored as default."
    • Changedset_static_mesh_nanite2 fields changed
      • changedInput schema / properties / enabled / description
        Previous value: -"Whether to enable Nanite."New value: +"true enables Nanite, false disables it; default false, so leaving it out disables Nanite."
      • changedInput schema / properties / keep_percent_triangles / description
        Previous value: -"Fraction of triangles to keep (defaults to 1.0)"New value: +"Fraction of the source triangles Nanite keeps, 1.0 keeps them all (default 1.0, written even when omitted)."
    • Changedset_sub_section_parameters1 field changed
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path"
        -]
    • Changedset_task_property3 fields changed
      • addedInput schema / properties / value / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • removedInput schema / properties / value / type
        Removed value: -"string"
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "task_index",
        -  "property"
        -]New value: +[
        +  "tree_path",
        +  "state_name",
        +  "task_index",
        +  "property",
        +  "value"
        +]
    • Changedset_texture_settings3 fields changed
      • changedInput schema / properties / compression_settings / description
        Previous value: -"Optional TextureCompressionSettings enum string"New value: +"TextureCompressionSettings name with or without the TC_ prefix, e.g. \"Default\", \"Normalmap\", \"Masks\", \"VectorDisplacementmap\", \"BC7\", \"HDR\"; omit to keep the current value"
      • changedInput schema / properties / lod_group / description
        Previous value: -"Optional TextureGroup enum string"New value: +"TextureGroup name with or without the TEXTUREGROUP_ prefix, e.g. \"World\", \"UI\", \"Character\", \"Effects\"; omit to keep the current value"
      • changedInput schema / properties / srgb / description
        Previous value: -"Optional bool"New value: +"True treats the texture as sRGB color, false as linear data such as normal or mask maps; omit to keep the current value"
    • Changedset_transform_section_mask2 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid"
        -]
    • Changedset_transform_section_quaternion_interp3 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string."New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (default resolves the transform track)."New value: +"Optional track kind, e.g. \"transform\": picks the binding's first track of that kind. Omitted or unrecognised, track_index picks the track instead."
      • changedInput schema / required
        Previous value: -[
        -  "sequence_path",
        -  "binding_guid",
        -  "use_quaternion"
        -]New value: +[
        +  "use_quaternion"
        +]
    • Changedset_transform_track_interp_mode3 fields changed
      • changedInput schema / properties / binding_name_or_guid / description
        Previous value: -"Sequencer binding: the bound object's name or its GUID string"New value: +"Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved."
      • changedInput schema / properties / track_type / description
        Previous value: -"Optional class filter (defaults to transform track lookup)."New value: +"Optional track kind such as \"transform\", \"float\" or \"audio\": picks the binding's first track of that kind. Omitted or unrecognised, track_index picks the track instead."
      • removedInput schema / required
        Removed value: -[
        -  "sequence_path",
        -  "binding_guid",
        -  "interp_mode"
        -]
    • Changedset_transition_properties1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path"
        -]New value: +[
        +  "tree_path",
        +  "state_name"
        +]
    • Changedset_tree_parameter6 fields changed
      • changedInput schema / properties / parameter / description
        Previous value: -"Parameter name (must already exist)."New value: +"Name of a root parameter that already exists, as listed by list_tree_parameters; an unknown name is an error."
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
      • addedInput schema / properties / value / anyOf
        Added value: +[
        +  {
        +    "type": "string"
        +  },
        +  {
        +    "type": "number"
        +  },
        +  {
        +    "type": "integer"
        +  },
        +  {
        +    "type": "boolean"
        +  },
        +  {
        +    "type": "array"
        +  },
        +  {
        +    "additionalProperties": true,
        +    "type": "object"
        +  }
        +]
      • changedInput schema / properties / value / description
        Previous value: -"JSON value matching the parameter's EPropertyBagPropertyType."New value: +"New value as JSON matching the parameter type: true or false, a number, or a string for name, string and text parameters."
      • removedInput schema / properties / value / type
        Removed value: -"string"
      • changedInput schema / required
        Previous value: -[
        -  "tree_path",
        -  "parameter"
        -]New value: +[
        +  "tree_path",
        +  "parameter",
        +  "value"
        +]
    • Changedset_trigger_box_extent4 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"TriggerBox actor name (required)"New value: +"Object name of the TriggerBox actor in the editor world; its editor label is not matched."
      • changedInput schema / properties / extent_x / description
        Previous value: -"Box half-extent X (required, > 0)"New value: +"Half-extent along local X in cm, greater than 0; the box is twice as long."
      • changedInput schema / properties / extent_y / description
        Previous value: -"Box half-extent Y (required, > 0)"New value: +"Half-extent along local Y in cm, greater than 0."
      • changedInput schema / properties / extent_z / description
        Previous value: -"Box half-extent Z (required, > 0)"New value: +"Half-extent along local Z in cm, greater than 0."
    • Changedset_trigger_sphere_radius2 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"TriggerSphere actor name (required)"New value: +"Object name of the TriggerSphere actor in the editor world; its editor label is not matched."
      • changedInput schema / properties / radius / description
        Previous value: -"Sphere radius (required, > 0)"New value: +"New unscaled sphere radius in cm, greater than 0."
    • Changedset_usd_prim_active3 fields changed
      • changedInput schema / properties / active / description
        Previous value: -"true to activate, false to deactivate"New value: +"true to activate, false to deactivate; omitted means true."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedset_usd_prim_display_name3 fields changed
      • changedInput schema / properties / display_name / description
        Previous value: -"New display name"New value: +"Label that UIs show instead of the prim name, e.g. \"Hero Cube\"; may be empty."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedset_usd_prim_instanceable3 fields changed
      • changedInput schema / properties / instanceable / description
        Previous value: -"true to mark instanceable, false to clear"New value: +"true to mark instanceable, false to clear; omitted means true."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedset_usd_prim_metadata4 fields changed
      • changedInput schema / properties / key / description
        Previous value: -"Metadata key (e.g. \"custom:author\", \"comment\", \"documentation\")"New value: +"Registered USD prim metadata field, e.g. \"comment\", \"documentation\", \"kind\" or \"hidden\"; a key USD does not register as prim metadata fails with set=false."
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
      • changedInput schema / properties / value / description
        Previous value: -"{type: \"bool|int|float|double|string|token\", value: <scalar>} OR {value: <scalar>} (type inferred from the JSON runtime type)"New value: +"{type?: \"bool|int|int64|float|double|string|token|asset\", value: <scalar>} OR a bare scalar; without type the JSON type decides (bool, number stored as double, string). Token fields such as \"kind\" need type \"token\"."
    • Changedset_usd_prim_specifier3 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"Target prim path"New value: +"Absolute SdfPath of an existing prim, e.g. \"/World/Cube\"."
      • changedInput schema / properties / specifier / description
        Previous value: -"\"Def\" | \"Over\" | \"Class\""New value: +"\"Def\", \"Over\" or \"Class\", case-insensitive; anything else is applied as \"Def\"."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
    • Changedset_usd_prim_type3 fields changed
      • changedInput schema / properties / prim_path / description
        Previous value: -"SdfPath of the prim to retype"New value: +"Absolute SdfPath of the prim to retype, e.g. \"/World/Cube\"; it must exist."
      • changedInput schema / properties / stage_name / description
        Previous value: -"Stage cache key"New value: +"Name the stage was registered under by create_usd_stage or open_usd_stage; a stage already in the USD cache also matches by the end of its root layer identifier."
      • changedInput schema / properties / type_name / description
        Previous value: -"New USD type name (e.g. Mesh, Xform, Cube)"New value: +"New USD schema type name, e.g. \"Mesh\", \"Xform\" or \"Cube\"; written as given."
    • Changedsetup_foot_ik2 fields changed
      • changedInput schema / properties / left_foot_bone / description
        Previous value: -"Name of the left foot bone in the skeleton."New value: +"Name of the left foot bone; required and echoed back, but not written to the node and not checked against the skeleton."
      • changedInput schema / properties / right_foot_bone / description
        Previous value: -"Name of the right foot bone in the skeleton."New value: +"Name of the right foot bone; required and echoed back, but not written to the node and not checked against the skeleton."
    • Changedshow_notification1 field changed
      • changedInput schema / properties / completion_state / description
        Previous value: -"Optional completion state: \"None\" (default), \"Pending\", \"Success\", \"Fail\"."New value: +"Completion state, case-insensitive: \"None\" (default), \"Pending\", \"Success\" or \"Fail\"; any other value counts as \"None\"."
    • Changedslice_fracture2 fields changed
      • changedInput schema / properties / grout / description
        Previous value: -"Optional grout amount for the cuts"New value: +"Width of the gap left between cut pieces, in cm (default 0)"
      • changedInput schema / properties / random_seed / description
        Previous value: -"Optional seed for variation, default 1337"New value: +"Seed passed to the slicer, default 1337; angle and offset variation are fixed at 0, so it changes little"
    • Changedsnapshot_object1 field changed
      • addedInput schema / properties / snapshot_id / description
        Added value: +"Alias of handle: the name to store the snapshot under, used only when handle is absent or empty; an existing snapshot with that name is overwritten"
    • Changedspawn_dynamic_mesh_actor2 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [x, y, z] world location"New value: +"World location [x, y, z] in cm (default the world origin)."
      • changedInput schema / properties / rotation / description
        Previous value: -"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. Optional [pitch, yaw, roll] world rotation"New value: +"PREFERRED: the OBJECT {\"roll\":R,\"pitch\":P,\"yaw\":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. World rotation in degrees as [pitch, yaw, roll] (default no rotation)."
    • Changedspawn_niagara_component1 field changed
      • addedInput schema / required
        Added value: +[
        +  "system_path"
        +]
    • Changedspawn_post_process_volume2 fields changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [X, Y, Z] world location (defaults to origin)"New value: +"[X, Y, Z] world location in cm; defaults to the origin, also when fewer than 3 numbers are given."
      • changedInput schema / properties / unbound / description
        Previous value: -"If true, volume covers the entire world (optional, default true)"New value: +"true (default) makes the volume affect the whole world; false limits it to its brush, which this spawn leaves without geometry, so it then covers no space."
    • Changedspawn_sky_atmosphere1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [X, Y, Z] world location (defaults to origin)"New value: +"[X, Y, Z] world location in cm; defaults to the origin, also when fewer than 3 numbers are given."
    • Changedspawn_volumetric_cloud1 field changed
      • changedInput schema / properties / location / description
        Previous value: -"Optional [X, Y, Z] world location (defaults to origin)"New value: +"[X, Y, Z] world location in cm; defaults to the origin, also when fewer than 3 numbers are given."
    • Changedstop_animation1 field changed
      • changedInput schema / properties / component_name / description
        Previous value: -"Name of the skeletal mesh component to stop animation on"New value: +"Object name of the USkeletalMeshComponent, e.g. \"CharacterMesh0\", case-insensitive; the first actor in the world that has one with that name wins"
    • Changedstop_behavior_tree1 field changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"Name of the actor running the behavior tree"New value: +"Object name or label of the pawn or AIController in the editor world (first match)"
    • Changedstop_sound1 field changed
      • changedInput schema / properties / audio_component_name / description
        Previous value: -"Name of the audio component to stop"New value: +"Object name of the audio component to stop (e.g. \"AudioComponent0\"), compared without case; only the first audio component of each actor is searched."
    • Changedtranslate_mesh_uvs4 fields changed
      • changedInput schema / properties / actor_name / description
        Previous value: -"DynamicMeshActor name (required)"New value: +"Label or object name (case-insensitive) of the target DynamicMeshActor in the editor world."
      • changedInput schema / properties / translate_u / description
        Previous value: -"U translation (required)"New value: +"Offset added to every U coordinate (1.0 shifts by one full tile)."
      • changedInput schema / properties / translate_v / description
        Previous value: -"V translation (required)"New value: +"Offset added to every V coordinate (1.0 shifts by one full tile)."
      • changedInput schema / properties / uv_channel / description
        Previous value: -"UV channel index (required)"New value: +"0-based UV channel index; a channel the mesh does not have fails the call."
    • Changedtrigger_input_action3 fields changed
      • addedInput schema / properties / action_name / description
        Added value: +"Alias of action, read only when action is absent or empty and action_path is absent: InputAction object path or short asset name."
      • addedInput schema / properties / action_path / description
        Added value: +"Alias of action, read when action is absent or empty: InputAction object path or short asset name."
      • removedInput schema / required
        Removed value: -[
        -  "action"
        -]
    • Changedupdate_transition1 field changed
      • changedInput schema / required
        Previous value: -[
        -  "tree_path"
        -]New value: +[
        +  "tree_path",
        +  "state_name"
        +]
    • Changedvalidate_anim_state_machine1 field changed
      • changedInput schema / properties / state_machine_name / description
        Previous value: -"Name of the state machine"New value: +"Name of a state machine in the top-level AnimGraph, matched without case (see list_anim_state_machines)."
    • Changedvalidate_state_tree1 field changed
      • changedInput schema / properties / tree_path / description
        Previous value: -"Asset path."New value: +"Asset path of the StateTree, e.g. \"/Game/AI/ST_Guard\"."
  13. 2097 tool updatesv1.1.0
    • First observedactivate_ability
    • First observedactivate_external_subsystem
    • First observedactivate_game_feature_plugin
    • First observedadd_ability_task
    • First observedadd_actor_begin_overlap_event
    • First observedadd_ai_perception_sense
    • First observedadd_ai_stimuli_source
    • First observedadd_anim_bone_track
    • First observedadd_anim_composite_segment
    • First observedadd_anim_conduit
    • First observedadd_anim_curve_name
    • First observedadd_anim_float_curve
    • First observedadd_anim_graph_node
    • First observedadd_anim_notify
    • First observedadd_anim_notify_name
    • First observedadd_anim_notify_state
    • First observedadd_anim_slot_group
    • First observedadd_anim_state
    • First observedadd_anim_state_machine
    • First observedadd_anim_sync_marker
    • First observedadd_anim_transform_curve
    • First observedadd_anim_transition
    • First observedadd_animation_asset_to_pose_search_database
    • First observedadd_asset_to_collection
    • First observedadd_attach_track
    • First observedadd_attribute_to_set
    • First observedadd_audio_section
    • First observedadd_blackboard_key
    • First observedadd_blendspace_sample
    • First observedadd_blueprint_function
    • First observedadd_blueprint_variable
    • First observedadd_bone
    • First observedadd_branch_node
    • First observedadd_break_struct_node
    • First observedadd_broadcast_node
    • First observedadd_bt_composite_child
    • First observedadd_bt_decorator
    • First observedadd_bt_service
    • First observedadd_bt_task_child
    • First observedadd_bus_to_mix
    • First observedadd_call_library_function
    • First observedadd_camera_component
    • First observedadd_camera_cut
    • First observedadd_camera_cut_section
    • First observedadd_camera_cut_track
    • First observedadd_camera_focus_track
    • First observedadd_camera_node_child
    • First observedadd_cast_node
    • First observedadd_chooser_column_to_table
    • First observedadd_chooser_row
    • First observedadd_collection_scalar_param
    • First observedadd_collection_vector_param
    • First observedadd_collision_channel
    • First observedadd_collision_profile
    • First observedadd_comment_node
    • First observedadd_component_bound_event
    • First observedadd_component_event
    • First observedadd_component_material_track
    • First observedadd_component_to_actor
    • First observedadd_component_to_blueprint
    • First observedadd_consideration
    • First observedadd_curve_key
    • First observedadd_curve_table_key
    • First observedadd_curve_table_row
    • First observedadd_custom_event_node
    • First observedadd_data_registry_source
    • First observedadd_data_table_row
    • First observedadd_enhanced_input_action_node
    • First observedadd_enum_entry
    • First observedadd_eqs_generator
    • First observedadd_eqs_option
    • First observedadd_eqs_test
    • First observedadd_event_dispatcher
    • First observedadd_event_track_section
    • First observedadd_event_track_to_sequence
    • First observedadd_fade_track_to_sequence
    • First observedadd_field_node
    • First observedadd_foliage_instances
    • First observedadd_function_local_variable
    • First observedadd_function_parameter
    • First observedadd_gameplay_camera_component
    • First observedadd_gameplay_effect_component
    • First observedadd_gameplay_effect_modifier
    • First observedadd_gameplay_tag_redirect
    • First observedadd_gameplay_tag_to_table
    • First observedadd_geometry_collection_source
    • First observedadd_get_component_by_class_node
    • First observedadd_graph_node
    • First observedadd_height_mask_node
    • First observedadd_ik_goal
    • First observedadd_ik_retarget_chain
    • First observedadd_ik_solver
    • First observedadd_impulse_to_actor
    • First observedadd_input_action_event_node
    • First observedadd_input_modifier
    • First observedadd_input_trigger
    • First observedadd_instanced_static_mesh_component
    • First observedadd_ism_instance
    • First observedadd_keyframe_to_property_track
    • First observedadd_landscape_layer
    • First observedadd_landscape_layer_blend_node
    • First observedadd_landscape_spline_control_point
    • First observedadd_landscape_spline_segment
    • First observedadd_level_visibility_track
    • First observedadd_light
    • First observedadd_list_view
    • First observedadd_macro_instance_node
    • First observedadd_make_struct_node
    • First observedadd_mapping_to_context
    • First observedadd_marked_frame
    • First observedadd_mass_trait
    • First observedadd_mass_trait_to_entity
    • First observedadd_material_attribute_layers_node
    • First observedadd_material_function_call
    • First observedadd_material_function_input
    • First observedadd_material_function_output
    • First observedadd_material_parameter_collection_track
    • First observedadd_message_log_entry
    • First observedadd_metasound_graph_input
    • First observedadd_metasound_graph_output
    • First observedadd_modulation_input_to_patch
    • First observedadd_montage_notify
    • First observedadd_montage_section
    • First observedadd_montage_segment
    • First observedadd_montage_slot
    • First observedadd_motion_warping_component
    • First observedadd_niagara_data_interface
    • First observedadd_niagara_decal_renderer
    • First observedadd_niagara_emitter_from_template
    • First observedadd_niagara_emitter_handle
    • First observedadd_niagara_event_handler
    • First observedadd_niagara_light_renderer
    • First observedadd_niagara_module_to_graph
    • First observedadd_niagara_module_to_stack
    • First observedadd_niagara_renderer
    • First observedadd_niagara_simulation_stage
    • First observedadd_notify_track
    • First observedadd_object_bound_event
    • First observedadd_parent_call_node
    • First observedadd_pcg_component
    • First observedadd_pcg_graph_parameter
    • First observedadd_pcg_node
    • First observedadd_pcg_subgraph_node
    • First observedadd_physics_asset_constraint
    • First observedadd_pose_search_channel_to_schema
    • First observedadd_pose_search_roled_skeleton
    • First observedadd_pose_to_pose_asset
    • First observedadd_primary_asset_rule
    • First observedadd_property_track
    • First observedadd_reroute_node
    • First observedadd_retargeter_op
    • First observedadd_rig_bone
    • First observedadd_rig_control
    • First observedadd_rig_null
    • First observedadd_rigvm_link
    • First observedadd_rigvm_node
    • First observedadd_select_node
    • First observedadd_sequence_folder
    • First observedadd_sequence_node
    • First observedadd_shot_section
    • First observedadd_shot_track
    • First observedadd_simple_collision_to_static_mesh
    • First observedadd_skeletal_animation_track
    • First observedadd_skeletal_mesh_lod
    • First observedadd_skeletal_mesh_socket
    • First observedadd_slomo_track
    • First observedadd_slope_mask_node
    • First observedadd_smart_object_definition_default_behavior
    • First observedadd_smart_object_slot
    • First observedadd_smart_object_slot_behavior_definition
    • First observedadd_smart_object_slot_entrance_annotation
    • First observedadd_socket_to_skeleton_asset
    • First observedadd_sound_cue_node
    • First observedadd_soundfield_effect_to_submix
    • First observedadd_spawnable_to_sequence
    • First observedadd_spline_component
    • First observedadd_spline_mesh_component
    • First observedadd_spring_arm
    • First observedadd_state
    • First observedadd_state_enter_condition
    • First observedadd_state_evaluator
    • First observedadd_state_task
    • First observedadd_state_transition
    • First observedadd_state_tree_binding
    • First observedadd_state_tree_global_task
    • First observedadd_state_tree_global_task_property
    • First observedadd_static_mesh_socket
    • First observedadd_streaming_level
    • First observedadd_struct_member
    • First observedadd_subcomponent_possessable
    • First observedadd_submix_effect_to_chain
    • First observedadd_subsequence_track
    • First observedadd_subtitle_cue
    • First observedadd_tag_to_object
    • First observedadd_tile_view
    • First observedadd_timeline_to_blueprint
    • First observedadd_transform_keyframe
    • First observedadd_transform_track_to_binding
    • First observedadd_transition_condition
    • First observedadd_tree_parameter
    • First observedadd_tree_view
    • First observedadd_usd_internal_reference
    • First observedadd_usd_payload
    • First observedadd_usd_reference
    • First observedadd_usd_variant
    • First observedadd_usd_variant_set
    • First observedadd_viewmodel
    • First observedadd_virtual_bone
    • First observedadd_visibility_track
    • First observedadd_warp_target_to_component
    • First observedadd_water_body_to_zone
    • First observedadd_weighted_value_keyframe
    • First observedadd_weighted_value_track
    • First observedadd_widget_animation
    • First observedadd_widget_animation_keyframe
    • First observedadd_widget_animation_track
    • First observedadd_widget_extended
    • First observedadd_widget_property_binding
    • First observedadd_widget_to_blueprint
    • First observedalign_actors
    • First observedanalyze_asset_performance
    • First observedanalyze_assets_performance_batch
    • First observedappend_mesh_primitive
    • First observedappend_mesh_to_dynamic_mesh
    • First observedapply_adaptive_remesh
    • First observedapply_component_property_overrides
    • First observedapply_gameplay_effect
    • First observedapply_material_to_blueprint
    • First observedapply_mesh_boolean
    • First observedapply_mesh_boolean_actor_to_actor
    • First observedapply_mesh_morphology
    • First observedapply_mesh_solidify
    • First observedapply_multiple_gameplay_effects
    • First observedapply_uniform_remesh
    • First observedapply_usd_prim_schema
    • First observedapply_widget_style_preset
    • First observedassign_actor_to_data_layer_instance
    • First observedassign_rvt_to_landscape
    • First observedassign_skeletal_mesh_physics_asset
    • First observedattach_actor
    • First observedattach_blueprint_component
    • First observedaudit_asset_references
    • First observedaudit_blueprint_health
    • First observedaudit_class_purity
    • First observedaudit_collision_profiles
    • First observedaudit_fork_refs
    • First observedaudit_replication
    • First observedaudit_widget_accessibility
    • First observedaudit_widget_style
    • First observedaudit_widget_text
    • First observedauto_generate_mesh_uvs
    • First observedbackup_asset
    • First observedbake_skeletal_mesh_lod
    • First observedbatch
    • First observedbatch_delete_actors
    • First observedbatch_place_actors_on_terrain
    • First observedbatch_set_actor_transform
    • First observedbegin_transaction
    • First observedbind_actor_property_to_sequence
    • First observedbind_actor_to_sequence
    • First observedbind_component_property_to_sequence
    • First observedbind_component_to_sequence
    • First observedbind_widget_to_viewmodel
    • First observedbookmark
    • First observedbreak_level_instance
    • First observedbuild_animation_state_machine
    • First observedbuild_blueprint_graph
    • First observedbuild_camera_rig
    • First observedbuild_hlod
    • First observedbuild_lighting
    • First observedbuild_mesh_bvh
    • First observedbuild_minimap
    • First observedbuild_pose_search_database_index
    • First observedbulk_delete_assets
    • First observedbulk_rename_assets
    • First observedcall_component_function
    • First observedcall_function
    • First observedcall_library_function
    • First observedcall_object_method
    • First observedcan_redo
    • First observedcan_undo
    • First observedcancel_ability
    • First observedcancel_package_build
    • First observedcancel_render_job
    • First observedcancel_transaction
    • First observedcapture_pie_screenshot
    • First observedcapture_pie_state
    • First observedcapture_viewport
    • First observedcheck_asset_circular_dependency
    • First observedcheck_asset_optimization
    • First observedcheck_blueprint_errors
    • First observedclaim_smart_object
    • First observedcleanup_pcg_component
    • First observedclear_and_fill_render_target
    • First observedclear_anim_graph_node_pin_binding
    • First observedclear_anim_transition_rule
    • First observedclear_collection_params
    • First observedclear_data_registry_sources
    • First observedclear_dynamic_mesh
    • First observedclear_ism_instances
    • First observedclear_marked_frames
    • First observedclear_material_parameter_overrides
    • First observedclear_message_log
    • First observedclear_motion_warping_targets
    • First observedclear_mpci_parameter_overrides
    • First observedclear_procedural_mesh
    • First observedclear_render_target
    • First observedclear_undo_barriers
    • First observedclear_usd_attribute
    • First observedclear_usd_references
    • First observedclear_usd_variant_selection
    • First observedclear_uv_channel
    • First observedclick_pie_widget
    • First observedclose_usd_stage
    • First observedcluster_geometry_collection
    • First observedcollapse_montage_segments
    • First observedcommit_bone_changes
    • First observedcommit_level_instance
    • First observedcompact_mesh
    • First observedcompare_asset_versions
    • First observedcompare_objects
    • First observedcompile_anim_blueprint
    • First observedcompile_blueprint
    • First observedcompile_material
    • First observedcompile_state_tree
    • First observedcompile_text_for_target
    • First observedcompute_gc_proximity
    • First observedconfigure_ability_tags
    • First observedconfigure_ai_sight_radius
    • First observedconfigure_animation_events
    • First observedconfigure_asset_streaming
    • First observedconfigure_audio_3d
    • First observedconfigure_gravity
    • First observedconfigure_light_shadows
    • First observedconfigure_plugin_setting
    • First observedconfigure_post_processing
    • First observedconfigure_render_output
    • First observedconfigure_replication
    • First observedconfigure_water_zone
    • First observedconnect_anim_graph_pins
    • First observedconnect_ik_goal_to_solver
    • First observedconnect_material_expressions
    • First observedconnect_material_function_pins
    • First observedconnect_metasound_nodes
    • First observedconnect_pcg_nodes
    • First observedconnect_pins
    • First observedconnect_sound_cue_nodes
    • First observedconnect_substrate_slab_to_material
    • First observedconnect_to_material_output
    • First observedconsolidate_assets
    • First observedconvert_map_to_world_partition
    • First observedcopy_actors
    • First observedcopy_anim_graph_nodes
    • First observedcopy_dynamic_mesh_to_static_mesh
    • First observedcopy_landscape_region
    • First observedcopy_material_instance_params
    • First observedcopy_mesh_uv_channel
    • First observedcopy_mid_params_from_source
    • First observedcopy_static_mesh_to_dynamic_mesh
    • First observedcount_gameplay_tag_references
    • First observedcount_mass_entities
    • First observedcreate_actor_action_utility
    • First observedcreate_ai_controller_blueprint
    • First observedcreate_anim_blueprint
    • First observedcreate_anim_composite
    • First observedcreate_anim_montage
    • First observedcreate_anim_sequence
    • First observedcreate_asset_action_utility
    • First observedcreate_asset_documentation
    • First observedcreate_attribute_set_asset
    • First observedcreate_attribute_set_blueprint
    • First observedcreate_audio_bus
    • First observedcreate_behavior_config
    • First observedcreate_behavior_tree
    • First observedcreate_blackboard_data
    • First observedcreate_blend_space
    • First observedcreate_blueprint
    • First observedcreate_blueprint_interface
    • First observedcreate_blueprint_macro
    • First observedcreate_camera
    • First observedcreate_camera_asset
    • First observedcreate_camera_rig_asset
    • First observedcreate_camera_rig_crane
    • First observedcreate_camera_rig_rail
    • First observedcreate_camera_shake_blueprint
    • First observedcreate_chooser_table
    • First observedcreate_cine_camera_in_sequence
    • First observedcreate_collection
    • First observedcreate_common_ui_stack
    • First observedcreate_composite_curve_table
    • First observedcreate_composite_data_table
    • First observedcreate_control_bus
    • First observedcreate_control_bus_mix
    • First observedcreate_control_rig_blueprint
    • First observedcreate_curve_asset
    • First observedcreate_curve_table
    • First observedcreate_data_asset
    • First observedcreate_data_layer_asset
    • First observedcreate_data_layer_instance
    • First observedcreate_data_registry
    • First observedcreate_data_table
    • First observedcreate_dialogue_voice
    • First observedcreate_dialogue_wave
    • First observedcreate_directory
    • First observedcreate_dynamic_material_on_actor
    • First observedcreate_editable_skeletal_mesh
    • First observedcreate_editable_skeleton
    • First observedcreate_editable_static_mesh
    • First observedcreate_editor_utility_blueprint
    • First observedcreate_editor_utility_widget_blueprint
    • First observedcreate_enum
    • First observedcreate_eqs_query
    • First observedcreate_field_system_asset
    • First observedcreate_file_media_source
    • First observedcreate_foliage_type
    • First observedcreate_force_feedback_effect
    • First observedcreate_functional_test
    • First observedcreate_game_instance_class_bp
    • First observedcreate_game_mode_class_bp
    • First observedcreate_game_state_class_bp
    • First observedcreate_gameplay_ability_blueprint
    • First observedcreate_gameplay_cue_notify_actor
    • First observedcreate_gameplay_cue_notify_burst
    • First observedcreate_gameplay_cue_notify_looping
    • First observedcreate_gameplay_cue_notify_static
    • First observedcreate_gameplay_effect_blueprint
    • First observedcreate_gameplay_effect_container
    • First observedcreate_gameplay_mod_magnitude_calculation_blueprint
    • First observedcreate_gameplay_tag
    • First observedcreate_gameplay_tag_table
    • First observedcreate_geometry_collection
    • First observedcreate_hlod_layer
    • First observedcreate_hud_class_bp
    • First observedcreate_ik_retargeter
    • First observedcreate_ik_rig
    • First observedcreate_input_action
    • First observedcreate_input_mapping_context
    • First observedcreate_lake_water_body
    • First observedcreate_landscape
    • First observedcreate_landscape_grass_type
    • First observedcreate_landscape_layer_info
    • First observedcreate_level_instance
    • First observedcreate_level_sequence
    • First observedcreate_mass_entity_config
    • First observedcreate_mass_spawner_actor
    • First observedcreate_material
    • First observedcreate_material_expression
    • First observedcreate_material_function
    • First observedcreate_material_function_expression
    • First observedcreate_material_function_instance
    • First observedcreate_material_instance
    • First observedcreate_material_instance_constant
    • First observedcreate_material_instance_dynamic
    • First observedcreate_material_layer
    • First observedcreate_material_layer_blend
    • First observedcreate_material_parameter_collection
    • First observedcreate_material_parameter_collection_instance
    • First observedcreate_material_variant
    • First observedcreate_media_player
    • First observedcreate_media_texture
    • First observedcreate_metasound_preset
    • First observedcreate_metasound_source
    • First observedcreate_modulation_generator
    • First observedcreate_modulation_generator_lfo
    • First observedcreate_modulation_parameter
    • First observedcreate_niagara_system
    • First observedcreate_ocean_water_body
    • First observedcreate_pcg_graph
    • First observedcreate_physical_material
    • First observedcreate_physics_asset
    • First observedcreate_player_controller_class_bp
    • First observedcreate_player_state_class_bp
    • First observedcreate_pose_asset
    • First observedcreate_pose_asset_from_anim_sequence
    • First observedcreate_pose_search_database
    • First observedcreate_pose_search_schema
    • First observedcreate_post_process_material
    • First observedcreate_procedural_box_mesh
    • First observedcreate_procedural_grid_mesh
    • First observedcreate_procedural_mesh_component
    • First observedcreate_project_overview
    • First observedcreate_render_job
    • First observedcreate_render_target_2d
    • First observedcreate_render_target_2d_array
    • First observedcreate_render_target_cube
    • First observedcreate_retarget_pose
    • First observedcreate_river_water_body
    • First observedcreate_rvt_asset
    • First observedcreate_rvt_volume
    • First observedcreate_save_game
    • First observedcreate_skeletal_mesh_morph_target
    • First observedcreate_smart_object_definition
    • First observedcreate_sound_attenuation
    • First observedcreate_sound_class
    • First observedcreate_sound_concurrency
    • First observedcreate_sound_cue
    • First observedcreate_sound_mix
    • First observedcreate_sound_modulation_patch
    • First observedcreate_sound_source_bus
    • First observedcreate_sound_submix
    • First observedcreate_soundfield_submix
    • First observedcreate_state_tree
    • First observedcreate_static_texture_from_render_target
    • First observedcreate_string_table
    • First observedcreate_struct
    • First observedcreate_substrate_slab_node
    • First observedcreate_subsurface_profile
    • First observedcreate_subsystem_class_bp
    • First observedcreate_subtitles_asset
    • First observedcreate_texture_2d_array
    • First observedcreate_texture_2d_from_data
    • First observedcreate_trigger
    • First observedcreate_usd_attribute
    • First observedcreate_usd_stage
    • First observedcreate_usd_stage_actor
    • First observedcreate_volume
    • First observedcreate_water_body_exclusion_volume
    • First observedcreate_water_zone
    • First observedcreate_widget
    • First observedcreate_widget_blueprint
    • First observedcreate_world_partition_map
    • First observeddeactivate_external_subsystem
    • First observeddeactivate_game_feature_plugin
    • First observeddefine_usd_prim
    • First observeddelete_actor
    • First observeddelete_asset
    • First observeddelete_bp_variable
    • First observeddelete_chooser_table
    • First observeddelete_collection
    • First observeddelete_curve_table_row
    • First observeddelete_data_table_row
    • First observeddelete_directory
    • First observeddelete_level_sequence
    • First observeddelete_material_expression
    • First observeddelete_material_function
    • First observeddelete_material_function_input
    • First observeddelete_material_function_output
    • First observeddelete_meta_sound
    • First observeddelete_montage_section
    • First observeddelete_node
    • First observeddelete_render_job
    • First observeddelete_save_game
    • First observeddelete_selected_triangles_from_mesh
    • First observeddelete_state_tree
    • First observeddelete_triangle_from_mesh
    • First observeddeselect_actors
    • First observeddespawn_mass_entities
    • First observeddestroy_all_mass_entities
    • First observeddestroy_mass_entity
    • First observeddetach_actor
    • First observeddetect_substrate_enabled
    • First observeddiagnose_navmesh
    • First observeddiff_blueprint_components
    • First observeddiff_blueprint_graphs
    • First observeddiff_blueprints
    • First observeddiff_collision_channels
    • First observeddiff_content_trees
    • First observeddiff_data_tables
    • First observeddiff_material_instances
    • First observeddiff_object_snapshots
    • First observeddiff_project_config
    • First observeddisable_plugin
    • First observeddisconnect_anim_graph_pins
    • First observeddisconnect_ik_goal_from_solver
    • First observeddisconnect_material_expressions
    • First observeddisconnect_metasound_node_from_graph_output
    • First observeddisconnect_metasound_nodes
    • First observeddisconnect_pcg_nodes
    • First observeddisconnect_pin
    • First observeddisconnect_sound_cue_nodes
    • First observeddisconnect_to_material_output
    • First observeddiscover_input_types
    • First observeddoes_save_game_exist
    • First observeddraw_line_to_render_target
    • First observeddraw_material_to_render_target
    • First observeddraw_material_to_render_target_region
    • First observeddraw_text_to_render_target
    • First observeddraw_texture_to_render_target
    • First observeddump_collision_channels
    • First observedduplicate_actor
    • First observedduplicate_anim_sequence
    • First observedduplicate_asset
    • First observedduplicate_directory
    • First observedduplicate_keyframe
    • First observedduplicate_material_expression
    • First observedduplicate_mpc
    • First observedduplicate_niagara_emitter_handle
    • First observedduplicate_niagara_module_in_stack
    • First observedduplicate_widget
    • First observededit_anim_notify
    • First observededit_blendspace_sample
    • First observededit_level_instance
    • First observededitor_status
    • First observedenable_plugin
    • First observedend_behavior_on_actor
    • First observedend_transaction
    • First observedevaluate_chooser_table
    • First observedevaluate_chooser_table_multi
    • First observedevaluate_curve_at_time
    • First observedevaluate_pose_search_query
    • First observedexecute_console_command
    • First observedexecute_python
    • First observedexecute_python_file
    • First observedexport_asset_as_text
    • First observedexport_asset_data
    • First observedexport_assets
    • First observedexport_blueprint_data
    • First observedexport_data_table_as_csv
    • First observedexport_data_table_as_json
    • First observedexport_landscape_heightmap
    • First observedexport_level_section
    • First observedexport_render_target
    • First observedfind_actors_by_name
    • First observedfind_blueprint_assets_by_class
    • First observedfind_blueprint_node_references
    • First observedfind_classes_implementing_interface
    • First observedfind_duplicate_assets
    • First observedfind_erroring_blueprints
    • First observedfind_free_input_key
    • First observedfind_gameplay_tag
    • First observedfind_nearest_point_on_mesh
    • First observedfind_nearest_ray_intersection_with_mesh
    • First observedfind_smart_objects
    • First observedfind_unused_assets
    • First observedfire_mass_signal
    • First observedfixup_redirectors
    • First observedflatten_landscape_in_box
    • First observedflatten_usd_stage
    • First observedflush_async_loading
    • First observedflush_net_dormancy
    • First observedfocus_viewport
    • First observedfoliage_type_exists
    • First observedforce_net_update
    • First observedfork_class_chain
    • First observedfracture_geometry_collection
    • First observedframe_timing
    • First observedgather_text_for_target
    • First observedgenerate_asset_report
    • First observedgenerate_asset_thumbnail
    • First observedgenerate_blueprint_docs
    • First observedgenerate_mesh_uvs
    • First observedgenerate_pcg_component
    • First observedget_ability_activation_info
    • First observedget_ability_info
    • First observedget_ability_system_component
    • First observedget_ability_tasks
    • First observedget_absolute_transform
    • First observedget_action_mappings
    • First observedget_active_abilities
    • First observedget_active_culture
    • First observedget_active_effects
    • First observedget_active_montages
    • First observedget_actor_blueprint
    • First observedget_actor_bounds
    • First observedget_actor_components
    • First observedget_actor_folder
    • First observedget_actor_label
    • First observedget_actor_lock_location
    • First observedget_actor_material_info
    • First observedget_actor_net_cull_distance
    • First observedget_actor_net_update_frequency
    • First observedget_actor_properties_by_class
    • First observedget_actor_references
    • First observedget_actor_replication_info
    • First observedget_actor_team
    • First observedget_actors_by_class
    • First observedget_actors_in_level
    • First observedget_actors_in_radius
    • First observedget_actors_in_trigger
    • First observedget_ai_perceived_actors
    • First observedget_ai_perception_senses
    • First observedget_all_gameplay_tags
    • First observedget_all_primary_asset_types
    • First observedget_allow_cinematic_control
    • First observedget_anim_asset_info
    • First observedget_anim_blueprint_info
    • First observedget_anim_curve_data
    • First observedget_anim_curve_names
    • First observedget_anim_graph_node_properties
    • First observedget_anim_notifies
    • First observedget_anim_sequence_info
    • First observedget_anim_state_machine_info
    • First observedget_animation_blueprint_info
    • First observedget_asset_bundle_data
    • First observedget_asset_bundle_entry
    • First observedget_asset_by_name
    • First observedget_asset_compression
    • First observedget_asset_dependencies
    • First observedget_asset_dependencies_recursive
    • First observedget_asset_dependents
    • First observedget_asset_disk_size
    • First observedget_asset_file_size
    • First observedget_asset_import_data
    • First observedget_asset_last_modified
    • First observedget_asset_lod_settings
    • First observedget_asset_memory_usage
    • First observedget_asset_metadata
    • First observedget_asset_metadata_tags
    • First observedget_asset_referencers
    • First observedget_asset_streaming_config
    • First observedget_asset_thumbnail
    • First observedget_assets_by_names
    • First observedget_assets_by_tag
    • First observedget_assets_by_type
    • First observedget_assets_in_folder
    • First observedget_assets_metadata_batch
    • First observedget_attribute_meta_on_set_class
    • First observedget_attribute_value
    • First observedget_attributes
    • First observedget_audio_bus
    • First observedget_audio_component_properties
    • First observedget_audio_section_properties
    • First observedget_audio_settings
    • First observedget_automation_test_results
    • First observedget_available_keys
    • First observedget_available_materials
    • First observedget_axis_mappings
    • First observedget_behavior_config_info
    • First observedget_behavior_subsystem_info
    • First observedget_behavior_tree_info
    • First observedget_behavior_tree_status
    • First observedget_binding_tracks
    • First observedget_blackboard_component
    • First observedget_blackboard_data
    • First observedget_blackboard_keys
    • First observedget_blackboard_keys_asset
    • First observedget_blackboard_value
    • First observedget_blendspace_samples
    • First observedget_blueprint_children
    • First observedget_blueprint_component_object_path
    • First observedget_blueprint_component_overrides
    • First observedget_blueprint_component_property
    • First observedget_blueprint_components
    • First observedget_blueprint_components_list
    • First observedget_blueprint_debug_info
    • First observedget_blueprint_exec_path
    • First observedget_blueprint_functions
    • First observedget_blueprint_functions_list
    • First observedget_blueprint_info
    • First observedget_blueprint_material_info
    • First observedget_blueprint_parent
    • First observedget_blueprint_scs_tree
    • First observedget_blueprint_variable_detailed_info
    • First observedget_blueprint_variables
    • First observedget_blueprint_variables_list
    • First observedget_bone_transform
    • First observedget_camera_asset_info
    • First observedget_camera_fov
    • First observedget_camera_post_process
    • First observedget_camera_rig_nodes
    • First observedget_camera_transform
    • First observedget_cameras
    • First observedget_channel_keyframes
    • First observedget_chooser_column_values
    • First observedget_chooser_row_values
    • First observedget_cine_camera_settings
    • First observedget_class_functions
    • First observedget_class_hierarchy
    • First observedget_class_properties
    • First observedget_collection_assets
    • First observedget_collection_info
    • First observedget_collection_param_info
    • First observedget_collections
    • First observedget_collision_info
    • First observedget_collision_profile
    • First observedget_compile_errors
    • First observedget_component_events
    • First observedget_component_properties
    • First observedget_component_state_tree_path
    • First observedget_condition_info
    • First observedget_condition_property
    • First observedget_consideration_info
    • First observedget_consideration_property
    • First observedget_control_bus_mix_info
    • First observedget_culture_info
    • First observedget_current_level
    • First observedget_curve_keys
    • First observedget_curve_table_info
    • First observedget_cvar
    • First observedget_data_asset_info
    • First observedget_data_layer_asset_info
    • First observedget_data_layer_assets
    • First observedget_data_layer_instances
    • First observedget_data_registry_info
    • First observedget_data_registry_item
    • First observedget_data_registry_source_count
    • First observedget_data_table_column
    • First observedget_data_table_info
    • First observedget_data_table_row
    • First observedget_data_table_row_as_json
    • First observedget_data_table_rows
    • First observedget_decal_info
    • First observedget_dedicated_server_status
    • First observedget_default_game_map
    • First observedget_directional_light_cascade_settings
    • First observedget_dynamic_mesh_info
    • First observedget_engine_info
    • First observedget_engine_ini_value
    • First observedget_engine_settings
    • First observedget_engine_stats
    • First observedget_enum_info
    • First observedget_eqs_query_info
    • First observedget_evaluator_info
    • First observedget_evaluator_property
    • First observedget_event_dispatchers
    • First observedget_exponential_height_fog_properties
    • First observedget_field_system_info
    • First observedget_foliage_in_radius
    • First observedget_foliage_instance_count
    • First observedget_foliage_type_properties
    • First observedget_foliage_types
    • First observedget_fps_info
    • First observedget_frame_count
    • First observedget_function_info
    • First observedget_function_pins
    • First observedget_game_feature_plugin_state
    • First observedget_game_instance_info
    • First observedget_game_mode_info
    • First observedget_gameplay_cue_notify_info
    • First observedget_gameplay_effect_components
    • First observedget_gameplay_effect_info
    • First observedget_gameplay_effect_modifiers
    • First observedget_gameplay_tag_info
    • First observedget_gameplay_tag_redirects
    • First observedget_gameplay_tag_source
    • First observedget_gameplay_tag_table_rows
    • First observedget_gameplay_tags_manager
    • First observedget_gc_hierarchy_info
    • First observedget_geometry_collection_info
    • First observedget_graph_nodes
    • First observedget_hlod_layer_actors
    • First observedget_hlod_layer_info
    • First observedget_hlod_layers
    • First observedget_ik_bone_settings
    • First observedget_ik_goal_settings
    • First observedget_ik_retarget_chain_details
    • First observedget_ik_retargeter_info
    • First observedget_ik_rig_info
    • First observedget_ik_solver_bones
    • First observedget_ik_solver_details
    • First observedget_ik_solver_settings
    • First observedget_input_action
    • First observedget_input_action_state
    • First observedget_input_mapping_context
    • First observedget_input_settings
    • First observedget_is_dense_mesh
    • First observedget_ism_instance_info
    • First observedget_landscape_grass_type_properties
    • First observedget_landscape_height_at
    • First observedget_landscape_info
    • First observedget_landscape_layers
    • First observedget_landscape_material
    • First observedget_landscape_nanite_status
    • First observedget_landscape_spline_control_point
    • First observedget_landscape_splines
    • First observedget_level_blueprint
    • First observedget_level_instance_info
    • First observedget_level_sequence_status_runtime
    • First observedget_level_sequences
    • First observedget_light_properties
    • First observedget_lighting_in_area
    • First observedget_lighting_quality
    • First observedget_marked_frames
    • First observedget_mass_config_parent
    • First observedget_mass_entity_info
    • First observedget_mass_spawner_count
    • First observedget_mass_spawner_entity_types
    • First observedget_mass_spawner_info
    • First observedget_mass_trait_property
    • First observedget_material_all_parameters
    • First observedget_material_default_parameter
    • First observedget_material_expressions
    • First observedget_material_function_graph
    • First observedget_material_function_inputs
    • First observedget_material_graph_info
    • First observedget_material_instance_base_overrides
    • First observedget_material_instance_param_overridden
    • First observedget_material_instance_params
    • First observedget_material_instance_parent
    • First observedget_material_instance_static_component_mask
    • First observedget_material_instance_static_switch
    • First observedget_material_layer_info
    • First observedget_material_layer_parameter
    • First observedget_material_layer_stack
    • First observedget_material_param_info
    • First observedget_material_physical_material
    • First observedget_material_static_switch_parameters
    • First observedget_material_stats
    • First observedget_material_usage
    • First observedget_material_usage_flag
    • First observedget_media_info
    • First observedget_memory_usage
    • First observedget_mesh_bounding_box
    • First observedget_mesh_components_detail
    • First observedget_mesh_connected_components
    • First observedget_mesh_has_attribute_set
    • First observedget_mesh_is_closed
    • First observedget_mesh_material_ids
    • First observedget_mesh_open_border_loops
    • First observedget_mesh_selection_bounds
    • First observedget_mesh_triangle_count
    • First observedget_mesh_uv_area
    • First observedget_mesh_uv_channel_count
    • First observedget_mesh_vertex_count
    • First observedget_mesh_volume_area
    • First observedget_mesh_volume_area_center
    • First observedget_message_log_entries
    • First observedget_meta_sound_node_info
    • First observedget_meta_sound_node_input_default
    • First observedget_meta_sound_node_property
    • First observedget_metasound_graph_info
    • First observedget_metasound_info
    • First observedget_metasound_preset_parameters
    • First observedget_mid_all_params
    • First observedget_modulation_generator_info
    • First observedget_modulation_info
    • First observedget_modulation_parameter_info
    • First observedget_montage_info
    • First observedget_morph_target_deltas
    • First observedget_mpci_info
    • First observedget_navigation_data
    • First observedget_navigation_info
    • First observedget_near_clip_plane
    • First observedget_net_priority
    • First observedget_net_role
    • First observedget_network_info
    • First observedget_network_settings
    • First observedget_niagara_component_matrix
    • First observedget_niagara_data_interface_info
    • First observedget_niagara_data_interfaces
    • First observedget_niagara_effect_type
    • First observedget_niagara_emitter_data_interfaces
    • First observedget_niagara_emitter_handle_info
    • First observedget_niagara_emitter_handles
    • First observedget_niagara_emitter_renderers
    • First observedget_niagara_emitter_runtime_summary
    • First observedget_niagara_emitter_sim_target
    • First observedget_niagara_event_handlers
    • First observedget_niagara_module_info
    • First observedget_niagara_module_input
    • First observedget_niagara_module_stack
    • First observedget_niagara_renderer_info
    • First observedget_niagara_scalability_settings
    • First observedget_niagara_simulation_stages
    • First observedget_niagara_system_info
    • First observedget_niagara_system_properties
    • First observedget_niagara_system_warmup_time
    • First observedget_niagara_user_parameter
    • First observedget_node_pin_info
    • First observedget_notify_track_names
    • First observedget_num_connected_islands
    • First observedget_num_extended_polygroup_layers
    • First observedget_num_open_border_edges
    • First observedget_num_uv_islands
    • First observedget_object_class
    • First observedget_object_tags
    • First observedget_output_log_lines
    • First observedget_package_build_status
    • First observedget_package_info
    • First observedget_pcg_component_info
    • First observedget_pcg_generated_data
    • First observedget_pcg_graph_info
    • First observedget_pcg_graph_parameters
    • First observedget_pcg_node_properties
    • First observedget_physics_asset_info
    • First observedget_physics_constraint_info
    • First observedget_physics_settings
    • First observedget_pie_focused_widget
    • First observedget_player_input
    • First observedget_plugin_status
    • First observedget_pose_search_runtime_state
    • First observedget_post_process_settings
    • First observedget_post_process_volume_settings
    • First observedget_primary_asset_cook_rules
    • First observedget_primary_asset_id
    • First observedget_primary_asset_id_from_path
    • First observedget_primary_asset_ids_by_type
    • First observedget_primary_asset_type_info
    • First observedget_primary_asset_types
    • First observedget_procedural_mesh_info
    • First observedget_procedural_mesh_section_data
    • First observedget_procedural_mesh_section_visible
    • First observedget_project_info
    • First observedget_project_settings_value
    • First observedget_properties
    • First observedget_property_access_path
    • First observedget_property_value
    • First observedget_python_status
    • First observedget_recast_navmesh_settings
    • First observedget_reference_path
    • First observedget_reflection_capture_properties
    • First observedget_render_queue
    • First observedget_render_target_2d_array_info
    • First observedget_render_target_cube_info
    • First observedget_render_target_info
    • First observedget_rendering_settings
    • First observedget_replication_info
    • First observedget_retarget_poses
    • First observedget_retargeter_op_info
    • First observedget_rig_control_value
    • First observedget_rig_hierarchy
    • First observedget_rigvm_graph
    • First observedget_river_spline_points
    • First observedget_rvt_info
    • First observedget_save_game_info
    • First observedget_save_game_slot_info
    • First observedget_scalability_levels
    • First observedget_scene_bounds
    • First observedget_scene_capture_2d_properties
    • First observedget_section_info
    • First observedget_selected_actors
    • First observedget_sequence_bindings
    • First observedget_sequence_duration
    • First observedget_sequence_folders
    • First observedget_sequence_frame_rate
    • First observedget_sequence_master_tracks
    • First observedget_sequence_possessables
    • First observedget_sequence_spawnables
    • First observedget_sequence_track_count
    • First observedget_sequence_tracks
    • First observedget_shader_info
    • First observedget_skeletal_mesh_info
    • First observedget_skeletal_mesh_lod_info
    • First observedget_skeletal_mesh_material_slots
    • First observedget_skeletal_mesh_morph_targets
    • First observedget_skeletal_mesh_section_info
    • First observedget_skeleton_asset_info
    • First observedget_skeleton_info
    • First observedget_sky_atmosphere_properties
    • First observedget_sky_light_properties
    • First observedget_smart_object_component_definition
    • First observedget_smart_object_definition_summary
    • First observedget_smart_object_info
    • First observedget_smart_object_slot_entrance_annotations
    • First observedget_smart_object_slots_detail
    • First observedget_sound_attenuation_properties
    • First observedget_sound_class_hierarchy
    • First observedget_sound_class_properties
    • First observedget_sound_concurrency_properties
    • First observedget_sound_cue_graph
    • First observedget_sound_modulation_patch_info
    • First observedget_sound_source_bus
    • First observedget_sound_wave_properties
    • First observedget_soundfield_submix_info
    • First observedget_source_control_status
    • First observedget_spline_points
    • First observedget_state_theme_colors
    • First observedget_state_tree_info
    • First observedget_static_mesh_info
    • First observedget_static_mesh_lightmap
    • First observedget_static_mesh_sections
    • First observedget_static_mesh_sockets
    • First observedget_streaming_levels
    • First observedget_string_table_entries
    • First observedget_string_table_metadata
    • First observedget_struct_info
    • First observedget_struct_members
    • First observedget_submix_effect_chain
    • First observedget_subsystem_class_info
    • First observedget_subsystem_instance
    • First observedget_task_info
    • First observedget_task_property
    • First observedget_texture_array_info
    • First observedget_texture_info
    • First observedget_timeline_info
    • First observedget_trace_status
    • First observedget_transaction_history
    • First observedget_trigger_events
    • First observedget_trigger_info
    • First observedget_trigger_overlap_count
    • First observedget_undo_state
    • First observedget_usd_attribute_time_samples
    • First observedget_usd_attribute_value
    • First observedget_usd_generated_assets
    • First observedget_usd_generated_component
    • First observedget_usd_layer_info
    • First observedget_usd_prim_info
    • First observedget_usd_prim_metadata
    • First observedget_usd_stage_actor_info
    • First observedget_usd_stage_info
    • First observedget_usd_variant_set_info
    • First observedget_uv_health_report
    • First observedget_view_type
    • First observedget_viewport_exposure
    • First observedget_viewport_fov
    • First observedget_viewport_state
    • First observedget_volume_info
    • First observedget_volumetric_cloud_properties
    • First observedget_water_body_gerstner_wave_detail
    • First observedget_water_body_info
    • First observedget_water_body_wave_info
    • First observedget_water_zone_info
    • First observedget_widget_animations
    • First observedget_widget_blueprint_tree
    • First observedget_widget_hierarchy
    • First observedget_widget_properties
    • First observedget_world_net_mode
    • First observedget_world_partition_info
    • First observedget_world_partition_runtime_hash
    • First observedget_world_settings
    • First observedget_world_settings_detail
    • First observedgrant_ability
    • First observedhas_all_gameplay_tags
    • First observedhas_any_gameplay_tags
    • First observedhas_foliage_instances
    • First observedhas_none_gameplay_tags
    • First observedhas_tag
    • First observedhigh_res_screenshot
    • First observedimplement_interface
    • First observedimplement_interface_function
    • First observedimport_asset
    • First observedimport_data_table_csv
    • First observedimport_font_file
    • First observedimport_landscape_heightmap
    • First observedimport_sound_file
    • First observedimport_texture_file
    • First observedingest_external_uassets
    • First observedinitialize_data_registry
    • First observedinject_analog_input
    • First observedinject_key_input
    • First observedinject_mouse_button
    • First observedinsert_usd_sublayer
    • First observedinspect_chooser_table
    • First observedinspect_material_instance_constant
    • First observedinspect_motion_warping_component
    • First observedinspect_object
    • First observedinspect_pose_search_database
    • First observedinspect_pose_search_schema
    • First observedinspect_subsystem_instance
    • First observedinterchange_can_reset_actor
    • First observedinterchange_can_reset_world
    • First observedinterchange_can_translate_source_data
    • First observedinterchange_create_pipeline_asset
    • First observedinterchange_get_asset_import_data
    • First observedinterchange_get_node_container
    • First observedinterchange_get_pipeline_properties
    • First observedinterchange_get_pipelines
    • First observedinterchange_get_project_settings
    • First observedinterchange_get_supported_formats
    • First observedinterchange_import_asset
    • First observedinterchange_module_status
    • First observedinterchange_register_factory
    • First observedinterchange_register_translator
    • First observedinterchange_reimport_asset
    • First observedinterchange_reset_actors
    • First observedinterchange_reset_level_asset
    • First observedinterchange_reset_scene_import_asset
    • First observedinterchange_save_pipeline
    • First observedinterchange_set_pipeline_properties
    • First observedinterchange_set_pipeline_stack_default
    • First observedinterchange_set_pipelines
    • First observedis_bvh_valid_for_mesh
    • First observedis_play_in_editor_active
    • First observedis_point_inside_mesh
    • First observedis_skeleton_shared
    • First observedis_subsystem_class_active
    • First observedisolate_usd_layer
    • First observedlaunch_dedicated_server
    • First observedlink_media_texture_to_player
    • First observedlink_montage_sections
    • First observedlint_blueprint_graph
    • First observedlist_active_regions
    • First observedlist_all_input_mappings
    • First observedlist_anim_state_machines
    • First observedlist_assets_modified_since
    • First observedlist_automation_tests
    • First observedlist_behavior_configs
    • First observedlist_camera_node_types
    • First observedlist_chooser_tables
    • First observedlist_collision_channels
    • First observedlist_condition_types
    • First observedlist_conditions
    • First observedlist_considerations
    • First observedlist_cvars
    • First observedlist_cvars_with_prefix
    • First observedlist_data_registry_sources
    • First observedlist_data_registry_types
    • First observedlist_derived_classes
    • First observedlist_dirty_packages
    • First observedlist_editor_utility_widgets
    • First observedlist_engine_ini_sections
    • First observedlist_enums
    • First observedlist_eqs_context_types
    • First observedlist_eqs_generator_types
    • First observedlist_eqs_test_types
    • First observedlist_evaluator_types
    • First observedlist_evaluators
    • First observedlist_game_feature_plugins
    • First observedlist_geometry_collection_bones
    • First observedlist_global_tasks
    • First observedlist_input_modifier_types
    • First observedlist_input_trigger_types
    • First observedlist_input_triggers
    • First observedlist_instance_overrides
    • First observedlist_level_widget_components
    • First observedlist_local_player_subsystems
    • First observedlist_localization_targets
    • First observedlist_mass_archetypes
    • First observedlist_mass_signals
    • First observedlist_mass_trait_types
    • First observedlist_mass_traits
    • First observedlist_meta_sound_node_types
    • First observedlist_meta_sound_nodes
    • First observedlist_meta_sound_references
    • First observedlist_meta_sounds
    • First observedlist_modules
    • First observedlist_niagara_data_interface_classes
    • First observedlist_niagara_modules
    • First observedlist_niagara_renderer_classes
    • First observedlist_niagara_simulation_stages
    • First observedlist_object_properties
    • First observedlist_objects_of_class
    • First observedlist_orphaned_ofpa_actors
    • First observedlist_overridable_functions
    • First observedlist_pcg_node_types
    • First observedlist_project_setting_sections
    • First observedlist_replicated_actors
    • First observedlist_save_games
    • First observedlist_scripted_action_utilities
    • First observedlist_state_trees
    • First observedlist_states
    • First observedlist_structs
    • First observedlist_subsystem_classes
    • First observedlist_subsystem_instances
    • First observedlist_subtitle_cues
    • First observedlist_task_types
    • First observedlist_tasks
    • First observedlist_traces
    • First observedlist_transitions
    • First observedlist_tree_bindings
    • First observedlist_tree_parameters
    • First observedlist_usd_file_formats
    • First observedlist_usd_prim_attributes
    • First observedlist_usd_prims
    • First observedlist_usd_stage_layers
    • First observedlist_usd_stages
    • First observedlist_usd_variant_sets
    • First observedlist_uv_channels
    • First observedlist_validators
    • First observedlist_warp_targets_on_component
    • First observedlist_widget_bound_events
    • First observedlist_widget_property_bindings
    • First observedlist_widget_types
    • First observedlist_world_partition_actors
    • First observedload_game
    • First observedload_game_async
    • First observedload_game_from_memory
    • First observedload_level
    • First observedload_world_partition_region
    • First observedmap_input_action
    • First observedmetasound_add_interface
    • First observedmetasound_add_node_by_classname
    • First observedmetasound_connect_node_to_graph_output
    • First observedmetasound_set_input_default
    • First observedmetasound_set_node_input_default
    • First observedmigrate_assets
    • First observedmove_actors_to_level
    • First observedmove_asset
    • First observedmove_ik_solver_in_stack
    • First observedmove_keyframe
    • First observedmove_niagara_simulation_stage
    • First observedmove_node
    • First observedmove_track_to_folder
    • First observedmute_usd_layer
    • First observednew_level
    • First observedopen_message_log
    • First observedopen_usd_stage
    • First observedoverlap_scene
    • First observedoverride_interface_member
    • First observedoverride_usd_prim
    • First observedpack_level_actors
    • First observedpaint_landscape_layer
    • First observedpaste_actors
    • First observedpause_behavior_tree
    • First observedpause_level_sequence_runtime
    • First observedpause_timeline
    • First observedplace_actor_on_terrain
    • First observedplace_player_start
    • First observedplane_cut_fracture
    • First observedplay_animation
    • First observedplay_level_sequence_runtime
    • First observedplay_sound
    • First observedplay_sound_at_location
    • First observedplay_timeline
    • First observedplay_widget_animation
    • First observedpoll_delegate_events
    • First observedpoll_gameplay_tag_events
    • First observedpop_common_ui_widget
    • First observedpossess_pawn
    • First observedprint_to_output_log
    • First observedprofile_blueprint_execution
    • First observedpush_common_ui_widget
    • First observedquery_gameplay_tags
    • First observedquery_mass_entities
    • First observedraycast_scene
    • First observedread_data_table_row_complex
    • First observedread_datatable_from_package_file
    • First observedread_mcp_audit_file
    • First observedread_pie_widgets
    • First observedrebuild_mesh_bvh
    • First observedrebuild_navigation
    • First observedrecombine_blueprint_pin
    • First observedrecompile_material_function
    • First observedrecompute_mesh_normals
    • First observedrecompute_mesh_uvs
    • First observedreconcile_function_signature
    • First observedredo
    • First observedredo_multiple
    • First observedrefresh_anim_montage_cache
    • First observedrefresh_data_registry_map
    • First observedregenerate_collection_param_id
    • First observedregion_end
    • First observedregion_start
    • First observedregister_gameplay_debugger_category
    • First observedregister_gameplay_tag_event
    • First observedregister_input_key_mapping
    • First observedregister_smart_object_actor
    • First observedregister_spawn_point
    • First observedreimport_anim_sequence
    • First observedreimport_asset
    • First observedrelease_smart_object
    • First observedreload_asset_package
    • First observedremap_material_ids
    • First observedremove_ability
    • First observedremove_actor_from_data_layer_instance
    • First observedremove_all_foliage_for_type
    • First observedremove_anim_blueprint
    • First observedremove_anim_bone_track
    • First observedremove_anim_composite
    • First observedremove_anim_composite_segment
    • First observedremove_anim_conduit
    • First observedremove_anim_curve
    • First observedremove_anim_curve_name
    • First observedremove_anim_montage
    • First observedremove_anim_notify
    • First observedremove_anim_sequence
    • First observedremove_anim_slot_group
    • First observedremove_anim_state
    • First observedremove_anim_sync_marker
    • First observedremove_anim_transition
    • First observedremove_animation_asset_from_pose_search_database
    • First observedremove_asset_from_collection
    • First observedremove_behavior_config
    • First observedremove_blackboard_key
    • First observedremove_blend_profile
    • First observedremove_blend_space
    • First observedremove_blendspace_1d
    • First observedremove_blendspace_sample
    • First observedremove_blueprint_breakpoint
    • First observedremove_blueprint_component_node
    • First observedremove_blueprint_function
    • First observedremove_bone
    • First observedremove_bt_composite_child
    • First observedremove_bt_decorator
    • First observedremove_bt_service
    • First observedremove_bt_task_child
    • First observedremove_bus_from_mix
    • First observedremove_chooser_column
    • First observedremove_chooser_row
    • First observedremove_collection_param
    • First observedremove_component_from_actor
    • First observedremove_component_from_blueprint
    • First observedremove_consideration
    • First observedremove_curve_key
    • First observedremove_curve_table_key
    • First observedremove_data_layer_instance
    • First observedremove_data_registry_source
    • First observedremove_dynamic_mesh_actor
    • First observedremove_enum_entry
    • First observedremove_eqs_generator
    • First observedremove_eqs_option
    • First observedremove_eqs_test
    • First observedremove_evaluator
    • First observedremove_event_dispatcher
    • First observedremove_field_node
    • First observedremove_foliage_in_radius
    • First observedremove_gameplay_effect
    • First observedremove_gameplay_effect_component
    • First observedremove_gameplay_effect_modifier
    • First observedremove_gameplay_tag
    • First observedremove_gameplay_tag_from_table
    • First observedremove_gameplay_tag_redirect
    • First observedremove_geometry_collection_source
    • First observedremove_hlod_layer
    • First observedremove_ik_goal
    • First observedremove_ik_retarget_chain
    • First observedremove_ik_solver
    • First observedremove_input_modifier
    • First observedremove_input_trigger
    • First observedremove_interface
    • First observedremove_ism_instance
    • First observedremove_keyframe
    • First observedremove_landscape_layer
    • First observedremove_landscape_spline_control_point
    • First observedremove_landscape_spline_segment
    • First observedremove_mapping_from_context
    • First observedremove_marked_frame
    • First observedremove_mass_trait
    • First observedremove_mass_trait_from_entity
    • First observedremove_metasound_graph_input
    • First observedremove_metasound_graph_output
    • First observedremove_metasound_node
    • First observedremove_modulation_input_from_patch
    • First observedremove_montage_notify
    • First observedremove_montage_slot
    • First observedremove_motion_warping_component
    • First observedremove_niagara_data_interface
    • First observedremove_niagara_emitter_handle
    • First observedremove_niagara_event_handler
    • First observedremove_niagara_module_from_stack
    • First observedremove_niagara_renderer
    • First observedremove_niagara_simulation_stage
    • First observedremove_notify_track
    • First observedremove_orphaned_ofpa_actors
    • First observedremove_pcg_node
    • First observedremove_physics_asset_constraint
    • First observedremove_pose_asset
    • First observedremove_pose_curve
    • First observedremove_pose_from_pose_asset
    • First observedremove_pose_search_channel_from_schema
    • First observedremove_pose_search_database
    • First observedremove_pose_search_roled_skeleton
    • First observedremove_pose_search_schema
    • First observedremove_primary_asset_rule
    • First observedremove_procedural_mesh_component
    • First observedremove_render_target_2d
    • First observedremove_render_target_2d_array
    • First observedremove_render_target_cube
    • First observedremove_retarget_pose
    • First observedremove_retargeter_op
    • First observedremove_rig_element
    • First observedremove_rigvm_node
    • First observedremove_rvt_asset
    • First observedremove_section
    • First observedremove_sequence_binding
    • First observedremove_sequence_folder
    • First observedremove_sequence_track
    • First observedremove_skeletal_mesh_lod
    • First observedremove_skeletal_mesh_morph_target
    • First observedremove_skeletal_mesh_socket
    • First observedremove_smart_object_definition_default_behavior
    • First observedremove_smart_object_slot
    • First observedremove_smart_object_slot_behavior_definition
    • First observedremove_smart_object_slot_entrance_annotation
    • First observedremove_socket_from_skeleton_asset
    • First observedremove_soundfield_effect
    • First observedremove_state
    • First observedremove_state_enter_condition
    • First observedremove_state_tree_global_task
    • First observedremove_static_mesh_collision
    • First observedremove_static_mesh_socket
    • First observedremove_static_texture_from_render_target
    • First observedremove_streaming_level
    • First observedremove_string_table_entry
    • First observedremove_string_table_metadata
    • First observedremove_struct_member
    • First observedremove_subsystem_class_bp
    • First observedremove_subtitle_cue
    • First observedremove_subtitles_asset
    • First observedremove_tag_from_object
    • First observedremove_task
    • First observedremove_texture_2d_array
    • First observedremove_transition
    • First observedremove_transition_condition
    • First observedremove_tree_binding
    • First observedremove_tree_parameter
    • First observedremove_trigger_box
    • First observedremove_trigger_sphere
    • First observedremove_undo_barrier
    • First observedremove_unused_variables
    • First observedremove_unused_vertices
    • First observedremove_usd_attribute
    • First observedremove_usd_prim
    • First observedremove_usd_prim_schema
    • First observedremove_usd_sublayer
    • First observedremove_viewmodel
    • First observedremove_virtual_bone
    • First observedremove_volume
    • First observedremove_warp_target
    • First observedremove_water_body_from_zone
    • First observedremove_widget
    • First observedremove_widget_animation
    • First observedremove_widget_property_binding
    • First observedrename_anim_curve
    • First observedrename_asset
    • First observedrename_bone
    • First observedrename_bp_variable
    • First observedrename_collection_param
    • First observedrename_curve_table_row
    • First observedrename_data_table_row
    • First observedrename_enum_entry
    • First observedrename_function_parameter
    • First observedrename_ik_retarget_chain
    • First observedrename_montage_section
    • First observedrename_niagara_emitter_handle
    • First observedrename_pose_in_pose_asset
    • First observedrename_rig_element
    • First observedrename_skeletal_mesh_morph_target
    • First observedrename_skeletal_mesh_socket
    • First observedrename_static_mesh_socket
    • First observedrename_struct_member
    • First observedrename_widget
    • First observedrender_sequence_to_movie
    • First observedrender_widget_preview
    • First observedreorder_enum_entry
    • First observedreorder_niagara_modules
    • First observedreorder_widget_child
    • First observedrepack_mesh_uvs
    • First observedrepair_mesh_self_intersections
    • First observedreparent_blueprint
    • First observedreparent_blueprint_safe
    • First observedreparent_widget
    • First observedrerun_construction_scripts
    • First observedreset_game_mode_override
    • First observedreset_transaction_buffer
    • First observedresolve_asset_by_name
    • First observedrestart_behavior_tree
    • First observedrestore_actor_state
    • First observedresume_behavior_tree
    • First observedrotate_dynamic_mesh
    • First observedrotate_mesh_uvs
    • First observedrun_asset_action_utility
    • First observedrun_automation_test
    • First observedrun_behavior_tree
    • First observedrun_editor_utility_widget
    • First observedrun_eqs_query
    • First observedrun_external_project_script
    • First observedrun_functional_test_in_pie
    • First observedrun_map_check
    • First observedrun_smoke_tests
    • First observedsave_asset
    • First observedsave_game
    • First observedsave_game_async
    • First observedsave_game_to_memory
    • First observedsave_level
    • First observedsave_usd_stage
    • First observedscaffold_aim_offset_blend_space
    • First observedscaffold_blend_space_2d
    • First observedscaffold_locomotion_animbp
    • First observedscaffold_menu_screen
    • First observedscale_anim_curve
    • First observedscale_dynamic_mesh
    • First observedscale_mesh_uvs
    • First observedscan_primary_assets
    • First observedscan_uasset_refs
    • First observedscatter_foliage_in_box
    • First observedscatter_foliage_on_layer
    • First observedsearch_assets_by_pattern
    • First observedsearch_cvars
    • First observedselect_actors
    • First observedselect_mesh_triangles
    • First observedsend_gameplay_event_to_actor
    • First observedserialize_actor_state
    • First observedset_ability_cooldown
    • First observedset_ability_cost
    • First observedset_absolute_transform
    • First observedset_active_culture
    • First observedset_actor_component_collision
    • First observedset_actor_folder
    • First observedset_actor_label
    • First observedset_actor_lifetime
    • First observedset_actor_lock_location
    • First observedset_actor_material
    • First observedset_actor_net_cull_distance
    • First observedset_actor_net_dormancy
    • First observedset_actor_net_update_frequency
    • First observedset_actor_physical_material
    • First observedset_actor_replicate_movement
    • First observedset_actor_replicates
    • First observedset_actor_spatially_loaded
    • First observedset_actor_team
    • First observedset_actor_transform
    • First observedset_allow_cinematic_control
    • First observedset_anim_additive_settings
    • First observedset_anim_bone_track_keys
    • First observedset_anim_curve_color
    • First observedset_anim_curve_comment
    • First observedset_anim_curve_interp_mode
    • First observedset_anim_curve_keys
    • First observedset_anim_frame_rate
    • First observedset_anim_graph_node_pin_binding
    • First observedset_anim_graph_node_property
    • First observedset_anim_montage_preview_mesh
    • First observedset_anim_montage_rate_scale
    • First observedset_anim_montage_skeleton
    • First observedset_anim_number_of_frames
    • First observedset_anim_retarget_source
    • First observedset_anim_root_motion
    • First observedset_anim_transition_rule_automatic
    • First observedset_anim_transition_rule_from_bool
    • First observedset_anim_transition_rule_from_comparison
    • First observedset_animation_speed
    • First observedset_asset_compression
    • First observedset_asset_lod_settings
    • First observedset_asset_metadata_tag
    • First observedset_attach_section_rules
    • First observedset_attribute_base_value
    • First observedset_attribute_meta_on_set_class
    • First observedset_audio_bus_channels
    • First observedset_audio_section_properties
    • First observedset_audio_section_start_offset
    • First observedset_audio_sound
    • First observedset_audio_track_pitch
    • First observedset_audio_track_volume
    • First observedset_audio_volume
    • First observedset_behavior_class
    • First observedset_behavior_tree_root
    • First observedset_binding_channel_keyframe_interp
    • First observedset_blackboard_key_subsettings
    • First observedset_blackboard_value
    • First observedset_blend_profile_bone
    • First observedset_blendspace_interpolation
    • First observedset_blendspace_properties
    • First observedset_blueprint_breakpoint
    • First observedset_blueprint_component_array_element
    • First observedset_blueprint_component_collision
    • First observedset_blueprint_component_property
    • First observedset_blueprint_function_pure
    • First observedset_bone_parent
    • First observedset_bone_transform
    • First observedset_box_slot_properties
    • First observedset_bp_class_replication
    • First observedset_bp_function_rpc
    • First observedset_bp_variable_default
    • First observedset_bp_variable_metadata
    • First observedset_bp_variable_replication
    • First observedset_camera_asset_director
    • First observedset_camera_fov
    • First observedset_camera_node_parameters
    • First observedset_camera_post_process
    • First observedset_camera_rig_rail_position
    • First observedset_camera_rig_root_node
    • First observedset_camera_speed
    • First observedset_camera_transform
    • First observedset_chooser_column_default
    • First observedset_chooser_row_outcome
    • First observedset_cine_camera_aperture
    • First observedset_cine_camera_filmback
    • First observedset_cine_camera_focal_length
    • First observedset_cine_camera_focus
    • First observedset_cine_camera_lens
    • First observedset_collection_param_default
    • First observedset_component_definition
    • First observedset_component_parameter_override
    • First observedset_component_property
    • First observedset_component_replication
    • First observedset_condition_property
    • First observedset_consideration_property
    • First observedset_constraint_limits
    • First observedset_control_bus_mix_stage_value
    • First observedset_control_bus_value
    • First observedset_control_rotation
    • First observedset_current_level
    • First observedset_cvar
    • First observedset_cvars_from_json
    • First observedset_data_asset_property
    • First observedset_data_layer_debug_color
    • First observedset_data_layer_initial_runtime_state
    • First observedset_data_layer_parent
    • First observedset_data_layer_runtime_state
    • First observedset_data_layer_type
    • First observedset_data_table_cell
    • First observedset_data_table_row
    • First observedset_data_table_row_fields
    • First observedset_data_table_row_from_json
    • First observedset_data_table_rows_from_json
    • First observedset_decal_color
    • First observedset_decal_destroy_owner_after_fade
    • First observedset_decal_fade
    • First observedset_decal_fade_in
    • First observedset_decal_fade_screen_size
    • First observedset_decal_material
    • First observedset_decal_size
    • First observedset_decal_sort_order
    • First observedset_default_game_map
    • First observedset_directional_light_cascade_settings
    • First observedset_dynamic_mesh_material
    • First observedset_engine_ini_value
    • First observedset_enum_bitflags
    • First observedset_eqs_generator_properties
    • First observedset_eqs_test_scoring
    • First observedset_evaluator_property
    • First observedset_event_dispatcher_signature
    • First observedset_exponential_height_fog_properties
    • First observedset_far_clip_plane
    • First observedset_foliage_type_properties
    • First observedset_game_mode_default_pawn
    • First observedset_game_mode_game_state_class
    • First observedset_game_mode_hud_class
    • First observedset_game_mode_override
    • First observedset_game_mode_player_state_class
    • First observedset_game_mode_spectator_class
    • First observedset_game_view
    • First observedset_gameplay_cue_notify_actor_properties
    • First observedset_gameplay_cue_notify_burst_properties
    • First observedset_gameplay_cue_notify_looping_properties
    • First observedset_gameplay_cue_notify_static_properties
    • First observedset_gameplay_effect_component_asset_tags
    • First observedset_gameplay_effect_component_block_ability_tags
    • First observedset_gameplay_effect_component_chance_to_apply
    • First observedset_gameplay_effect_component_granted_abilities
    • First observedset_gameplay_effect_component_target_tag_requirements
    • First observedset_gameplay_effect_component_target_tags
    • First observedset_gameplay_effect_duration
    • First observedset_gameplay_effect_duration_policy
    • First observedset_gameplay_effect_modifier_attribute_based
    • First observedset_gameplay_effect_modifier_attribute_based_up_to_channel
    • First observedset_gameplay_effect_modifier_attribute_curve
    • First observedset_gameplay_effect_modifier_attribute_tag_filters
    • First observedset_gameplay_effect_modifier_custom
    • First observedset_gameplay_effect_modifier_custom_curve
    • First observedset_gameplay_effect_modifier_set_by_caller
    • First observedset_gameplay_effect_period
    • First observedset_gameplay_effect_stacking
    • First observedset_gc_connection_settings
    • First observedset_geometry_collection_damage
    • First observedset_geometry_collection_mass
    • First observedset_grid_slot_properties
    • First observedset_hlod_layer_actors
    • First observedset_hlod_layer_parent
    • First observedset_hlod_layer_settings
    • First observedset_ik_bone_settings
    • First observedset_ik_goal_settings
    • First observedset_ik_retarget_chain_bones
    • First observedset_ik_solver_bones
    • First observedset_ik_solver_enabled
    • First observedset_ik_solver_settings
    • First observedset_input_action_flags
    • First observedset_input_action_trigger_behavior
    • First observedset_input_action_value_type
    • First observedset_keyframe_interpolation
    • First observedset_kill_z
    • First observedset_landscape_grass_type_properties
    • First observedset_landscape_height_in_box
    • First observedset_landscape_material
    • First observedset_landscape_spline_control_point
    • First observedset_level_sequence_time_runtime
    • First observedset_light_color
    • First observedset_light_intensity
    • First observedset_light_properties
    • First observedset_lumen_gi_quality
    • First observedset_marked_frames_locked
    • First observedset_mass_config_parent
    • First observedset_mass_spawner_count
    • First observedset_mass_spawner_entity_types
    • First observedset_mass_trait_property
    • First observedset_material_domain
    • First observedset_material_function_input_props
    • First observedset_material_function_instance_parent
    • First observedset_material_function_output_props
    • First observedset_material_instance_base_overrides
    • First observedset_material_instance_param
    • First observedset_material_instance_param_override
    • First observedset_material_instance_parent
    • First observedset_material_instance_static_component_mask
    • First observedset_material_instance_static_switch
    • First observedset_material_layer_parameter
    • First observedset_material_layer_stack
    • First observedset_material_node_param
    • First observedset_material_physical_material
    • First observedset_material_usage_flag
    • First observedset_mesh_material_color
    • First observedset_mesh_material_id
    • First observedset_mesh_material_id_in_region
    • First observedset_mesh_uv_element_position
    • First observedset_mesh_uvs_from_projection
    • First observedset_meta_sound_node_property
    • First observedset_metasound_preset_parameter
    • First observedset_mid_scalar_param
    • First observedset_mid_texture_param
    • First observedset_mid_vector_param
    • First observedset_modulation_generator_settings
    • First observedset_modulation_parameter_settings
    • First observedset_modulation_patch_bypass
    • First observedset_modulation_patch_output_parameter
    • First observedset_montage_blend_times
    • First observedset_montage_properties
    • First observedset_montage_section_start_time
    • First observedset_montage_segment_anim_sequence
    • First observedset_montage_segment_start_time
    • First observedset_morph_target_deltas
    • First observedset_morph_target_generated_by_engine
    • First observedset_motion_warping_component_search_in_anims
    • First observedset_motion_warping_target_bone_name
    • First observedset_motion_warping_target_follow_component
    • First observedset_motion_warping_target_location
    • First observedset_motion_warping_target_location_offset
    • First observedset_motion_warping_target_rotation
    • First observedset_mpci_parent_collection
    • First observedset_mpci_scalar_parameter_value
    • First observedset_mpci_vector_parameter_value
    • First observedset_named_slot_content
    • First observedset_native_team_attitude
    • First observedset_near_clip_plane
    • First observedset_net_priority
    • First observedset_network_authority
    • First observedset_niagara_component_bool
    • First observedset_niagara_component_color
    • First observedset_niagara_component_float
    • First observedset_niagara_component_int
    • First observedset_niagara_component_matrix
    • First observedset_niagara_component_object
    • First observedset_niagara_component_position
    • First observedset_niagara_component_quat
    • First observedset_niagara_component_vec2
    • First observedset_niagara_component_vec4
    • First observedset_niagara_component_vector
    • First observedset_niagara_data_interface_array
    • First observedset_niagara_data_interface_asset
    • First observedset_niagara_data_interface_curve
    • First observedset_niagara_data_interface_default
    • First observedset_niagara_decal_renderer_material
    • First observedset_niagara_effect_type
    • First observedset_niagara_emitter_allocation_mode
    • First observedset_niagara_emitter_bounds
    • First observedset_niagara_emitter_enabled
    • First observedset_niagara_emitter_local_space
    • First observedset_niagara_emitter_max_gpu_particles
    • First observedset_niagara_emitter_requires_persistent_ids
    • First observedset_niagara_emitter_sim_target
    • First observedset_niagara_emitter_template_description
    • First observedset_niagara_mesh_renderer_mesh
    • First observedset_niagara_module_enabled
    • First observedset_niagara_module_input
    • First observedset_niagara_renderer_material
    • First observedset_niagara_renderer_properties
    • First observedset_niagara_simulation_stage_properties
    • First observedset_niagara_system_deterministic
    • First observedset_niagara_system_fixed_bounds
    • First observedset_niagara_system_properties
    • First observedset_niagara_system_warmup_tick_count
    • First observedset_niagara_system_warmup_tick_delta
    • First observedset_niagara_system_warmup_time
    • First observedset_niagara_user_parameter
    • First observedset_num_extended_polygroup_layers
    • First observedset_num_uv_channels
    • First observedset_packaging_setting
    • First observedset_pcg_component_properties
    • First observedset_pcg_graph_parameter
    • First observedset_pcg_node_properties
    • First observedset_physical_material_properties
    • First observedset_physics_asset_constraint_drives
    • First observedset_physics_asset_constraint_limits
    • First observedset_physics_body_advanced_properties
    • First observedset_physics_body_properties
    • First observedset_physics_constraint_drives
    • First observedset_physics_gravity
    • First observedset_physics_properties
    • First observedset_pie_list_view_items
    • First observedset_pie_widget_focus
    • First observedset_pie_widget_value
    • First observedset_pie_window_size
    • First observedset_pin_default_value
    • First observedset_playback_range_locked
    • First observedset_player_controller_class
    • First observedset_polygroup_material_id
    • First observedset_pose_asset_base_pose
    • First observedset_pose_search_database_schema
    • First observedset_pose_search_schema_mirror_data_table
    • First observedset_pose_search_schema_properties
    • First observedset_pose_search_schema_role
    • First observedset_pose_search_schema_skeleton
    • First observedset_post_process_color_grading
    • First observedset_post_process_setting
    • First observedset_post_process_volume_settings
    • First observedset_preserve_scale_ratio
    • First observedset_primary_asset_cook_rule
    • First observedset_procedural_mesh_material
    • First observedset_procedural_mesh_section_visible
    • First observedset_project_settings_value
    • First observedset_properties
    • First observedset_property_access_path
    • First observedset_property_track_keyframe_count
    • First observedset_property_value
    • First observedset_recast_navmesh_settings
    • First observedset_reflection_capture_properties
    • First observedset_replication_condition
    • First observedset_retarget_pose_bone_rotation
    • First observedset_retargeter_chain_mapping
    • First observedset_retargeter_op_settings
    • First observedset_rig_control_limits
    • First observedset_rig_control_settings
    • First observedset_rig_control_shape_transform
    • First observedset_rig_control_value
    • First observedset_rigvm_pin_default
    • First observedset_river_spline_points
    • First observedset_river_width_depth_at_point
    • First observedset_river_widths_depths
    • First observedset_rvt_volume_bounds
    • First observedset_scalability_quality
    • First observedset_scene_capture_2d_properties
    • First observedset_section_active
    • First observedset_section_blend_type
    • First observedset_section_color
    • First observedset_section_completion_mode
    • First observedset_section_easing
    • First observedset_section_locked
    • First observedset_section_pre_post_rollout
    • First observedset_section_range
    • First observedset_section_row_index
    • First observedset_sequence_display_rate
    • First observedset_sequence_duration
    • First observedset_sequence_frame_rate
    • First observedset_sequence_playback_range
    • First observedset_sequence_view_range
    • First observedset_sequence_working_range
    • First observedset_show_flag
    • First observedset_skeletal_animation_section_params
    • First observedset_skeletal_mesh_allow_cpu_access
    • First observedset_skeletal_mesh_anim_class
    • First observedset_skeletal_mesh_lod_build_settings
    • First observedset_skeletal_mesh_lod_reduction_settings
    • First observedset_skeletal_mesh_lod_screen_size
    • First observedset_skeletal_mesh_lod_settings
    • First observedset_skeletal_mesh_material_slot
    • First observedset_skeletal_mesh_min_lod
    • First observedset_skeletal_mesh_section_cast_shadow
    • First observedset_skeletal_mesh_section_recompute_tangent
    • First observedset_skeletal_mesh_section_visible_in_ray_tracing
    • First observedset_skeletal_mesh_socket_parent
    • First observedset_skeletal_mesh_socket_transform
    • First observedset_sky_atmosphere_properties
    • First observedset_sky_light_properties
    • First observedset_slot_properties
    • First observedset_smart_object_definition_activity_tags
    • First observedset_smart_object_definition_user_tag_filter
    • First observedset_smart_object_slot_activity_tags
    • First observedset_smart_object_slot_enabled
    • First observedset_smart_object_slot_runtime_tags
    • First observedset_smart_object_slot_transform
    • First observedset_smart_object_slot_user_tag_filter
    • First observedset_sound_attenuation_properties
    • First observedset_sound_class_parent
    • First observedset_sound_class_properties
    • First observedset_sound_concurrency_properties
    • First observedset_sound_cue_first_node
    • First observedset_sound_cue_node_properties
    • First observedset_sound_mix_class_override
    • First observedset_sound_source_bus_audio_bus
    • First observedset_sound_source_bus_send_info
    • First observedset_sound_source_bus_send_level_curve
    • First observedset_sound_wave_properties
    • First observedset_soundfield_effect_settings
    • First observedset_spawn_ownership
    • First observedset_spline_points
    • First observedset_state_completion_type
    • First observedset_state_linked_asset
    • First observedset_state_selection_behavior
    • First observedset_state_theme_color
    • First observedset_state_tree_root
    • First observedset_state_type
    • First observedset_static_mesh_collision_complexity
    • First observedset_static_mesh_convex_collision
    • First observedset_static_mesh_kdop_collision
    • First observedset_static_mesh_lightmap
    • First observedset_static_mesh_material_slot
    • First observedset_static_mesh_nanite
    • First observedset_static_mesh_properties
    • First observedset_static_mesh_socket_transform
    • First observedset_streaming_level_loaded
    • First observedset_streaming_level_visible
    • First observedset_string_table_entry
    • First observedset_string_table_metadata
    • First observedset_struct_member_default
    • First observedset_sub_section_parameters
    • First observedset_submix_effect_settings
    • First observedset_substrate_slab_scalar
    • First observedset_subtitle_cue_text
    • First observedset_subtitle_cue_timing
    • First observedset_task_property
    • First observedset_texture_sampler_settings
    • First observedset_texture_settings
    • First observedset_timeline_time
    • First observedset_transform_section_mask
    • First observedset_transform_section_quaternion_interp
    • First observedset_transform_track_interp_mode
    • First observedset_transition_properties
    • First observedset_tree_parameter
    • First observedset_triangle_uvs
    • First observedset_trigger_box_extent
    • First observedset_trigger_events
    • First observedset_trigger_sphere_radius
    • First observedset_undo_barrier
    • First observedset_usd_attribute_value
    • First observedset_usd_edit_target
    • First observedset_usd_prim_active
    • First observedset_usd_prim_display_name
    • First observedset_usd_prim_instanceable
    • First observedset_usd_prim_metadata
    • First observedset_usd_prim_specifier
    • First observedset_usd_prim_type
    • First observedset_usd_stage_actor_root_layer
    • First observedset_usd_stage_time_range
    • First observedset_usd_variant_selection
    • First observedset_vehicle_wheel_setup
    • First observedset_view_target
    • First observedset_view_type
    • First observedset_viewmodel_field
    • First observedset_viewport_camera
    • First observedset_viewport_exposure
    • First observedset_viewport_fov
    • First observedset_viewport_realtime
    • First observedset_viewport_view_mode
    • First observedset_volumetric_cloud_properties
    • First observedset_water_body_gerstner_waves
    • First observedset_water_body_gerstner_waves_spectrum
    • First observedset_water_body_material
    • First observedset_water_body_properties
    • First observedset_widget_drag_drop
    • First observedset_widget_navigation
    • First observedset_widget_property
    • First observedset_widget_slot_properties
    • First observedset_widget_visibility
    • First observedset_world_gravity
    • First observedset_world_partition_runtime_hash
    • First observedsetup_foot_ik
    • First observedshow_notification
    • First observedsimplify_mesh
    • First observedslice_fracture
    • First observedslice_procedural_mesh
    • First observedsmooth_landscape_in_box
    • First observedsnap_actor_to_ground
    • First observedsnapshot_object
    • First observedsort_montage_segments
    • First observedspawn_actor
    • First observedspawn_blueprint_actor
    • First observedspawn_box_reflection_capture
    • First observedspawn_box_volume
    • First observedspawn_decal_actor
    • First observedspawn_dynamic_mesh_actor
    • First observedspawn_exponential_height_fog
    • First observedspawn_field_system_actor
    • First observedspawn_level_streaming_volume
    • First observedspawn_mass_entities
    • First observedspawn_nav_link_proxy
    • First observedspawn_nav_modifier_volume
    • First observedspawn_navmesh_bounds_volume
    • First observedspawn_niagara_component
    • First observedspawn_pcg_volume
    • First observedspawn_physics_constraint
    • First observedspawn_post_process_volume
    • First observedspawn_scene_capture_2d
    • First observedspawn_sky_atmosphere
    • First observedspawn_sky_light
    • First observedspawn_sphere_reflection_capture
    • First observedspawn_text_render_actor
    • First observedspawn_volumetric_cloud
    • First observedsplit_blueprint_pin
    • First observedstart_gauntlet_run
    • First observedstart_package_build
    • First observedstart_play_in_editor
    • First observedstart_trace
    • First observedstop_animation
    • First observedstop_behavior_tree
    • First observedstop_dedicated_server
    • First observedstop_level_sequence_runtime
    • First observedstop_play_in_editor
    • First observedstop_sound
    • First observedstop_trace
    • First observedstop_widget_animation
    • First observedsubscribe_to_delegate
    • First observedsuggest_asset_optimizations
    • First observedswap_material_layer_parameters
    • First observedtest_blueprint_function
    • First observedtrace_blueprint_execution
    • First observedtransform_dynamic_mesh
    • First observedtranslate_dynamic_mesh
    • First observedtranslate_mesh_uvs
    • First observedtrigger_behavior_on_actor
    • First observedtrigger_input_action
    • First observedunassign_rvt_from_landscape
    • First observedunbind_widget_from_viewmodel
    • First observedundo
    • First observedundo_multiple
    • First observedunload_game_feature_plugin
    • First observedunregister_gameplay_debugger_category
    • First observedunregister_gameplay_tag_event
    • First observedunregister_input_key_mapping
    • First observedunsubscribe_delegate
    • First observedupdate_ism_instance_transform
    • First observedupdate_procedural_mesh_section
    • First observedupdate_reflection_captures
    • First observedupdate_transition
    • First observedusd_module_status
    • First observeduse_smart_object
    • First observedvalidate_anim_state_machine
    • First observedvalidate_asset
    • First observedvalidate_assets_in_path
    • First observedvalidate_blueprint
    • First observedvalidate_gameplay_tag_table
    • First observedvalidate_pin_connection
    • First observedvalidate_state_tree
    • First observedverify_reparent_success
    • First observedwait_for_pie_completion
    • First observedwatch_pie_property
    • First observedweld_mesh_edges
    • First observedwire_aim_offset

TDQS

A4.7/5.0

Scored across 15 tools

Disambiguation5/5

The 15 tools split cleanly into three layers: graph authoring (add_graph_node, connect_pins, get_graph_nodes, set_pin_default_value, compile_blueprint), object/asset manipulation (find_assets_by_name, get_object_info, set_properties, save_asset, undo), and a meta layer (find_tools, describe_tool, call_tool, enable_toolset). Graph-pin writes versus object-property writes versus Blueprint compile/save are explicitly demarcated, and the descriptions repeatedly state what each tool is NOT for (e.g. connect_pins excludes validate_pin_connection and disconnect_pin).

Naming Consistency5/5

Every name is snake_case and verb-first (add_graph_node, get_graph_nodes, set_pin_default_value, save_asset, find_tools, call_tool, enable_toolset); the lone bare verb `undo` is the conventional editor term and reads unambiguously. No mixing of camelCase or inconsistent verb styles.

Tool Count5/5

15 directly listed tools is comfortably in the sweet spot, and the design deliberately keeps context small by exposing 11 core tools plus a discovery/execution layer instead of the server's ~1547 tools. Each listed tool earns its place with no filler.

Completeness4/5

The core covers the main editor loop: author/wire nodes, compile, set pin and object properties, find and save assets, undo, plus a Python escape hatch. Direct surface gaps (create_blueprint, add_blueprint_variable, remove_graph_node, disconnect_pin, level and actor operations) are intentional and one call away via find_tools/call_tool/enable_toolset packs, so agents can work around them but must take an extra hop.

Maintenance

ActivityMaintained
ResponsivenessNo issues

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